This old gun was Rond Wolfe’s personal weapon until his death in Kraggodan in 4713. Etching on the side of this rifle reads, “Star Cannon.” Found in the Mindspin Foothills by Hudson Graves and repaired by Hibok Marbleaxe.
Aura strong unidentifiable; CL 12th
Slot none; Price 51,300 gp; Weight 12 lbs
This rifle comes with an attached far-reaching sight and becomes a +1 shocking burst rifle in the hands of a gunslinger.
Gunslingers may spend a full round action to take aim at a creature over 80’ away. This provokes an attack of opportunity. At the beginning of the gunslinger’s next turn, he may fire the weapon as a swift action that does not provoke an attack of opportunity. If the creature is still over 80’ away and is within the gunslinger’s line of sight, he may roll his attack dice as if he already had critical threat. This attack action does not count against the gunslinger’s attacks for the turn, leaving him to continue to make full-round, standard and move actions for the turn.
The far-reaching sight attachment cannot be removed from the Star Cannon.
For the purposes of shocking burst, note that a rifle has a critical multiplier of x4.
The Star Cannon can be magically enhanced as if it was a +3 weapon with shocking burst.
This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder can choose to spend a full-round action to make a single shot with a firearm that has this sight. When she does, she can resolve the attack against the touch AC of her target regardless of the range increment.
A shocking burst weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra 1d6 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.
Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.