Item: Growth Gun

TypeWeapon
Level9
Rarity
Uncommon
Base ItemHand Cannon
CategorySimple
GroupFirearm
Damage1d6 piercing
Price700 gp
UsageHeld in one hand
PublicationPathfinder Guns & GearsRemaster

A growth gun is a +1 striking hand cannon made from the regenerative flesh of a hydra, troll, or other similar creature. It has an attached flesh sac that slowly replenishes one shot each round and can be loaded like a normal round of ammunition. It fires regenerating gobbets of flesh, bone, or teeth, determined by the damage type selected for its modular trait. A growth gun can be fired underwater, though it's still limited by the selected damage type as normal.


Activate—Wart Shot 2 (manipulate)

Frequency once per minute

Effect Make a ranged Strike. On a hit, the creature becomes covered in a mass of flesh that continues to grow on the target for a brief time. The creature becomes Slowed 1 for 1 round, after which the growth withers and falls off.


Craft Requirements The initial raw materials must include the flesh of a creature with regeneration.


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.


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