Item: Spark Dancer

TypeWeapon
Level13
Rarity
Uncommon
Base ItemPepperbox
CategoryMartial
GroupFirearm
Damage1d4 fire
Price2900 gp
UsageHeld in one hand
PublicationPathfinder Treasure Vault (Remastered)

This +2 greater striking pepperbox cycles through several magical cores, swapping in new ones while the previous ones cool. The gun deals fire or electricity damage, alternating with each attack as it rotates cores. Arcadian gunslingers liken the rotating cores to a group of dancers sharing the spotlight.

Activate 2 (manipulate)

Frequency once per day


Effect The spark dancer casts either Fireball or Lightning Bolt, depending on whether the current core would deal fire or electricity damage, as a 7th-rank arcane spell (DC 30 Basic Reflex).


Trait Effects

Arcane: This magic comes from the arcane tradition, which is built on logic and rationality. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to arcane magic.

Capacity: Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a bolt or round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an Interact action that doesn't require a free hand. You can use abilities that let or require you to Interact to reload to switch barrels or chambers of a capacity weapon instead. Each barrel or chamber can be individually reloaded after it's fired as a separate Interact action.

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.


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