{ "access": " The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles", "ammunition": "Firearm Ammunition (10 rounds)", "ammunition_markdown": "[Firearm Ammunition (10 rounds)](/Weapons.aspx?ID=211)", "breadcrumbs_spa": [], "bulk": 1, "bulk_raw": "1", "category": "weapon", "damage": "1d6 P", "damage_die": 6, "deity_markdown": "", "exclude_from_search": false, "favored_weapon_markdown": "", "hands": "2", "id": "weapon-204", "item_category": "Weapons", "item_subcategory": "Base Weapons", "level": 0, "markdown": "\r\n[Mithral Tree](/Weapons.aspx?ID=204)\r\n\n\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Guns & Gears](/Sources.aspx?ID=98) pg. 153\r\n\r\n_[**PFS Note**](/pathfinder-society) Gunslingers (and characters with the Gunslinger archetype) gain access to all uncommon weapons, ammunition, and related items from Chapter 4 of this book, with the exception of Beast Guns and any limited or restricted items, unless the item indicates otherwise. Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all black powder guns, ammunition and related accessories._
_Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat)._\n\n**Access** The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles\r\n\r\n\r\n**Price** 9 gp\r\n\r\n**Damage** 1d6 P\r\n\r\n**Bulk** 1\r\n\r\n\r\n\r\n**Hands** 2\r\n\r\n**Range** 150 ft.\r\n\r\n**Reload** 1\r\n\r\n\r\n\r\n**Category** Martial\r\n\r\n**Group** [Firearm](/WeaponGroups.aspx?ID=16)\r\n\r\n\r\n**Ammunition** [Firearm Ammunition (10 rounds)](/Weapons.aspx?ID=211)\r\n\r\n
\r\n\r\n---\r\n\r\nNeither [mithral](/Equipment.aspx?ID=275) nor a tree, this long gun takes its name from the legends of the [elves](/Ancestries.aspx?ID=2) of Jinin and is most commonly found within the nation. An elegant weapon, a mithral tree does somewhat resemble a tree; its fanned stock and long, sweeping barrel reinforced with metal rings enable a wielder to parry melee attacks while moving back into safe firing range.\r\n\r\nCritical Specialization Effects\r\n\r\n**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 283 4.0\r\n\r\nCertain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.\r\n\r\n[Click here for the full rules on Critical Specialization Effects](/Rules.aspx?ID=235).\r\n\r\n", "name": "Mithral Tree", "pfs": "Standard", "price": 900, "price_raw": "9 gp", "range": 150, "range_raw": "150 ft.", "rarity": "uncommon", "release_date": "2021-10-13", "reload": 1, "reload_raw": "1", "resistance": {}, "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Guns & Gears](/Sources.aspx?ID=98) pg. 153\r\n\r\n\r\n**Price** 9 gp\r\n\r\n**Damage** 1d6 P\r\n\r\n**Bulk** 1\r\n\r\n\r\n\r\n**Hands** 2\r\n\r\n**Range** 150 ft.\r\n\r\n**Reload** 1\r\n\r\n\r\n**Ammunition** [Firearm Ammunition (10 rounds)](/Weapons.aspx?ID=211)\r\n\r\n\r\n**Category** Martial\r\n\r\n**Group** [Firearm](/WeaponGroups.aspx?ID=16)\r\n\r\n\r\n\r\n---\r\n\r\n\r\nNeither mithral nor a tree, this long gun takes its name from the legends of the elves of Jinin and is most commonly found within the nation. An …\r\n", "source": [ "Guns & Gears" ], "source_raw": [ "Guns & Gears pg. 153" ], "source_category": "Rulebooks", "source_markdown": "[Guns & Gears](/Sources.aspx?ID=98) pg. 153", "speed": {}, "summary": "Neither mithral nor a tree, this long gun takes its name from the legends of the elves of Jinin and is most commonly found within the nation. An …", "summary_markdown": "Neither mithral nor a tree, this long gun takes its name from the legends of the elves of Jinin and is most commonly found within the nation. An …", "text": " Mithral Tree Source Guns & Gears pg. 153 PFS Note Gunslingers (and characters with the Gunslinger archetype) gain access to all uncommon weapons, ammunition, and related items from Chapter 4 of this book, with the exception of Beast Guns and any limited or restricted items, unless the item indicates otherwise. Characters with a Home Region of Alkenstar, Dongun Hold, or the Shackles have access to all black powder guns, ammunition and related accessories. Feats that grant access to weapons with ancestry traits (such as Dwarven Weapon Familiarity), do not grant access to firearms with the listed trait unless the character separately has access to firearms. The reverse is also true, that general access to firearms does not grant access to ancestry-specific weapons. If you have access to firearms, you can gain access to firearms with an ancestry trait (dwarf, elf, goblin, etc.) by selecting an ancestry feat or other option that specifically grants it (for example, to gain access to a clan pistol, take the Clan Pistol feat or Dwarven Weapon Familiarity feat). Access The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles Price 9 gp Damage 1d6 P Bulk 1 Hands 2 Range 150 ft. Reload 1 Category Martial Group Firearm Ammunition Firearm Ammunition (10 rounds) --- Neither mithral nor a tree, this long gun takes its name from the legends of the elves of Jinin and is most commonly found within the nation. An elegant weapon, a mithral tree does somewhat resemble a tree; its fanned stock and long, sweeping barrel reinforced with metal rings enable a wielder to parry melee attacks while moving back into safe firing range. Critical Specialization Effects Source Core Rulebook pg. 283 4.0 Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon. Click here for the full rules on Critical Specialization Effects. ", "trait": [ "Concussive", "Elf", "Fatal", "Parry", "Uncommon" ], "trait_markdown": "[Concussive](/Traits.aspx?ID=401), [Elf](/Traits.aspx?ID=58), [Fatal d10](/Traits.aspx?ID=178), [Parry](/Traits.aspx?ID=190), [Uncommon](/Traits.aspx?ID=159)", "trait_raw": [ "Concussive", "Elf", "Fatal d10", "Parry", "Uncommon" ], "type": "Weapon", "url": "/Weapons.aspx?ID=204", "weakness": {}, "weapon_category": "Martial", "weapon_group": "Firearm", "weapon_group_markdown": "[Firearm](/WeaponGroups.aspx?ID=16)", "weapon_type": "Ranged" }