Item: Blast Lance
This weapon is a long +1 Lance with a muzzle built into the pointed tip, allowing the user to fire the chamber after a successful melee attack. A barrel running down the length of the lance allows you to load firearm ammunition into the base of the weapon more easily than it might seem from the design. It takes 2 actions to reload a blast lance.
Activate F command
Trigger You strike a foe with the blast lance
Requirements The blast lance is loaded with a round
Effect You fire a blast of gunpowder through the weapon that deals 2d8 fire damage. The foe must attempt a DC 18 Fortitude save.
Critical Success The target is unaffected by the blast of gunpowder and the blast lance misfires and jams.
Success The target takes half the fire damage.
Failure The target takes the full fire damage and is pushed back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure The target takes double damage and is pushed back 10 feet. You can Stride after it, but you must move the same distance and in the same direction.
Trait Effects
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a _greater striking rune_ and three dice if the weapon has a _major striking rune_. For instance, a rapier with a _greater striking rune_ deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
Jousting: The weapon is suited for mounted combat with a harness or similar means. When mounted, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage for that attack equal to the number of damage dice for the weapon. In addition, while mounted, you can wield the weapon in one hand, changing the damage die to the listed value. As a part of your action to Mount a creature, you can switch your grip on a jousting weapon to one-handed. After that, changing your grip takes the same actions described on page 268. If you dismount while wielding a jousting weapon onehanded, you can switch to using two hands as part of that action if you have a hand free at that point. If not, you’ll still be holding the weapon in one hand, but not wielding it.
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.
Reach: This weapon can be used to attack enemies up to 10 feet away instead of only adjacent enemies. For creatures with reach, the weapon increases their reach by 5 feet.
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.
Spear: The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Blast Lance (Greater) | 8 | Uncommon | 1d8 |
| Cavalry Commander's Lance | 6 | Uncommon | 1d8 |
| Lance of Sun's Radiance | 11 | Rare | 1d8 |
| Radiant Lance | 15 | Uncommon | 1d8 |
| Alicorn Lance | 5 | Uncommon | 1d8 |
| Lance | - | Common | 1d8 |
| Knight Captain's Lance | 13 | Uncommon | 1d8 |
| Fulminating Spear | 7 | Uncommon | 1d6 |
| Hydra Spear | 8 | Unique | 1d6 |
| Golden Blade of Mzali | 15 | Rare | 1d6 |
| Gluttonous Spear | 6 | Uncommon | 1d6 |
| Longspear | - | Common | 1d8 |
| Preordained Spear | 9 | Rare | 1d6 |
| Lionfish Spear | 11 | Common | 1d6 |
| Anchor Spear | 13 | Uncommon | 1d6 |
| Splintering Spear | 13 | Common | 1d6 |
| Deepdread Claw | 14 | Rare | 1d6 |
| Lionfish Spear (Greater) | 14 | Common | 1d6 |
| Icicle | 16 | Common | 1d8 |
| Splintering Spear (Greater) | 17 | Common | 1d6 |