Item: Solar Shellflower
This +1 striking flintlock musket features multiple triangular panels that can be folded out of the stock, like the petals of a tigridia flower, that collect sunlight and feed it into the spark gun's core. All damage dealt by a solar shellflower is fire damage.
Activate 1 (manipulate)
Frequency once per day (but see below)
Effect One of the panels from the solar shellflower detaches and unfurls into a tigridia-shaped construct of flame. For the next 1 minute, whenever you Strike an enemy with the solar shellflower, the construct fires a smaller jet of fire that automatically hits the target, dealing 3d4 additional persistent fire damage or twice that on a critical hit. The solar shellflower usually requires a full day to replenish enough solar energy to recharge this Activation, but if used in an environment with especially strong sunlight, such as in a desert, cliff above the clouds, or near the summer solstice, it can recharge in 1 hour instead.
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 |
|---|---|---|---|
| Musket Staff of Force | 4 | Rare | 1d6 |
| Musket Staff of Void | 4 | Rare | 1d6 |
| Flintlock Musket | - | Uncommon | 1d6 |
| Duchy Defender | 13 | Rare | 1d6 |
| Screaming Pinion | 13 | Rare | 1d6 |
| Pistol Wand | 4 | Rare | 1d4 |
| Coat Pistol | - | Uncommon | 1d4 |
| Fire Lance | - | Uncommon | 1d6 |
| Flintlock Pistol | - | Uncommon | 1d4 |
| Shield Pistol | - | Uncommon | 1d4 |
| Pistol of Wonder | 13 | Rare | 1d4 |
| Mountebank's Passage | 15 | Unique | 1d4 |
| Hydrocannon | 5 | Uncommon | 1d6 |
| Gray Prince | 8 | Rare | 1d6 |
| Erraticannon | 9 | Rare | 1d6 |
| Growth Gun | 9 | Uncommon | 1d6 |
| Air Repeater | - | Uncommon | 1d4 |
| Hand Cannon | - | Uncommon | 1d6 |
| Long Air Repeater | - | Uncommon | 1d4 |
| Dezullon Fountain | 11 | Uncommon | 1d4 |