Item: Jax
Perception +13; precise vision 30 feet, imprecise hearing 30 feet
Communication empathy
Skills Diplomacy +14, Survival +16
Int +1, Wis +5, Cha +3
Will +18
Jax was a caravan guard who died defending her charges from a pack of Lamashtan cultists in the Spellscar Desert. Her spirit of fury and hopelessness infused her weapon upon her death, imbuing the firearm with a fragment of her soul and intelligence. The rifle, upon awakening, remembered just enough of Jax's former life to think of her former wielder's name as her own.
Jax is a +1 striking fearsome piercing wind whose driving purpose is to protect innocent travelers in the Spellscar Desert from raiders, bandits, and cultists. Jax allows any creature to wield her, but she doesn't reveal her intelligence or powers until she detects an innocent in danger or if her wielder has proven themselves a worthy champion of justice. If she deems a wielder to be unworthy, Jax uses her dominate ability to control the wielder until she can find a new one.
If ever used to attack an innocent traveler, or if, in Jax's opinion, the attack could be considered banditry, the weapon automatically misfires. If Jax witnesses an innocent harmed or killed, she empathically urges her wielder to avenge the victim. If the wielder doesn't comply, Jax attempts to cast dominate (below). Even if the dominate spell fails, Jax withholds all magical abilities, including the +1 weapon potency rune and striking rune, until her wielder redeems themself.
Activate 1 (command)
Frequency once per day
Effect Jax casts Heroism on you.
Activate 1 (command)
Frequency once per day
Effect Jax deems you an unworthy agent of justice. She casts Dominate on you (DC 24 Will). If you're chaotic or a worshipper of Lamashtu, you take a -2 penalty to your Will save, and the result of your save is one degree of success worse than the result you rolled. Jax orders you to fight banditry and protect innocent travelers in the Spellscar Desert, renewing the spell as often as necessary until you cease your lawless ways.
Trait Effects
Combination: Combination weapons combine the functionality of melee weapons and ranged weapons in unique or unusual ways. A combination weapon has a ranged form or usage and a melee weapon form or usage. The combination weapons table lists the ranged weapon statistics first and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the ranged weapon usage requires an Interact action. However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a ranged Strike with the combination weapon against that foe without fully switching to the ranged weapon usage, firing the ranged weapon just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the ranged weapon Strike. Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a _vorpal axe musket_ only applies the _vorpal_ property rune when you're using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.
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.
Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.
Fatal Aim: It’s possible to hold the stock of this weapon under one arm so you can fire it with a single hand, but if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so switching between the two grips requires its own Interact action, not via Releasing or as part of reloading.
Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique.
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 | Damage |
|---|---|---|---|
| Piercing Wind | - | Uncommon | 1d6 |
| Sunken Pistol | 8 | Rare | 1d6 |
| Obsidian Edge (Greater) | 9 | Uncommon | 1d10 |
| Arboreal's Revenge | 6 | Rare | 1d8 |
| Immolation Clan Pistol | 10 | Rare | 1d6 |
| Nightmare's Lament | 6 | Uncommon | 1d4 |
| Obsidian Edge | 6 | Uncommon | 1d10 |
| Pact-Bound Pistol | 10 | Rare | 1d6 |
| Hex Blaster | 11 | Unique | 1d8 |
| Fulmination Fang | 4 | Uncommon | 1d8 |
| Obsidian Edge (Major) | 12 | Uncommon | 1d10 |
| Scarlet Queen | 12 | Rare | 1d6 |
| Boastful Hunter | 3 | Rare | 1d8 |
| Axe Musket | 1 | Uncommon | 1d6 |
| Gnome Amalgam Musket | 1 | Uncommon | 1d6 |
| Gun Sword | 1 | Uncommon | 1d10 |
| Hammer Gun | 1 | Uncommon | 1d6 |
| Three-peaked Tree | 1 | Uncommon | 1d6 |
| Black Powder Knuckle Dusters | - | Uncommon | 1d4 |
| Cane Pistol | - | Uncommon | 1d4 |