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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": "1d4 S",
- "damage_die": 4,
- "deity_markdown": "",
- "exclude_from_search": false,
- "favored_weapon_markdown": "",
- "hands": "1",
- "id": "weapon-221--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[Piercing Wind](/Weapons.aspx?ID=221)\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** 15 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\nFavored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a [jezail](/Weapons.aspx?ID=203), in that you can carry it in one hand as long as the other hand's free, by holding it under one arm. Additionally, it's fitted with an underslung curved blade.\n\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=\"Finesse\" url=\"/Traits.aspx?ID=179\" />\r\n<trait label=\"Forceful\" url=\"/Traits.aspx?ID=180\" />\r\n<trait label=\"Sweep\" url=\"/Traits.aspx?ID=194\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n**Damage** 1d4 S\r\n\r\n**Group** [Sword](/WeaponGroups.aspx?ID=15)\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 Aim d10\" url=\"/Traits.aspx?ID=404\" />\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** 40 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\" />\r\n\r\n<title level=\"2\">Specific Magic Weapons</title>\r\n[Jax](/Equipment.aspx?ID=1590)",
- "name": "Piercing Wind",
- "pfs": "Standard",
- "price": 1500,
- "price_raw": "15 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=\"Finesse\" url=\"/Traits.aspx?ID=179\" />\r\n<trait label=\"Forceful\" url=\"/Traits.aspx?ID=180\" />\r\n<trait label=\"Sweep\" url=\"/Traits.aspx?ID=194\" />\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** 15 gp\r\n\r\n**Damage** 1d4 S\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** [Sword](/WeaponGroups.aspx?ID=15)\r\n</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nFavored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a jezail , in that you can carry it in one hand as long as the …\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": "Favored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a jezail , in that you can carry it in one hand as long as the …",
- "summary_markdown": "Favored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a jezail , in that you can carry it in one hand as long as the …",
- "text": "<title level=\"1\" right=\"Weapon 0\" pfs=\"Standard\" > Piercing Wind 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 15 gp Bulk 1 Hands 1 Category Martial --- Favored by caravan guards who traverse the Mana Wastes, a piercing wind is similar to a jezail, in that you can carry it in one hand as long as the other hand's free, by holding it under one arm. Additionally, it's fitted with an underslung curved blade. Melee Damage 1d4 S Group Sword Ranged Damage 1d6 P Range 40 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. Specific Magic Weapons Jax",
- "trait": [
- "Critical Fusion",
- "Finesse",
- "Forceful",
- "Sweep",
- "Combination",
- "Uncommon"
- ],
- "trait_markdown": "[Critical Fusion](/Traits.aspx?ID=402), [Finesse](/Traits.aspx?ID=179), [Forceful](/Traits.aspx?ID=180), [Sweep](/Traits.aspx?ID=194), [Combination](/Traits.aspx?ID=417), [Uncommon](/Traits.aspx?ID=159)",
- "trait_raw": [
- "Critical Fusion",
- "Finesse",
- "Forceful",
- "Sweep",
- "Combination",
- "Uncommon"
- ],
- "type": "Weapon",
- "url": "/Weapons.aspx?ID=221",
- "weakness": {},
- "weapon_category": "Martial",
- "weapon_group": "Sword",
- "weapon_group_markdown": "[Sword](/WeaponGroups.aspx?ID=15)",
- "weapon_type": "Melee"
- }
|