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- {
- "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": 2,
- "bulk_raw": "2",
- "category": "weapon",
- "damage": "1d6 modular",
- "damage_die": 6,
- "deity_markdown": "",
- "exclude_from_search": false,
- "favored_weapon_markdown": "",
- "hands": "1",
- "id": "weapon-226",
- "item_category": "Weapons",
- "item_subcategory": "Base Weapons",
- "level": 1,
- "markdown": "<title\r\n level=\"1\"\r\n right=\"Weapon 1\"\r\n pfs=\"Standard\"\r\n>\r\n[Big Boom Gun](/Weapons.aspx?ID=226)\r\n</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Cobbled\" url=\"/Traits.aspx?ID=400\" />\r\n<trait label=\"Fatal d12\" url=\"/Traits.aspx?ID=178\" />\r\n<trait label=\"Goblin\" url=\"/Traits.aspx?ID=81\" />\r\n<trait label=\"Modular B, P, or S\" url=\"/Traits.aspx?ID=271\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Guns & Gears](/Sources.aspx?ID=98) pg. 157</row>\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._<br />_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<row gap=\"medium\">\r\n**Price** 10 gp\r\n\r\n**Damage** 1d6 modular\r\n\r\n**Bulk** 2\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hands** 1\r\n\r\n**Range** 20 ft.\r\n\r\n**Reload** 1\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Category** Martial\r\n\r\n**Group** [Firearm](/WeaponGroups.aspx?ID=16)\r\n</row>\r\n\r\n**Ammunition** [Firearm Ammunition (10 rounds)](/Weapons.aspx?ID=211)\r\n\r\n</column>\r\n\r\n---\r\n\r\nDeveloped by a goblin weaponsmith who missed the ‘hand' part of ‘hand cannon', this comically-oversized gun has a heavily reinforced barrel and is loaded with a worrisome quantity of gunpowder. This [hand cannon](/Weapons.aspx?ID=193) is a martial weapon, instead of a simple weapon. It has the fatal d12 trait and a range of 20 feet. It also has the following modified critical failure condition:\n\n **Critical Failure** The attack misses, the weapon misfires, and you take 1d12 fire damage as it explodes in your face. \n\nBig boom guns and spoon guns are modified versions of hand cannons with potential benefits and drawbacks alike, rather than separate weapons. If you have access to the spoon gun or big boom gun modifications, you can purchase them whenever you would purchase a hand cannon, and effects that depend upon and apply to hand cannons apply to both weapons.\r\n\r\n<title level=\"2\">Critical Specialization Effects</title>\r\n\r\n<row gap=\"tiny\">**Source** [Core Rulebook](/Sources.aspx?ID=1) pg. 283 <sup>4.0</sup></row>\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<document level=\"2\" id=\"weapon-group-16\" />",
- "name": "Big Boom Gun",
- "pfs": "Standard",
- "price": 1000,
- "price_raw": "10 gp",
- "range": 20,
- "range_raw": "20 ft.",
- "rarity": "uncommon",
- "release_date": "2021-10-13",
- "reload": 1,
- "reload_raw": "1",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Cobbled\" url=\"/Traits.aspx?ID=400\" />\r\n<trait label=\"Fatal d12\" url=\"/Traits.aspx?ID=178\" />\r\n<trait label=\"Goblin\" url=\"/Traits.aspx?ID=81\" />\r\n<trait label=\"Modular B, P, or S\" url=\"/Traits.aspx?ID=271\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns & Gears](/Sources.aspx?ID=98) pg. 157</row>\r\n\r\n<row gap=\"medium\">\r\n**Price** 10 gp\r\n\r\n**Damage** 1d6 modular\r\n\r\n**Bulk** 2\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hands** 1\r\n\r\n**Range** 20 ft.\r\n\r\n**Reload** 1\r\n</row>\r\n\r\n**Ammunition** [Firearm Ammunition (10 rounds)](/Weapons.aspx?ID=211)\r\n\r\n<row gap=\"medium\">\r\n**Category** Martial\r\n\r\n**Group** [Firearm](/WeaponGroups.aspx?ID=16)\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nDeveloped by a goblin weaponsmith who missed the ‘hand' part of ‘hand cannon', this comically-oversized gun has a heavily reinforced barrel and is …\r\n</summary>",
- "source": [
- "Guns & Gears"
- ],
- "source_raw": [
- "Guns & Gears pg. 157"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Guns & Gears](/Sources.aspx?ID=98) pg. 157</row>",
- "speed": {},
- "summary": "Developed by a goblin weaponsmith who missed the ‘hand' part of ‘hand cannon', this comically-oversized gun has a heavily reinforced barrel and is …",
- "summary_markdown": "Developed by a goblin weaponsmith who missed the ‘hand' part of ‘hand cannon', this comically-oversized gun has a heavily reinforced barrel and is …",
- "text": "<title level=\"1\" right=\"Weapon 1\" pfs=\"Standard\" > Big Boom Gun Source Guns & Gears pg. 157 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 10 gp Damage 1d6 modular Bulk 2 Hands 1 Range 20 ft. Reload 1 Category Martial Group Firearm Ammunition Firearm Ammunition (10 rounds) --- Developed by a goblin weaponsmith who missed the ‘hand' part of ‘hand cannon', this comically-oversized gun has a heavily reinforced barrel and is loaded with a worrisome quantity of gunpowder. This hand cannon is a martial weapon, instead of a simple weapon. It has the fatal d12 trait and a range of 20 feet. It also has the following modified critical failure condition: Critical Failure The attack misses, the weapon misfires, and you take 1d12 fire damage as it explodes in your face. Big boom guns and spoon guns are modified versions of hand cannons with potential benefits and drawbacks alike, rather than separate weapons. If you have access to the spoon gun or big boom gun modifications, you can purchase them whenever you would purchase a hand cannon, and effects that depend upon and apply to hand cannons apply to both weapons. 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": [
- "Cobbled",
- "Fatal",
- "Goblin",
- "Modular",
- "Uncommon"
- ],
- "trait_markdown": "[Cobbled](/Traits.aspx?ID=400), [Fatal d12](/Traits.aspx?ID=178), [Goblin](/Traits.aspx?ID=81), [Modular B, P, or S](/Traits.aspx?ID=271), [Uncommon](/Traits.aspx?ID=159)",
- "trait_raw": [
- "Cobbled",
- "Fatal d12",
- "Goblin",
- "Modular B, P, or S",
- "Uncommon"
- ],
- "type": "Weapon",
- "url": "/Weapons.aspx?ID=226",
- "weakness": {},
- "weapon_category": "Martial",
- "weapon_group": "Firearm",
- "weapon_group_markdown": "[Firearm](/WeaponGroups.aspx?ID=16)",
- "weapon_type": "Ranged"
- }
|