Obsidian Edge (True)
1d10P·Martial·Firearm·Two-handed
Range 30 ft.·Reload 1
Runes +3, greater striking, greater flaming
This black obsidian blade is a +3 greater striking greater flaming gun sword . Magma seeps along its many cracks and crags, and the handle is hot but not scalding to the touch.
Activate—Explosion of Shards ◆ (manipulate)
Requirements Your most recent action this turn was a successful ranged Strike with true obsidian edge
Frequency once per 10 minutes
Effect Magma coats the sword blade completely before exploding from your weapon in a 15-foot emanation of fire and glass. Creatures in the area take 5d6 fire damage and 4d6 piercing damage with a DC 38 reflex save.
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.
Effects with the fire trait deal fire damage, or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a connection to magical fire.
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.