Hammer Gun.json 6.9 KB

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  1. {
  2. "access": " The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
  3. "breadcrumbs_spa": [],
  4. "bulk": 2,
  5. "bulk_raw": "2",
  6. "category": "weapon",
  7. "damage": "1d8 B",
  8. "damage_die": 8,
  9. "deity_markdown": "",
  10. "exclude_from_search": false,
  11. "favored_weapon_markdown": "",
  12. "hands": "2",
  13. "id": "weapon-219--melee",
  14. "item_category": "Weapons",
  15. "item_subcategory": "Base Weapons",
  16. "level": 1,
  17. "markdown": "<title\r\n level=\"1\"\r\n right=\"Weapon 1\"\r\n pfs=\"Standard\"\r\n>\r\n[Hammer Gun](/Weapons.aspx?ID=219)\r\n</title>\n\n<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Combination\" url=\"/Traits.aspx?ID=417\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 159</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** 13 gp\r\n\r\n**Bulk** 2\r\n</row>\r\n\r\n**Hands** 2\r\n\r\n**Category** Martial\r\n\r\n</column>\r\n\r\n---\r\n\r\nThis weapon, favored by [dwarves](/Ancestries.aspx?ID=1) and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an [arquebus](/Weapons.aspx?ID=195) with a hammer head built into the muzzle, decreasing kickback but limiting range.\r\n\r\n<title level=\"2\">Melee</title>\r\n\r\n<traits>\r\n<trait label=\"Critical Fusion\" url=\"/Traits.aspx?ID=402\" />\r\n<trait label=\"Shove\" url=\"/Traits.aspx?ID=193\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Damage** 1d8 B\r\n\r\n**Group** [Hammer](/WeaponGroups.aspx?ID=8)\r\n\r\n</column>\r\n\r\n<title level=\"2\">Ranged</title>\r\n\r\n<traits>\r\n<trait label=\"Concussive\" url=\"/Traits.aspx?ID=401\" />\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**Damage** 1d6 P\r\n\r\n<row gap=\"medium\">\r\n**Range** 60 ft.\r\n\r\n**Reload** 1\r\n</row>\r\n\r\n**Group** [Firearm](/WeaponGroups.aspx?ID=16)\r\n\r\n**Ammunition** [Firearm Ammunition (10 rounds)](/Weapons.aspx?ID=211)\r\n\r\n</column>\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\" />",
  18. "name": "Hammer Gun",
  19. "pfs": "Standard",
  20. "price": 1300,
  21. "price_raw": "13 gp",
  22. "rarity": "uncommon",
  23. "release_date": "2021-10-13",
  24. "resistance": {},
  25. "search_markdown": "<traits>\r\n<trait label=\"Uncommon\" url=\"/Traits.aspx?ID=159\" />\r\n<trait label=\"Combination\" url=\"/Traits.aspx?ID=417\" />\r\n<trait label=\"Critical Fusion\" url=\"/Traits.aspx?ID=402\" />\r\n<trait label=\"Shove\" url=\"/Traits.aspx?ID=193\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns &amp; Gears](/Sources.aspx?ID=98) pg. 159</row>\r\n\r\n<row gap=\"medium\">\r\n**Price** 13 gp\r\n\r\n**Damage** 1d8 B\r\n\r\n**Bulk** 2\r\n</row>\r\n\r\n**Hands** 2\r\n\r\n<row gap=\"medium\">\r\n**Category** Martial\r\n\r\n**Group** [Hammer](/WeaponGroups.aspx?ID=8)\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nThis weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus …\r\n</summary>",
  26. "source": [
  27. "Guns & Gears"
  28. ],
  29. "source_raw": [
  30. "Guns & Gears pg. 159"
  31. ],
  32. "source_category": "Rulebooks",
  33. "source_markdown": "<row gap=\"tiny\">[Guns &amp; Gears](/Sources.aspx?ID=98) pg. 159</row>",
  34. "speed": {},
  35. "summary": "This weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus …",
  36. "summary_markdown": "This weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus …",
  37. "text": "<title level=\"1\" right=\"Weapon 1\" pfs=\"Standard\" > Hammer Gun Source Guns &amp; Gears pg. 159 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 13 gp Bulk 2 Hands 2 Category Martial --- This weapon, favored by dwarves and those who like smashing and shooting, takes the form of a stoutly built gun designed similarly to an arquebus with a hammer head built into the muzzle, decreasing kickback but limiting range. Melee Damage 1d8 B Group Hammer Ranged Damage 1d6 P Range 60 ft. Reload 1 Group Firearm Ammunition Firearm Ammunition (10 rounds) 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. ",
  38. "trait": [
  39. "Critical Fusion",
  40. "Shove",
  41. "Combination",
  42. "Uncommon"
  43. ],
  44. "trait_markdown": "[Critical Fusion](/Traits.aspx?ID=402), [Shove](/Traits.aspx?ID=193), [Combination](/Traits.aspx?ID=417), [Uncommon](/Traits.aspx?ID=159)",
  45. "trait_raw": [
  46. "Critical Fusion",
  47. "Shove",
  48. "Combination",
  49. "Uncommon"
  50. ],
  51. "type": "Weapon",
  52. "url": "/Weapons.aspx?ID=219",
  53. "weakness": {},
  54. "weapon_category": "Martial",
  55. "weapon_group": "Hammer",
  56. "weapon_group_markdown": "[Hammer](/WeaponGroups.aspx?ID=8)",
  57. "weapon_type": "Melee"
  58. }