Item: Alicorn Trigger
This +2 greater striking jezail features a preserved alicorn horn mounted underneath the barrel. Such a horn is usually willingly granted by the creature at the end of its natural lifespan, but some wicked gunsmiths acquire the horn through violence.
Activate—Glimmer Beam 2 (manipulate)
Frequency once per day
Effect The alicorn trigger unleashes a beam of radiant light in a 60-foot line. Creatures in the area of effect take 6d6 fire damage and must attempt a DC 33 Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Dazzled 1.
Failure The creature takes full damage and is Blinded for 1 round.
Critical Failure The creature takes double damage and is blinded for 1 minute.
Craft Requirements The initial raw materials must include a horn from an alicorn.
Trait Effects
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 Aim: It’s possible to hold the stock of this weapon under one arm so you can fire it with a single hand, but if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so switching between the two grips requires its own Interact action, not via Releasing or as part of reloading.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition 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.
Critical Specialisation Effects
Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.
Firearm: The target must succeed at a Fortitude save against your class DC or be stunned 1.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Iris of the Sky | 6 | Unique | 1d8 |
| Boastful Hunter | 3 | Rare | 1d8 |
| Jezail | 1 | Uncommon | 1d8 |
| Black King | 15 | Rare | 1d8 |
| Petrification Cannon | 15 | Uncommon | 1d6 |
| Leydroth Spellbreaker | 17 | Rare | 1d8 |
| Tentacle Cannon (Greater) | 13 | Uncommon | 1d8 |
| Tentacle Cannon (Major) | 17 | Uncommon | 1d8 |
| Obsidian Edge (Major) | 12 | Uncommon | 1d10 |
| Obsidian Edge (True) | 18 | Uncommon | 1d10 |
| Immolation Clan Pistol | 10 | Rare | 1d6 |
| Pact-Bound Pistol | 10 | Rare | 1d6 |
| Obsidian Edge (Greater) | 9 | Uncommon | 1d10 |
| Liar's Gun | 7 | Uncommon | 1d4 |
| Tentacle Cannon | 7 | Uncommon | 1d8 |
| Arboreal's Revenge | 6 | Rare | 1d8 |
| Nightmare's Lament | 6 | Uncommon | 1d4 |
| Obsidian Edge | 6 | Uncommon | 1d10 |
| Fulmination Fang | 4 | Uncommon | 1d8 |
| Spider Gun (Major) | 15 | Uncommon | 1d10 |