Item: Ghosthand's Comet

TypeWeapon
Level23
Rarity
Unique
CategoryAdvanced
GroupFirearm
Damage5d8 force
Price-
UsageHeld in two hands
PublicationPathfinder Treasure Vault (Remastered)Remaster

The barrel of this long rifle is translucent in places, forming a swirled pattern along the metal, and its stock is formed of crimson wood. Ghosthand's Comet is a +4 major striking beast-bane greater impactful advanced firearm with a range increment of 300 feet. It deals 5d8 force damage and has the backstabber, concussive, kickback, and fatal d12 traits. As a star gun, Ghosthand's Comet runs on magic and doesn't use ammunition or black powder. The weapon is silent when fired.


Activate F (concentrate)

Trigger You attempt a ranged Strike with Ghosthand's Comet

Effect For the triggering Strike, Ghosthand's Comet changes its damage type to your choice of acid, cold, electricity, fire, or sonic.


Activate 1 (concentrate)

Effect On your next attempt at a ranged Strike with Ghosthand's Comet, the shot phases through any material or magical obstacle, such as a wall of force, in its path, ignoring all cover. You must attempt the Strike by the end of your turn or this effect is lost.


Destruction If the Grim Reaper slays the wielder of Ghosthand's Comet, the Reaper's scythe, as it strikes the killing blow, is destined to slice the star gun in half.


Trait Effects

Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

Backstabber: When you hit an off-guard creature, this weapon deals 1 precision damage in addition to its normal damage. The precision damage increases to 2 if the weapon is a _+3 weapon_.

Concussive: These weapons smash as much as puncture. When determining a creature’s resistance or immunity to damage from this weapon, use the weaker of the target’s resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

Fatal: The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Kickback: A kickback weapon is extra powerful and difficult to use due to its high recoil. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with 14 or more Strength ignore the penalty. Attaching a kickback weapon to a deployed bipod, tripod, or other stabilizer can lower or negate this penalty.

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.


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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