Item: Blade of Fallen Stars
This +4 major striking greater frost gun sword is made from high-grade cold siccatite. This gun sword's elegant, silvery blade is double-edged and etched with stars and constellations that move and mirror the night sky. The blade absorbs starlight, and prolonged exposure causes it to form a layer of glittering residue. Smiths in Dongun Hold forged this weapon by combining the cracked remains of a skymetal arquebus and the shards of an exceptional elven greatsword. Some tales of the forging report that the sword was Tear of Eventide, a great blade forged out of starlight for the battle between Desna and Aolar. Whether or not that was the case, dwarven curators who examined the shards simply noted that the blade's material was compatible with the cracked gun. After an extremely tense diplomatic brunch, the weapon is now regarded as a miracle of elven artistry and dwarven engineering, and a powerful symbol of allyship between their kingdoms.
Activate 1 Interact
Effect You unfold the parrying hooks extending from the blade to form a bipod, which has the same benefits as a typical Tripod. This negates the –2 penalty from kickback but must be reversed by a subsequent Interact action before the weapon can be repositioned or wielded in melee.
Activate 2 command, Interact
Requirements The blade of fallen stars was exposed to starlight for at least one hour since the last time this ability was used
Effect The coating on the blade seeps into the engravings and is collected in the barrel. On your next ranged Strike, the weapon fires a glowing white projectile with a blazing blue tail that explodes on impact. In addition to the normal Strike damage, the projectile also deals 6d8 cold damage and creates a Faerie Fire effect in a 5-foot emanation centered on the target.
Destruction Depriving the weapon of all light, natural or otherwise, for seven years, seven months, and seven days will cause it to crumble and erode irreparably.
Trait Effects
Combination: Combination weapons combine the functionality of melee weapons and ranged weapons in unique or unusual ways. A combination weapon has a ranged form or usage and a melee weapon form or usage. The combination weapons table lists the ranged weapon statistics first and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the ranged weapon usage requires an Interact action. However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a ranged Strike with the combination weapon against that foe without fully switching to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon Strike. Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a _vorpal axe musket_ only applies the _vorpal_ property rune when you're using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.
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.
Kickback: A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty.
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 |
|---|---|---|---|
| Obsidian Edge (True) | 18 | Uncommon | 1d10 |
| Obsidian Edge (Major) | 12 | Uncommon | 1d10 |
| Obsidian Edge (Greater) | 9 | Uncommon | 1d10 |
| Obsidian Edge | 6 | Uncommon | 1d10 |
| Fulmination Fang | 4 | Uncommon | 1d8 |
| Gun Sword | 1 | Uncommon | 1d10 |
| Scarlet Queen | 12 | Rare | 1d6 |
| Hex Blaster | 11 | Unique | 1d8 |
| Reaper's Grasp | 11 | Unique | 1d8 |
| Jax | 8 | Unique | 1d6 |
| Mindlance | 8 | Uncommon | 1d8 |
| Nightmare's Lament | 6 | Uncommon | 1d4 |
| Axe Musket | 1 | Uncommon | 1d6 |
| Gnome Amalgam Musket | 1 | Uncommon | 1d6 |
| Hammer Gun | 1 | Uncommon | 1d6 |
| Shobhad Longrifle | 1 | Rare | 1d8 |
| Three-peaked Tree | 1 | Uncommon | 1d6 |
| Arquebus | - | Uncommon | 1d8 |
| Black Powder Knuckle Dusters | - | Uncommon | 1d4 |
| Cane Pistol | - | Uncommon | 1d4 |