Item: Spider Gun

TypeWeapon
Level6
Rarity
Uncommon
Traits
CategoryMartial
GroupFirearm
Damage1d10 poison
Price250 gp
UsageHeld in two hands

A spider gun is a +1 striking weapon. It's a distinct type of martial firearm made from the fangs and spinneret of a Large spider. It deals 1d10 poison damage with a range increment of 30 feet and reload 1. On a critical hit, the venom clings to the target and they take persistent poison damage equal to 1d4+@item.system.damage.dice persistent,poison. A spider gun does not add critical specialization effects. The gun can be activated to fire webbing that hampers other creatures.


Activate—Web Shot 1 (manipulate)

Frequency once per round

Effect You fire a mass of webbing at a square within 30 feet. That square becomes covered in webbing for 1 minute. A square covered with the webbing from a spider gun can be cleared by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws. The first time each turn a creature in the webbing begins to use a move action or enters the webbing during a move action, it must attempt an Athletics check or Reflex save against DC 20. On a success, it moves normally through the webbing and clears away the webbing from any squares it enters this turn. On a failure, it treats squares of webbing as difficult terrain this turn, and on a critical failure, it's Immobilized for 1 round or until it Escapes ([[/act escape dc=20]]{DC 20}) or destroys the webbing.


Craft Requirements The initial raw materials for the spider gun must include the fangs and spinneret of a giant spider or other Large spider.


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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