Item: Crescent Cross
A crescent cross combines a small scizore with an arm-mounted crossbow apparatus that can hold up to three bolts at a time.
Trait Effects
Capacity: Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a bolt or round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an Interact action that doesn't require a free hand. You can use abilities that let or require you to Interact to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be individually reloaded after it's fired as a separate Interact action.
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.
Parry: This weapon can be used defensively to block attacks. While wielding this weapon, if your proficiency with it is trained or better, you can spend a single action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
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.
Bow: If the target of the critical hit is adjacent to a surface, it becomes stuck to that surface by the missile. The target is immobilized until it succeeds at an Interact action and a DC 10 Athletics check to pull the missile free. The target doesn't become stuck if it is incorporeal, liquid, or could otherwise escape without effort.
Related Items
| Name | Level | Rarity | Damage |
|---|---|---|---|
| Bow Staff | - | Uncommon | 1d6 |
| Lancer | - | Uncommon | 1d8 |
| Mikazuki | - | Uncommon | 1d6 |
| Shield Bow | - | Common | 1d6 |
| Gakgung | - | Common | 1d6 |
| Longbow | - | Common | 1d8 |
| Mace Multipistol | - | Uncommon | 1d4 |
| Shortbow | - | Common | 1d6 |
| Composite Longbow | 1 | Common | 1d8 |
| Composite Shortbow | 1 | Common | 1d6 |
| Three-peaked Tree | 1 | Uncommon | 1d6 |
| Hunter's Bow | 3 | Common | 1d6 |
| Dazzling Shortbow | 5 | Uncommon | 1d6 |
| Horselord's Longbow | 6 | Uncommon | 1d8 |
| Splithead Bow | 7 | Uncommon | 1d8 |
| Hunter's Anthem | 11 | Common | 1d8 |
| Oathbow | 11 | Common | 1d8 |
| Dragonfire Halfbow | 12 | Uncommon | 1d6 |
| Mammoth Bow | 12 | Unique | 1d8 |
| Singing Shortbow | 14 | Common | 1d6 |