Fulmination Fang
1d8P·Martial·Firearm·Two-handed
Range 50 ft.·Reload 1
Runes +1, striking
The stock and barrel of this +1 striking gun sword are lined with scales from a storm snake. Their insulating properties grant their wielder some protection against electricity.
Activate—Lightning Rod ↺
Trigger You take electricity damage
Effect You gain resistance 5 to the triggering damage, and the fulmination fang crackles with the absorbed energy. You can Interact to change between the gun sword's current usage (melee to ranged, or ranged to melee). The next melee Strike you make with the fulmination fang within the next minute deals an additional 1d6 electricity damage. After a minute, the absorbed energy dissipates.
Effect: Lightning Rod
Craft Requirements The initial raw materials must include the scales of a storm snake.
Traits
This is a trait for weapons that combine the functionality of melee weapons and firearms in unique or unusual ways. A combination weapon has both a firearm form or usage and a melee weapon form or usage.
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.
A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with a +2 or greater Strength modifier ignore the penalty. Attaching a kickback weapon to stabilizers can lower or negate this penalty.
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.
The target must succeed at a Fortitude save against your class DC or be stunned 1.