Item: Erraticannon
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.
| 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 30-foot cone (DC 25 Basic Reflex save).
Trait Effects
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Modular: The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it's possible for a modular weapon's description to list more complicated configurations.
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 |
|---|---|---|---|
| Growth Gun | 9 | Uncommon | 1d6 |
| Hydrocannon | 5 | Uncommon | 1d6 |
| Gray Prince | 8 | Rare | 1d6 |
| Hyldarf's Fang | 15 | Unique | 1d6 |
| Hand Cannon | - | Uncommon | 1d6 |
| Pistol of Wonder | 13 | Rare | 1d4 |
| Musket Staff of Force | 4 | Rare | 1d6 |
| Musket Staff of Void | 4 | Rare | 1d6 |
| Pistol Wand | 4 | Rare | 1d4 |
| Dezullon Fountain | 11 | Uncommon | 1d4 |
| Duchy Defender | 13 | Rare | 1d6 |
| Screaming Pinion | 13 | Rare | 1d6 |
| Solar Shellflower | 5 | Uncommon | 1d6 |
| Mountebank's Passage | 15 | Unique | 1d4 |
| Air Repeater | - | Uncommon | 1d4 |
| Coat Pistol | - | Uncommon | 1d4 |
| Fire Lance | - | Uncommon | 1d6 |
| Flintlock Musket | - | Uncommon | 1d6 |
| Flintlock Pistol | - | Uncommon | 1d4 |
| Long Air Repeater | - | Uncommon | 1d4 |