Shield Pistol

Level 06 gpWeaponBulk 1UncommonLegacy

1d4P·Simple·Firearm·One-handed

Range 20 ft.·Reload 1

These unique firearms are designed to attach to shields while still firing normally. Shield pistols are popular among Firebrands in the Shackles as they allow them to hold a blade and a firearm in each hand without giving up on defense. As is normal with firearms, a character doesn't have access to shield pistols unless they separately have access to firearms.

Traits

Attached (shield)

An attached weapon must be combined with another piece of gear to be used. The trait lists what type of item the weapon must be attached to. You must be wielding or wearing the item the weapon is attached to in order to attack with it. For example, shield spikes are attached to a shield, allowing you to attack with the spikes instead of a shield bash. An attached weapon is usually bolted onto or built into the item it's attached to, and typically an item can have only one weapon attached to it. An attached weapon can be affixed to an item with 10 minutes of work and a successful DC 10 Crafting check; this includes the time needed to remove the weapon from a previous item, if necessary. If an item is destroyed, its attached weapon can usually be salvaged. Typically the weapon can't be used if the item it's attached to is broken.

Concussive

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.

Fatal d8

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.

Critical Specialization (firearm)

The target must succeed at a Fortitude save against your class DC or be stunned 1.