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Redeemer's PistolWeapon 11


UniqueAbjurationConcealableConcussiveFatalD10GoodMental
Source Pathfinder #180: The Smoking Gun
Damage 1d6 Piercing
Type Martial
Range 60 feet
Price 1,400 gp
Weight light

This +2 striking dueling pistol is fashioned from silvery steel that glistens with a radiant light. You can choose to make a nonlethal attack with the redeemer's pistol without taking a -2 penalty; if you do so, the attack deals 1d6 additional mental damage. You can also call forth the redemptive spirit within the gun to pass judgment on your foes.

Activate Reaction command

Frequency once per day

Trigger An enemy within 30 feet damages you


Effect The protective spirit within the gun imposes a vision of redemption in your foe's mind. The foe must choose one of the following options.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Abjuration

Effects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.

Concealable

This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.

Concussive

These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

Fatal

The fatal trait includes a die size. On a critical hit, the weapon's damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Good

Good effects often manipulate energy from good-aligned Outer Planes and are antithetical to evil divine servants or divine servants of evil deities. A creature with this trait is good in alignment. An ability with this trait can be selected or used only by good creatures.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.