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Dezullon FountainWeapon 11


UncommonAcidAgilePlantRepeating
Source Pathfinder Treasure Vault (Remastered)
Damage 1d4 Acid
Type Simple
Range 30 feet
Price 1,300 gp
Weight light

A dezullon fountain is a distinct type of +2 striking air repeater made from the still-living pitcher of a dezullon, dealing acid damage instead of the gun's normal piercing damage.

Activate 1 (concentrate)

Frequency once per day


Effect The next creature you successfully Strike with this weapon is exposed to amnesia venom.

Amnesia Venom (mental, poison)

Saving Throw DC 29 fortitude

Maximum Duration 6 rounds

Stage 1 Off-Guard (1 round)

Stage 2 off-guard and Clumsy 1 (1 round)

Stage 3 Confused, off-guard, and Clumsy 2 (1 round)


Craft Requirements The initial raw materials must include a pitcher from a dezullon or similar creature.

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.

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

Agile

The multiple attack penalty you take with this weapon on the second attack on your turn is -4 instead of -5, and -8 instead of -10 on the third and subsequent attacks in the turn.

Plant

Vegetable creatures have the plant trait. They are distinct from normal plants. Magical effects with this trait manipulate or conjure plants or plant matter in some way. Those that manipulate plants have no effect in an area with no plants.

Repeating

These weapons can't be loaded with individual bolts or bullets like other crossbows and firearms; instead, they require a magazine of specialized ammunition to be loaded into a special slot. Once that magazine is in place, the ammunition is automatically loaded each time the weapon is cocked to fire, reducing its reload to the value in its reload entry (typically 0). When the ammunition runs out, a new magazine must be loaded, which requires a free hand and 3 Interact actions (to remove the old magazine, retrieve the new magazine, and slot the new magazine in place). These actions don't need to be consecutive.