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Spider Gun (Major)Weapon 15


UncommonEvocationMagical
Source Pathfinder Guns & Gears
Damage 1d10 Poison
Type Martial
Range 30 feet
Price 6,500 gp
Weight 2 bulk

A major spider gun is a +2 greater striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take Persistent Poison Damage equal to 1d4 + the number of weapon damage dice. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures.


Activate One Action Interact (conjuration, magical)

Frequency once per round


Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 25 slashing damage or 15 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an DC 34 athletics check or DC 34 reflex save against DC 34. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's Immobilized for 1 round or until it Escapes (DC 34) or destroys the webbing.

Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

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.