Dezullon Fountain
1d4A·Simple·Firearm·One-handed
Range 30 ft.·Reload 0
Runes +2, striking
A dezullon fountain is a distinct type of +2 striking air repeater made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage.
Activate ◆ (concentrate)
Frequency once per day
Effect The next creature you successfully Strike with this weapon is exposed to amnesia venom.
Amnesia Venom (mental, poison)
Saving Throw DC 29 fortitude
Maximum Duration 6 rounds
Stage 1 Off-Guard (1 round)
Stage 2 off-guard and Clumsy 1 (1 round)
Stage 3 Confused, off-guard, and Clumsy 2 (1 round)
Craft Requirements The initial raw materials must include a pitcher from a dezullon or similar creature.
Traits
Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn.
Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.
These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition is automatically loaded each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive.
The target must succeed at a Fortitude save against your class DC or be stunned 1.