Item: Erraticannon

TypeWeapon
Level9
Rarity
Rare
Base ItemHand Cannon
CategorySimple
GroupFirearm
Damage1d6 piercing
Price700 gp
UsageHeld in one hand

This +1 striking Hand Cannon is festooned with so many add-ons and modifications it's barely recognizable as a firearm. A large hopper at the top of the gun allows any type of ammunition (including arrows, bolts, stone bullets, and firearm rounds) to be fed into the machine, which converts the ammunition into blasts of raw, destructive energy. Each time you attack with the weapon, roll 1d8 to determine the damage type of the Strike—all of the erraticannon's weapon damage is converted to that damage type for the Strike. Additionally, roll another d8, and the erraticannon deals 1d6 additional damage of this second damage type.

@UUID[Compendium.pf2e.equipment-effects.Item.Effect: Erraticannon]

d8 Damage Type
1 Acid
2 Cold
3 Electricity
4 Fire
5 Sonic
6 Bludgeoning
7 Piercing
8 Slashing

Activate 2

Frequency once per day

Effect You set the erraticannon to maximum power and unleash a blast that deals 1d6 acid, 1d6 cold, 1d6 electricity, 1d6 fire, 1d6 sonic, 1d6 bludgeoning, 1d6 piercing, and 1d6 slashing damage to all creatures in a @Template[cone|distance:30] (DC 25 Basic Reflex save).


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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