Item: Breath Blaster

TypeWeapon
Level8
Rarity
Uncommon
Base ItemBlunderbuss
CategoryMartial
GroupFirearm
Damage1d8 piercing
Price500 gp
UsageHeld in two hands

A breath blaster is a +1 striking blunderbuss most commonly crafted from the trachea of a dragon, though other creatures with breath attacks or the ability to spit energy are occasionally used. The implementation of the dragon's trachea allows the firearm to unleash a torrent of pure energy in the form of gouts of flame or bolts of electricity.

A breath blaster's Strikes deal either acid, cold, electricity, fire, or poison damage, depending on the dragon type or other creature from which it was made, though it can otherwise be used like a normal blunderbuss. A breath blaster also can be activated to fire a line of energy in a @Template[line|distance:30] or @Template[cone|distance:15], chosen when it's created and typically corresponding to the shape of the breath attack used by the type of dragon or creature from which the breath blaster was created.

In theory, the foundational techniques required to create a breath blaster would allow for other damage types, but such breath blasters would require the trachea from the correct dragon or creature type and additional creation techniques, making such a breath blaster rare rather than uncommon.


Activate—Breath Blast 2 (manipulate)

Frequency once per minute

Effect You fire the breath blaster, dealing 4d6 untyped damage of the appropriate type in the appropriate area. Creatures in the area must attempt a DC 24 Basic Reflex save (or DC 24 Basic Fortitude save if the damage is poison).


Craft Requirements The initial raw materials must include the trachea of a ritually hunted dragon or other creature with a breath attack with the appropriate damage type and area (line or cone) for the breath blaster.


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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