Item: Dezullon Fountain
A dezullon fountain is a distinct type of +2 striking air repeater made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage.
Activate 1 (concentrate)
Frequency once per day
Effect The next creature you successfully Strike with this weapon is exposed to amnesia venom.
Amnesia Venom (mental, poison)
Saving Throw DC 29 Fortitude
Maximum Duration 6 rounds
Stage 1 Off Guard (1 round)
Stage 2 off-guard and Clumsy 1 (1 round)
Stage 3 Confused, off-guard, and Clumsy 2 (1 round)
Craft Requirements The initial raw materials must include a pitcher from a dezullon or similar creature.
Trait Effects
Acid: Effects with this trait deal acid damage. Creatures with this trait have a connection to magical acid.
Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Plant: Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Effects that manipulate plants have no effect in an area with no plants.
Repeating: A repeating weapon is a type of ranged weapon with a shorter reload time. These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition is automatically loaded each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive and are the same as Interacting to reload.
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 |
|---|---|---|---|
| Air Repeater | - | Uncommon | 1d4 |
| Long Air Repeater | - | Uncommon | 1d4 |
| Duchy Defender | 13 | Rare | 1d6 |
| Erraticannon | 9 | Rare | 1d6 |
| Growth Gun | 9 | Uncommon | 1d6 |
| Pistol of Wonder | 13 | Rare | 1d4 |
| Screaming Pinion | 13 | Rare | 1d6 |
| Gray Prince | 8 | Rare | 1d6 |
| Hyldarf's Fang | 15 | Unique | 1d6 |
| Mountebank's Passage | 15 | Unique | 1d4 |
| Hydrocannon | 5 | Uncommon | 1d6 |
| Solar Shellflower | 5 | Uncommon | 1d6 |
| Musket Staff of Force | 4 | Rare | 1d6 |
| Musket Staff of Void | 4 | Rare | 1d6 |
| Pistol Wand | 4 | Rare | 1d4 |
| Coat Pistol | - | Uncommon | 1d4 |
| Fire Lance | - | Uncommon | 1d6 |
| Flintlock Musket | - | Uncommon | 1d6 |
| Flintlock Pistol | - | Uncommon | 1d4 |
| Hand Cannon | - | Uncommon | 1d6 |