Item: Scarlet Queen
The scarlet queen is a +2 striking flaming hammer gun. Due to the awkward and complex nature of combination weapons, it's by far the least popular of Ornmarr's designs, but those who have mastered it consider it his finest creation to date. The glistening red steel always feels warm to the touch and sheds dim light in a 15-foot radius. Any non-magical object of light Bulk destroyed by the scarlet queen is reduced completely to ash.
Activate 2 envision, Interact
Requirements The scarlet queen is in its firearm form
Frequency once per day
Effect You fire a blast of magically disruptive energy at an unattended magical object. You cast 5th-rank Dispel Magic with a counteract bonus of +21 against the object.
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.
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.
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.
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 |
|---|---|---|---|
| Hammer Gun | 1 | Uncommon | 1d6 |
| Obsidian Edge (Major) | 12 | Uncommon | 1d10 |
| Immolation Clan Pistol | 10 | Rare | 1d6 |
| Pact-Bound Pistol | 10 | Rare | 1d6 |
| Obsidian Edge (Greater) | 9 | Uncommon | 1d10 |
| Obsidian Edge | 6 | Uncommon | 1d10 |
| Obsidian Edge (True) | 18 | Uncommon | 1d10 |
| Axe Musket | 1 | Uncommon | 1d6 |
| Gnome Amalgam Musket | 1 | Uncommon | 1d6 |
| Three-peaked Tree | 1 | Uncommon | 1d6 |
| Redeemer's Pistol | 11 | Unique | 1d6 |
| Spark Dancer | 13 | Uncommon | 1d4 |
| Tiger's Claw | 11 | Rare | 1d6 |
| Petrification Cannon | 15 | Uncommon | 1d6 |
| Jax | 8 | Unique | 1d6 |
| Nightmare's Lament | 6 | Uncommon | 1d4 |
| Fulmination Fang | 4 | Uncommon | 1d8 |
| Blade of Fallen Stars | 22 | Uncommon | 1d8 |
| Coldstar Pistols | 23 | Unique | 1d6 |
| Double-Barreled Musket | 1 | Uncommon | 1d6 |