Item: Hex Blaster

TypeWeapon
Level11
Rarity
Unique
Base ItemArquebus
CategoryMartial
GroupFirearm
Damage1d8 piercing
Price1400 gp
UsageHeld in two hands
PublicationPathfinder #180: The Smoking Gun

This +2 striking fearsome arquebus is composed of warped and twisted wood engraved with eerie runes. When the weapon fires, the blast sometimes sounds like the cackling of a diabolical witch.

Activate 1 command

Frequency once per day


Effect You afflict a creature you can see with a hex of impending doom. The hex lasts for 1 minute. As long as the creature is hexed, when you hit it with a round from the hex blaster, the creature must attempt a DC 28 Will save at the end of your turn; the creature attempts a single Will save regardless of the number of times you hit it.


Critical Success The creature is unaffected.

Success The creature is Frightened 1. It also takes 1d6 persistent,mental damage.

Failure The creature is Frightened 2. It also takes 2d6 persistent,mental damage.

Critical Failure The creature is frightened 2 and Slowed 1 for 1 minute. It also takes 4d6 persistent,mental damage and is cursed with a hex of impending doom. If the target falls Unconscious from damage dealt by this Strike or the persistent mental damage, it remains unconscious for 1 day or until this curse is removed. After 1 day, if the creature is still unconscious, it must succeed at a DC 28 Fortitude save or die; this effect has the death and incapacitation traits.


Trait Effects

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.

Cursed: An item with this trait is cursed to cause trouble for its owner. A curse isn’t detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can’t be discarded once they’ve been triggered or invested the first time. The item can be removed only if the curse is removed.

Emotion: This effect alters a creature’s emotions. Effects with this trait always have the mental trait as well. Creatures with special training or that have mechanical or artificial intelligence are immune to emotion effects.

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.

Fear: Fear effects evoke the emotion of fear. Effects with this trait always have the mental and emotion traits as well.

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.

Mental: A mental effect can alter the target’s mind. It has no effect on an object or a mindless creature.

Occult: This magic comes from the occult tradition, calling upon bizarre and ephemeral mysteries. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to occult magic.


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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