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Player > Weapon > Range > Shellgun, fury
Damage: 3d6 F
Range: 20 ft.
Critical: Burn 2d6
Capacity: 8 shells
A bulky weapon favored by scrappy fighters with limited resources, this oversized pistol uses scattergun shells as ammunition but creates a short-range tongue of flame. Thought to be inspired by the longer gulchgun, the shellgun is also a favorite of ysoki. Available models include the bombard shellgun, the blaze shellgun, and the fury shellgun.
|Shellgun, bombard||Small Arms||3||1150||1d6 F||10 ft.||Burn 1d4||1 shell||1||L||—||ARM p.39|
|Shellgun, blaze||Small Arms||9||11500||2d6 F||20 ft.||Burn 1d6||2 shells||2||L||—||ARM p.39|
|Shellgun, fury||Small Arms||12||30500||3d6 F||20 ft.||Burn 2d6||8 shells||8||L||—||ARM p.39|
The target gains the burning condition.
You are on fire. As long as you have this condition, at the start of
your turn each round before you take any actions (or attempt the
Reflex saving throw described below), you take the listed amount
of damage as fire damage (or 1d6 fire damage, if no amount is
listed in the effect that causes burning). Fire damage from
multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you've attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don't have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.