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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": 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-198",
- "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[Double-barreled Musket](/Weapons.aspx?ID=198)\r\n</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Concussive\" url=\"/Traits.aspx?ID=401\" />\r\n<trait label=\"Double Barrel\" url=\"/Traits.aspx?ID=403\" />\r\n<trait label=\"Fatal d10\" url=\"/Traits.aspx?ID=178\" />\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. 152</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._\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** 11 gp\r\n\r\n**Damage** 1d6 P\r\n\r\n**Bulk** 1\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hands** 2\r\n\r\n**Range** 60 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\nThis flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard [musket](/Weapons.aspx?ID=191), a double-barreled musket offers versatility in firing options. Many of Alkenstar's famous shield marshals save their earnings to buy a double-barreled musket as their first personal firearm.\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": "Double-barreled Musket",
- "pfs": "Standard",
- "price": 1100,
- "price_raw": "11 gp",
- "range": 60,
- "range_raw": "60 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=\"Concussive\" url=\"/Traits.aspx?ID=401\" />\r\n<trait label=\"Double Barrel\" url=\"/Traits.aspx?ID=403\" />\r\n<trait label=\"Fatal d10\" url=\"/Traits.aspx?ID=178\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns & Gears](/Sources.aspx?ID=98) pg. 152</row>\r\n\r\n<row gap=\"medium\">\r\n**Price** 11 gp\r\n\r\n**Damage** 1d6 P\r\n\r\n**Bulk** 1\r\n</row>\r\n\r\n<row gap=\"medium\">\r\n**Hands** 2\r\n\r\n**Range** 60 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\nThis flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket , a double-barreled musket offers versatility …\r\n</summary>",
- "source": [
- "Guns & Gears"
- ],
- "source_raw": [
- "Guns & Gears pg. 152"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Guns & Gears](/Sources.aspx?ID=98) pg. 152</row>",
- "speed": {},
- "summary": "This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket , a double-barreled musket offers versatility …",
- "summary_markdown": "This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket , a double-barreled musket offers versatility …",
- "text": "<title level=\"1\" right=\"Weapon 1\" pfs=\"Standard\" > Double-barreled Musket Source Guns & Gears pg. 152 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. Access The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles Price 11 gp Damage 1d6 P Bulk 1 Hands 2 Range 60 ft. Reload 1 Category Martial Group Firearm Ammunition Firearm Ammunition (10 rounds) --- This flintlock breech-loader has two side-by-side barrels. Though less accurate than a standard musket, a double-barreled musket offers versatility in firing options. Many of Alkenstar's famous shield marshals save their earnings to buy a double-barreled musket as their first personal firearm. 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",
- "Double Barrel",
- "Fatal",
- "Uncommon"
- ],
- "trait_markdown": "[Concussive](/Traits.aspx?ID=401), [Double Barrel](/Traits.aspx?ID=403), [Fatal d10](/Traits.aspx?ID=178), [Uncommon](/Traits.aspx?ID=159)",
- "trait_raw": [
- "Concussive",
- "Double Barrel",
- "Fatal d10",
- "Uncommon"
- ],
- "type": "Weapon",
- "url": "/Weapons.aspx?ID=198",
- "weakness": {},
- "weapon_category": "Martial",
- "weapon_group": "Firearm",
- "weapon_group_markdown": "[Firearm](/WeaponGroups.aspx?ID=16)",
- "weapon_type": "Ranged"
- }
|