🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Blade of Fallen StarsWeapon 22


UncommonCombinationConcussiveKickback
Source Pathfinder Lost Omens Highhelm
Damage 1d8 Piercing
Type Martial
Range 50 feet
Price 46,500 gp
Weight 2 bulk

This +4 major striking greater frost gun sword is made from high-grade cold siccatite. This gun sword's elegant, silvery blade is double-edged and etched with stars and constellations that move and mirror the night sky. The blade absorbs starlight, and prolonged exposure causes it to form a layer of glittering residue. Smiths in Dongun Hold forged this weapon by combining the cracked remains of a skymetal arquebus and the shards of an exceptional elven greatsword. Some tales of the forging report that the sword was Tear of Eventide, a great blade forged out of starlight for the battle between Desna and Aolar. Whether or not that was the case, dwarven curators who examined the shards simply noted that the blade's material was compatible with the cracked gun. After an extremely tense diplomatic brunch, the weapon is now regarded as a miracle of elven artistry and dwarven engineering, and a powerful symbol of allyship between their kingdoms.


Activate 1 Interact

Effect You unfold the parrying hooks extending from the blade to form a bipod, which has the same benefits as a typical Tripod. This negates the –2 penalty from kickback but must be reversed by a subsequent Interact action before the weapon can be repositioned or wielded in melee.


Activate 2 command, Interact

Requirements The blade of fallen stars was exposed to starlight for at least one hour since the last time this ability was used

Effect The coating on the blade seeps into the engravings and is collected in the barrel. On your next ranged Strike, the weapon fires a glowing white projectile with a blazing blue tail that explodes on impact. In addition to the normal Strike damage, the projectile also deals 6d8 cold damage and creates a Faerie Fire effect in a 5-foot emanation centered on the target.


Destruction Depriving the weapon of all light, natural or otherwise, for seven years, seven months, and seven days will cause it to crumble and erode irreparably.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Combination

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.

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.

Kickback

A kickback weapon is extra powerful and difficult to use. A kickback weapon deals 1 additional damage with all attacks. Firing a kickback weapon gives a –2 circumstance penalty to the attack roll, but characters with a +2 or greater Strength modifier ignore the penalty. Attaching a kickback weapon to stabilizers can lower or negate this penalty.