Item: Gray Prince
While nothing created by the Ash Cult could be considered mass-produced, this +1 striking ruinous hand cannon is by far their most popular design. The sleek body and intricate carving work make it a favorite accessory of certain aristocrats. The carving isn't merely decorative, however. Rather than a traditional maker's mark, Ornmarr etches excerpts of unreadable text onto each creation, hoping that one day his weapons will sing to another as the silver crystal once sang to him.
Activate 2 envision, Interact
Frequency once per hour;
Effect You fire a bolt of void energy, dealing 2d8 void damage to all creatures in a 60-foot line (DC 24 Basic Reflex saving throw). Creatures who critically fail their saving throw also take 1 persistent void damage for 1 minute.
Trait Effects
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.
Void: Effects with this trait heal undead creatures with void energy, deal void damage to living creatures, or manipulate void energy. Planes with this trait are vast, empty reaches that suck the life from the living. They tend to be lonely, haunted planes, drained of color and filled with winds carrying the moans of the dead At the end of each round, a living creature takes at least minor void environmental damage. In the strongest areas of a void plane, they could take moderate or even major void damage at the end of each round. This damage has the death trait, and if a living creature is reduced to 0 Hit Points by this void damage and killed, it crumbles into ash and can become a wraith (see Monster Core).
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 | Price | Damage |
|---|---|---|---|---|
| Erraticannon | 9 | Rare | 700 gp | 1d6 |
| Growth Gun | 9 | Uncommon | 700 gp | 1d6 |
| Hydrocannon | 5 | Uncommon | 150 gp | 1d6 |
| Hyldarf's Fang | 15 | Unique | - | 1d6 |
| Hand Cannon | - | Uncommon | 3 gp | 1d6 |
| Musket Staff of Void | 4 | Rare | 100 gp | 1d6 |
| Dezullon Fountain | 11 | Uncommon | 1300 gp | 1d4 |
| Solar Shellflower | 5 | Uncommon | 160 gp | 1d6 |
| Musket Staff of Force | 4 | Rare | 100 gp | 1d6 |
| Pistol Wand | 4 | Rare | 100 gp | 1d4 |
| Duchy Defender | 13 | Rare | - | 1d6 |
| Pistol of Wonder | 13 | Rare | 3000 gp | 1d4 |
| Screaming Pinion | 13 | Rare | 3000 gp | 1d6 |
| Mountebank's Passage | 15 | Unique | - | 1d4 |
| Air Repeater | - | Uncommon | 4 gp | 1d4 |
| Coat Pistol | - | Uncommon | 5 gp | 1d4 |
| Fire Lance | - | Uncommon | 3 gp | 1d6 |
| Flintlock Musket | - | Uncommon | 5 gp | 1d6 |
| Flintlock Pistol | - | Uncommon | 4 gp | 1d4 |
| Long Air Repeater | - | Uncommon | 6 gp | 1d4 |