Captain Dagmir's Pistols

Category:
weapon (ranged)
Description:
Pistol +5 Shocking Burst

One-Handed Exotic Ranged; Dmg 1d10+5 (plus 1d6 electrical); crit x3 (plus 2d10 electrical); Range Inc 50 ft; Weight 3 lb; Dmg Ballistic; Ammo Bullet (lead slug).

Pistol: This firearm holds a single shot and requires a standard action to reload.

A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.

Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.


Pistol +5 Flaming Burst

One-Handed Exotic Ranged; Dmg 1d10+5 (plus 1d6 fire); crit x3 (plus 2d10 fire); Range Inc 50 ft; Weight 3 lb; Dmg Ballistic; Ammo Bullet (lead slug).

Pistol: This firearm holds a single shot and requires a standard action to reload.

A flaming burst weapon functions as a flame weapon that also explodes with fire upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flame ability, a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the flame energy upon their ammunition.

Even if the flame ability is not active, the weapon still deals its extra fire damage on a successful critical hit.

Bio:

Captain Dagmir's Pistols

Blood Line geekdad