Item: Tentacle Cannon (Major)

TypeWeapon
Level17
Rarity
Uncommon
CategoryMartial
GroupFirearm
Damage1d8 piercing
Price15000 gp
UsageHeld in two hands
PublicationPathfinder Guns & Gears

A major tentacle cannon is a +3 greater striking weapon, built using components from squids, krakens, and sometimes even stranger tentacled creatures like alghollthu. It's a distinct type of martial firearm that deals 1d8 piercing damage. It has the capacity 5, concussive, and fatal d12 traits, a range increment of 30 feet, and reload 2. The weapon itself resembles a five-barreled handheld cannon with each barrel made from a hollowed out tentacle.


Activate—Grasping Deep Shot 2 (manipulate)

Effect You cause one of the tentacles forming the weapon's five barrels to stretch out and attempt to pull and grab a creature within 15 feet. The tentacle attempts to Grapple with a +27 bonus. It can attempt to Grapple any creature, regardless of size. On a success, the tentacle pulls the creature up to 10 feet directly towards you, until it's in a square adjacent to you.


Activate—Unrelenting Grasp 1 Interact

Requirements The tentacle cannon has a creature Grabbed

Effect You continue to keep the tentacle cannon's hold on one creature it has grabbed. Attempt another check to Grapple the creature with a +27 bonus.


Activate—Ink Spray 2 Interact

Frequency once per hour

Effect The cannon fires a spray of ink in a 15-foot type:cone. Creatures in the area must attempt a DC 37 Reflex save. On a failure, the creature is covered in ink and becomes Blinded for 1 round and Dazzled for 1 minute or until it removes the ink. On a critical failure, the creature becomes blinded and dazzled; both conditions last for 1 minute or until it removes the ink. The creature, or an adjacent creature, can use an Interact action to remove the ink from its eyes to remove the blinded and dazzled conditions.


Craft Requirements The initial raw materials must include the tentacles and ink glands of a creature with a tentacle Strike and ink.


Trait Effects

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.

Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.


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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