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Alicorn TriggerWeapon 15


Rare​Concussive​FatalAimD12​Magical​
Source Pathfinder Howl of the Wild
Damage 1d8 Piercing
Type Martial
Range 90 feet
Price 6,500 gp
Weight 1 bulk

This +2 greater striking jezail features a preserved alicorn horn mounted underneath the barrel. Such a horn is usually willingly granted by the creature at the end of its natural lifespan, but some wicked gunsmiths acquire the horn through violence.


Activate—Glimmer Beam 2 (manipulate)

Frequency once per day

Effect The alicorn trigger unleashes a beam of radiant light in a 60-foot line. Creatures in the area of effect take 6d6 fire damage and must attempt a DC 33 fortitude save.


Critical Success The creature is unaffected.

Success The creature takes half damage and is Dazzled 1.

Failure The creature takes full damage and is Blinded for 1 round.

Critical Failure The creature takes double damage and is blinded for 1 minute.


Craft Requirements The initial raw materials must include a horn from an alicorn.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.

FatalAim

It's possible to hold the stock of this weapon under one arm so you can fire it with a single hand as long as the other hand isn't holding a weapon, shield, or anything else you would need to move and position, to ensure the weapon doesn't slip out from under your arm. However, if you use both hands, the weapon can make fatal attacks. When you wield the weapon in two hands, it gains the fatal trait with the listed damage die. Holding the weapon underarm stably enough to fire is significantly more complicated than just releasing one hand from the weapon, so to switch between the two grips, you must do so with an Interact action rather than Releasing or as part of reloading.

Magical

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.