Item: Tiger's Claw
This +2 striking fearsome dueling pistol is made from fine tigerwood, with the head of a tiger as the muzzle. Beneath the tiger head is a claw shaped bayonet. One of a set of four guns crafted as a gift to a Zenj family for delivery of rare healing and disease- abating herbs during an outbreak of a deadly disease in the Grand Duchy of Alkenstar, these firearms are now passed down to those who have done brave acts in service to the Zenj people. The flintlock sparks thrown by this weapon take the shape of pouncing tigers and the firearm's report sounds like a tiger's growl. Clever wielders use the firearm's report to panic their prey into mistakes and then pounce for the kill.
This firearm's bullets deal slashing damage instead of piercing and add an additional 1d6 bleed on a critical hit. This persistent bleed damage causes tiger-claw-shaped wounds to appear on the target.
Activate—Tiger Shot 2 (concentrate)
Frequency once per day
Effect You capitalize on the fears your firearm engenders, terrifying your foes. Make a ranged Strike with this firearm against a target. If you successfully deal damage to your target, the target is also affected by a 4th-rank Vision Of Death with a spell DC of 28(DC 28 Will). While vision of death typically takes the shape of the target's worst fear, this effect always appears to the target in the form of a majestic and ferocious tiger.
Trait Effects
Concealable: This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.
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.
Illusion: Effects and magic items with this trait involve false sensory stimuli. Magic with the illusion trait creates false sensory stimuli. Sometimes illusions allow creatures a chance to disbelieve the spell, which lets the creature ignore the spell if it succeeds at doing so. This usually happens when a creature Seeks, Interacts, or otherwise spends actions to engage with the illusion, comparing the result of its Perception check (or another check or save the GM chooses) to the caster's spell DC. Mental illusions typically provide rules in the spell's description for disbelieving the effect (usually via a Will save). If a creature engages with an illusion in a way that would prove it's not what it seems, the creature might know that an illusion is present, but it still can't ignore the illusion without successfully disbelieving it. Disbelieving a visual illusion makes it and those things it blocks seem hazy and indistinct, which might block vision enough to leave the other side concealed.
Primal: This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.
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 |
|---|---|---|---|
| Redeemer's Pistol | 11 | Unique | 1d6 |
| Pact-Bound Pistol | 10 | Rare | 1d6 |
| Dueling Pistol | 1 | Uncommon | 1d6 |
| Coldstar Pistols | 23 | Unique | 1d6 |
| Immolation Clan Pistol | 10 | Rare | 1d6 |
| Scarlet Queen | 12 | Rare | 1d6 |
| Petrification Cannon | 15 | Uncommon | 1d6 |
| Boastful Hunter | 3 | Rare | 1d8 |
| Axe Musket | 1 | Uncommon | 1d6 |
| Double-Barreled Musket | 1 | Uncommon | 1d6 |
| Gnome Amalgam Musket | 1 | Uncommon | 1d6 |
| Hammer Gun | 1 | Uncommon | 1d6 |
| Slide Pistol | 1 | Uncommon | 1d6 |
| Three-peaked Tree | 1 | Uncommon | 1d6 |
| Cane Pistol | - | Uncommon | 1d4 |
| Clan Pistol | - | Uncommon | 1d6 |
| Dawnsilver Tree | - | Uncommon | 1d6 |
| Hex Blaster | 11 | Unique | 1d8 |
| Reaper's Grasp | 11 | Unique | 1d8 |
| Obsidian Edge (Major) | 12 | Uncommon | 1d10 |