Big Boom GunItem 1Legacy Content
Uncommon Cobbled Fatal d12 Goblin Modular B, P, or S Source Guns & Gears pg. 157 2.0PFS 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
Type Ranged;
Category Martial;
Group FirearmAmmunition 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 increment 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.
Traits
Cobbled: This firearm is cobbled together and likely to misfire. No matter how well you upkeep it, on a failed attack roll, the attack misses and you must roll a DC 5 flat check. If you fail this check, the weapon misfires.
Fatal d12: The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.
Goblin: A creature with this trait can be one of several kinds of creature, including goblins, hobgoblins, and bugbears. Goblins tend to have darkvision. An ability with this trait can be used or chosen only by goblins. A weapon with this trait is created and used by goblins.
Modular B, P, or S: The weapon has multiple configurations that you can switch between using an Interact action. Typically, switching between configurations of a modular weapon allows it to deal different types of damage (listed in the trait, such as “modular B, P, or S”), though it’s possible for a modular weapon’s description to list more complicated configurations.
Uncommon: Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
Critical Specialization Effects
Source Core Rulebook pg. 283 4.0Certain 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.
Firearm: The target must succeed at a Fortitude save against your class DC or be
stunned 1.