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PFS StandardMace 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.

Melee

Damage 1d6 B; Group Club; Traits Critical Fusion, Shove

Ranged

Access The following regions have access to firearms: Alkenstar, Dongun Hold, Tian Xia, Vudra, Arcadia, Ustalav, the Shackles
Price 13 gp; Damage 1d4 P; Bulk 1
Hands 1; Range 20 ft.; Reload 1
Category Martial
Ammunition Firearm Ammunition (10 rounds)
Group Firearm; Traits Capacity 3, Combination, Concussive, Fatal d8, Uncommon
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.

Traits

Capacity 3:

Weapons that have the capacity trait typically have multiple barrels or chambers capable of containing a round of ammunition. Capacity is always accompanied by a number indicating the number of barrels or chambers. After a capacity weapon is fired, you can select the next loaded barrel or chamber as an Interact action that doesn't require a free hand. Each barrel or chamber can be reloaded after it's fired as a separate Interact action.

Combination:

Combination is a new trait for weapons that combine the functionality of melee weapons and firearms in unique or unusual ways. A combination weapon has a firearm form or usage and a melee weapon form or usage. The weapons table lists the firearm statistics first and the melee weapon statistics indented beneath, just above the ammunition. Switching between the melee weapon usage and the firearm usage requires an Interact action. However, if your last action was a successful melee Strike against a foe using a combination weapon, you can make a firearm Strike with the combination weapon against that foe without fully switching to the firearm usage, firing the firearm just as you hit with the melee attack. In this case, the combination weapon returns to its melee usage after the firearm Strike.

Since a combination weapon is one weapon with two usages, both usages share any fundamental runes. You can put a property rune on a combination weapon as long as it's appropriate for either of the two usages, but if only one of the usages meets the property rune's requirements, the effects of the property rune only apply for that usage. For instance, a vorpal axe musket only applies the vorpal property rune when you are using it as an axe. Due to their complexity, combination weapons can't have another weapon, such as a bayonet or reinforced stock, attached to them.

Concussive:

These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.

Critical Fusion:

Critical fusion is a new trait for combination weapons that grants you two additional options for the critical specialization effect when using the combination weapon's melee version to make a melee attack while the firearm is loaded. If you choose to use one of them, they replace the melee usage's normal critical specialization effect.

First, you can discharge the firearm to create a loud bang and concussion, using the critical specialization effect for firearms instead of the melee weapon group's critical specialization effect. Second, you can choose to discharge the firearm to increase the critical hit's momentum or shoot the foe as you attack them in melee, dealing 2 additional damage per weapon damage die. Both of these options discharge the firearm, which typically means you have to reload it before firing it again.

Fatal d8:

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.

Shove:

You can use this weapon to Shove with the Athletics skill even if you don't have a free hand. This uses the weapon's reach (if different from your own) and adds the weapon's item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

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 2.0
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.

Firearm: The target must succeed at a Fortitude save against your class DC or be stunned 1.