Redeemer's PistolWeapon 11
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 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.
- You're unharmed by the triggering damage.
- You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes Enfeebled 2 until the end of its next turn and takes 4 Persistent good Damage
Traits
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.
AbjurationEffects and magic items with this trait are associated with the abjuration school of magic, typically involving protection or wards.
ConcealableThis 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.
ConcussiveThese 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.
FatalThe 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.
GoodGood 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.
MentalA mental effect can alter the target's mind. It has no effect on an object or a mindless creature.