Item: Hydrocannon
This +1 striking hand cannon is crafted by wrapping the water-producing organ cluster of a grodair around its barrel, eliminating the need for ammunition, though the living tissue must be maintained with 1 sp of specialized nutrient feed each day. If not, its misfire check is DC 10 Flat. If you fail this misfire check, the organ bursts, dealing an amount of bludgeoning damage equal to double the number of weapon damage dice to you and rendering the hydrocannon broken.
Activate—Tinker Shot 2 (manipulation)
Frequency once per minute
Effect You fiddle with the pressure regulator on the hydrocannon and then make a ranged Strike with the gun. A successful attack has an additional effect depending on which modular configuration the hydrocannon is currently in.
Bludgeoning The target is pushed 5 feet away from you; this forced movement is increased to 10 feet on a critical hit.
Piercing The target takes a –10-foot circumstance penalty to its Speeds for 1 round.
Slashing The target takes 1d6 bleed damage.
Craft Requirements The initial raw materials must include the extradimensional organ cluster extracted from a grodair. Harvesting the organs of a grodair in this way differs greatly from the normal method; it takes an hour and a successful DC 22 Arcana check. On a critical failure, the organ cluster bursts and deals 4d6 bludgeoning damage to the harvester.
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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|---|---|---|---|
| Erraticannon | 9 | Rare | 1d6 |
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| Hand Cannon | - | Uncommon | 1d6 |
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| Musket Staff of Void | 4 | Rare | 1d6 |
| Pistol Wand | 4 | Rare | 1d4 |
| Pistol of Wonder | 13 | Rare | 1d4 |
| Solar Shellflower | 5 | Uncommon | 1d6 |
| 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 |
| Shield Pistol | - | Uncommon | 1d4 |
| Dezullon Fountain | 11 | Uncommon | 1d4 |
| Duchy Defender | 13 | Rare | 1d6 |
| Screaming Pinion | 13 | Rare | 1d6 |