Scarlet Queen
1d6S·Martial·Firearm·Two-handed
Range 60 ft.·Reload 1
Runes +2, striking, flaming
The scarlet queen is a +2 striking flaming hammer gun . Due to the awkward and complex nature of combination weapons, it's by far the least popular of Ornmarr's designs, but those who have mastered it consider it his finest creation to date. The glistening red steel always feels warm to the touch and sheds dim light in a 15-foot radius. Any non-magical object of light Bulk destroyed by the scarlet queen is reduced completely to ash.
Activate ◆◆ envision, Interact
Requirements The scarlet queen is in its firearm form
Frequency once per day
Effect You fire a blast of magically disruptive energy at an unattended magical object. You cast 5th-rank Dispel Magic with a counteract bonus of +21 against the object.
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.
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.
The target must succeed at a Fortitude save against your class DC or be stunned 1.