Item: Boastful Hunter

TypeWeapon
Level3
Rarity
Rare
Base ItemJezail
CategoryMartial
GroupFirearm
Damage1d8 piercing
Price-
UsageHeld in one hand
PublicationPathfinder Guns & Gears

Perception +11; precise vision 30 feet, imprecise hearing 30 feet

Communication speech (Common)

Skills Nature +9, Performance +10, Survival +11

Int +0, Wis +2, Cha +3

Will +11


Possessing a boisterous, proud demeanor, this +1 jezail is an aspiring big game hunter, always quick to share a tale of its bold adventures and predatory conquests—although the veracity of such tales is often questionable. A boastful hunter enjoys tracking and hunting animals of all kinds but takes particular pleasure in taking down large, dangerous, or rare animals. Against an animal, the boastful hunter deals 1d6 additional damage. On a critical hit against an animal, the boastful hunter also deals 1d6 persistent bleed damage.

A boastful hunter urges you to face off against tougher and tougher creatures—a challenge the ambitious rifle may not be adequate to deal with. If the boastful hunter goes one week without participating in a hunt against an animal of at least your level, it becomes bored. A bored boastful hunter complains incessantly and imposes a –1 item penalty to attack rolls against non-animal targets. A bored boastful hunter can be appeased by using it in combat against an animal of at least your level.

Unable to accept its own weaknesses, a boastful hunter blames any failed hunts on you, and considers remarks about its strength or quality a terrible insult. An insulted boastful hunter badmouths you to sentient creatures you interact with, imposing a –1 item penalty to Deception, Diplomacy, and Intimidation skill checks, and all attacks with it incur a misfire chance until the weapon is appeased. An insulted boastful hunter can be appeased by complimenting it and succeeding at a DC 21 Diplomacy check against its Will DC two days in a row. You can only attempt a Diplomacy check to appease the boastful hunter once each day.


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.

Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique.

Primal: This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.


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.


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