Item: Screaming Pinion
This +2 greater striking flintlock musket is an innovation of the Platinum Wing, and possession of one by a civilian is a high crime in Andoran. The gun's secret is the chip of a warshard used as the hammer in the striking mechanism.
Activate—Transcendent Shot 1 (manipulate)
Requirements The screaming pinion is unloaded
Effect You call on the power of the warshard to load the screaming pinion with a bullet made of divine fury. The next attack from the gun deals spirit damage, rather than its typical type, and on a critical hit, the target is subject to the weapon's critical specialization effect. If the gun isn't fired before the end of your next turn, the bullet disappears, and the gun becomes unloaded.
Activate—Eagle's Cry 2 (concentrate, manipulate, sonic)
Frequency once per day
Effect The musket unleashes a piercing sound wave in a 70-foot type:line. Each creature in the area takes 8d10 sonic damage with a DC 30 Basic Fortitude save. A creature that critically fails its save is also Deafened. If the screaming pinion has a +3 potency rune, the DC increases to 35 (DC 35 Basic Fortitude), and the damage increases to 10d10 sonic.
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.
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.
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 |
|---|---|---|---|
| Duchy Defender | 13 | Rare | 1d6 |
| Solar Shellflower | 5 | Uncommon | 1d6 |
| Musket Staff of Force | 4 | Rare | 1d6 |
| Musket Staff of Void | 4 | Rare | 1d6 |
| Flintlock Musket | - | Uncommon | 1d6 |
| Pistol of Wonder | 13 | Rare | 1d4 |
| Mountebank's Passage | 15 | Unique | 1d4 |
| Pistol Wand | 4 | Rare | 1d4 |
| Coat Pistol | - | Uncommon | 1d4 |
| Fire Lance | - | Uncommon | 1d6 |
| Flintlock Pistol | - | Uncommon | 1d4 |
| Shield Pistol | - | Uncommon | 1d4 |
| Dezullon Fountain | 11 | Uncommon | 1d4 |
| Hyldarf's Fang | 15 | Unique | 1d6 |
| Erraticannon | 9 | Rare | 1d6 |
| Growth Gun | 9 | Uncommon | 1d6 |
| Gray Prince | 8 | Rare | 1d6 |
| Hydrocannon | 5 | Uncommon | 1d6 |
| Air Repeater | - | Uncommon | 1d4 |
| Hand Cannon | - | Uncommon | 1d6 |