🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Shrieking SkullConsumable 12


AuditoryConsumableEnchantmentMagicalTalisman
Source Pathfinder Guns & Gears
Price 400 gp
Weight negligible

Usage affixed to a firearm or crossbow

Activate One Action envision

Requirements You're an expert in Intimidation and the affixed weapon is loaded.


This dried skull of a snake is mounted atop the firearm's barrel or affixed to a crossbow's stock. When activated, the skull crawls onto the ammunition loaded in the affixed weapon. If you Strike with the weapon before the end of your turn, the skull lets out a bloodcurdling scream as the ammunition approaches its target. Regardless of whether the Strike is a success, the screaming skull allows you to attempt to Demoralize the target as well as each enemy within 30 feet of the target.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Auditory

Auditory actions and effects rely on sound. An action with the auditory trait can be successfully performed only if the creature using the action can speak or otherwise produce the required sounds. A spell or effect with the auditory trait has its effect only if the target can hear it. This applies only to sound-based parts of the effect, as determined by the GM. This is different from a sonic effect, which still affects targets who can't hear it (such as deaf targets) as long as the effect itself makes sound.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Enchantment

Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Talisman

A talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently.