Screaming Pinion
1d6P·Simple·Firearm·Two-handed
Range 70 ft.·Reload 1
Runes +2, greater striking
This +2 greater striking flintlock musket is an innovation of the Platinum Wing, and possession of one by a civilian is a high crime in Andoran. The gun's secret is the chip of a warshard used as the hammer in the striking mechanism.
Activate—Transcendent Shot ◆ (manipulate)
Requirements The screaming pinion is unloaded
Effect You call on the power of the warshard to load the screaming pinion with a bullet made of divine fury. The next attack from the gun deals spirit damage, rather than its typical type, and on a critical hit, the target is subject to the weapon's critical specialization effect. If the gun isn't fired before the end of your next turn, the bullet disappears, and the gun becomes unloaded.
Activate—Eagle's Cry ◆◆ (concentrate, manipulate, sonic)
Frequency once per day
Effect The musket unleashes a piercing sound wave in a 70-foot line. Each creature in the area takes 8d10 sonic damage with a DC 30 fortitude save. A creature that critically fails its save is also Deafened. If the screaming pinion has a +3 potency rune, the DC increases to 35 (DC 35 fortitude), and the damage increases to 10d10 sonic.
Traits
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.
The target must succeed at a Fortitude save against your class DC or be stunned 1.