Item: Obsidian Edge
This black obsidian blade is a +1 striking gun sword. Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch. Strikes with this gun sword deal 1 extra fire damage.
Activate—Explosion of Shards 1 (manipulate)
Requirements Your most recent action this turn was a successful ranged Strike with obsidian edge
Frequency once per 10 minutes
Effect Magma coats the sword blade completely before exploding from your weapon in a 15-foot emanation of fire and glass. Creatures in the area take 2d6 fire damage and 2d6 piercing damage with a DC 20 Basic Reflex save.
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.
Fire: Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
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.
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.
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 |
|---|---|---|---|
| Obsidian Edge (Greater) | 9 | Uncommon | 1d10 |
| Obsidian Edge (Major) | 12 | Uncommon | 1d10 |
| Obsidian Edge (True) | 18 | Uncommon | 1d10 |
| Fulmination Fang | 4 | Uncommon | 1d8 |
| Gun Sword | 1 | Uncommon | 1d10 |
| Blade of Fallen Stars | 22 | Uncommon | 1d8 |
| Nightmare's Lament | 6 | Uncommon | 1d4 |
| Immolation Clan Pistol | 10 | Rare | 1d6 |
| Pact-Bound Pistol | 10 | Rare | 1d6 |
| Scarlet Queen | 12 | Rare | 1d6 |
| Arboreal's Revenge | 6 | Rare | 1d8 |
| Liar's Gun | 7 | Uncommon | 1d4 |
| Tentacle Cannon | 7 | Uncommon | 1d8 |
| Jax | 8 | Unique | 1d6 |
| Mindlance | 8 | Uncommon | 1d8 |
| Screech Shooter | 9 | Uncommon | 1d10 |
| Axe Musket | 1 | Uncommon | 1d6 |
| Gnome Amalgam Musket | 1 | Uncommon | 1d6 |
| Hammer Gun | 1 | Uncommon | 1d6 |
| Hex Blaster | 11 | Unique | 1d8 |