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- {
- "access": " The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles",
- "breadcrumbs_spa": [],
- "bulk": 1,
- "bulk_raw": "1",
- "category": "weapon",
- "damage": "1d6 B",
- "damage_die": 6,
- "deity_markdown": "",
- "exclude_from_search": false,
- "favored_weapon_markdown": "",
- "hands": "1",
- "id": "weapon-220--melee",
- "item_category": "Weapons",
- "item_subcategory": "Base Weapons",
- "level": 0,
- "markdown": "<title\r\n level=\"1\"\r\n right=\"Weapon 0\"\r\n pfs=\"Standard\"\r\n>\r\n[Mace Multipistol](/Weapons.aspx?ID=220)\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 & 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** 1\r\n</row>\r\n\r\n**Hands** 1\r\n\r\n**Category** Martial\r\n\r\n</column>\r\n\r\n---\r\n\r\nAt first glance this weapon looks like nothing more than an iron-bound [club](/Weapons.aspx?ID=2). But the top of the weapon features a latch that opens to reveal three rotating pistol muzzles concealed in the mace's head that can be fired and rotated using triggers built into the weapon's haft.\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** 1d6 B\r\n\r\n**Group** [Club](/WeaponGroups.aspx?ID=5)\r\n\r\n</column>\r\n\r\n<title level=\"2\">Ranged</title>\r\n\r\n<traits>\r\n<trait label=\"Capacity 3\" url=\"/Traits.aspx?ID=399\" />\r\n<trait label=\"Concussive\" url=\"/Traits.aspx?ID=401\" />\r\n<trait label=\"Fatal d8\" url=\"/Traits.aspx?ID=178\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Damage** 1d4 P\r\n\r\n<row gap=\"medium\">\r\n**Range** 20 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\" />",
- "name": "Mace Multipistol",
- "pfs": "Standard",
- "price": 1300,
- "price_raw": "13 gp",
- "rarity": "uncommon",
- "release_date": "2021-10-13",
- "resistance": {},
- "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 & 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** 1d6 B\r\n\r\n**Bulk** 1\r\n</row>\r\n\r\n**Hands** 1\r\n\r\n<row gap=\"medium\">\r\n**Category** Martial\r\n\r\n**Group** [Club](/WeaponGroups.aspx?ID=5)\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nAt first glance this weapon looks like nothing more than an iron-bound club . But the top of the weapon features a latch that opens to reveal three …\r\n</summary>",
- "source": [
- "Guns & Gears"
- ],
- "source_raw": [
- "Guns & Gears pg. 159"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Guns & Gears](/Sources.aspx?ID=98) pg. 159</row>",
- "speed": {},
- "summary": "At first glance this weapon looks like nothing more than an iron-bound club . But the top of the weapon features a latch that opens to reveal three …",
- "summary_markdown": "At first glance this weapon looks like nothing more than an iron-bound club . But the top of the weapon features a latch that opens to reveal three …",
- "text": "<title level=\"1\" right=\"Weapon 0\" pfs=\"Standard\" > Mace Multipistol Source Guns & 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 1 Hands 1 Category Martial --- At first glance this weapon looks like nothing more than an iron-bound club. But the top of the weapon features a latch that opens to reveal three rotating pistol muzzles concealed in the mace's head that can be fired and rotated using triggers built into the weapon's haft. Melee Damage 1d6 B Group Club Ranged Damage 1d4 P Range 20 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. ",
- "trait": [
- "Critical Fusion",
- "Shove",
- "Combination",
- "Uncommon"
- ],
- "trait_markdown": "[Critical Fusion](/Traits.aspx?ID=402), [Shove](/Traits.aspx?ID=193), [Combination](/Traits.aspx?ID=417), [Uncommon](/Traits.aspx?ID=159)",
- "trait_raw": [
- "Critical Fusion",
- "Shove",
- "Combination",
- "Uncommon"
- ],
- "type": "Weapon",
- "url": "/Weapons.aspx?ID=220",
- "weakness": {},
- "weapon_category": "Martial",
- "weapon_group": "Club",
- "weapon_group_markdown": "[Club](/WeaponGroups.aspx?ID=5)",
- "weapon_type": "Melee"
- }
|