Nightmare's Lament
1d4P·Martial·Firearm·One-handed
Range 30 ft.·Reload 1
Runes +1, striking
Ritually constructed from the bones of a nightmare, a nightmare's lament is a +1 striking rapier pistol . Thin wisps of dark smoke continually surround the red-flecked blade.
Activate—Fuming Cloak ◆◆ (manipulate)
Frequency once per day
Effect For 1 minute, the nightmare's lament continually vents thick, black smoke that creates concealment in a 15-foot aura around the gun's wielder. The wielder of the nightmare's lament can see through this smoke. A creature that begins its turn in the area becomes Sickened 2 (DC 23 fortitude negates) and is then temporarily immune to the sickness from the smoke for 1 minute. The wielder of the nightmare's lament , any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison are immune to the aura's sickened effect but not the concealment.
Aura: Fuming Cloak
Craft Requirements The initial raw materials must include the rib bones and inner fire of a nightmare.
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.
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.
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.