Redeemer's Pistol
1d6P·Martial·Firearm·One-handed
Range 60 ft.·Reload 1
Runes +2, striking
This +2 striking dueling pistol is fashioned from silvery steel that glistens with a radiant light. You can choose to make a nonlethal attack with the redeemer's pistol without taking a -2 penalty; if you do so, the attack deals 1d6 additional mental damage. You can also call forth the redemptive spirit within the gun to pass judgment on your foes.
Activate ↺ command
Frequency once per day
Trigger An enemy within 30 feet damages you
Effect The protective spirit within the gun imposes a vision of redemption in your foe's mind. The foe must choose one of the following options.
- •You're unharmed by the triggering damage.
- •You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes Enfeebled 2 until the end of its next turn and takes 4 persistent spirit damage
Traits
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.
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.
Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
The target must succeed at a Fortitude save against your class DC or be stunned 1.