Caleb's Pathfinder Campaign Wiki

A one-of-a-kind custom rifle commissioned and modified by Jimmy Lang.


Type: two-handed range

Proficiency: exotic (heavy weaponry)

Dmg: see text

Critical: x4

Range: 200 ft.

Special: slow-firing, magazine fed, bipod

Weight: 14 lbs.

Magazine Fed

The Canister Rifle doesn't run off of a battery or use charges. Instead it fires specialized rounds fed into the gun via a smart magazine. The weapon's user can select which ammo loaded into the magazine feeds into the gun next as a free action.


High-Caliber Piercing Round: Bypasses an object’s first 10 points of hardness, and can completely penetrate targets without hardness. When making an attack with a high-caliber piercing round, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack’s damage fails to penetrate any target’s hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away. This ammo deals 9d6 points of damage (B&P).

Radiated Round: A creature struck by a radiated round attack suffers the effects of medium radiation.

Nano Round: The victim must succeed at a DC 17 Fortitude save or it takes 1 negative level and is staggered for 1 round as nanites flood the victim’s brain and and body suppressing several biological functions. If the victim succeeds, he’s instead sickened for 1d4 rounds and is immune to further attacks from nano rounds for 1 hour. A creature can attempt a new saving throw every 24 hours to remove the negative level. These are mind-affecting effects.

Fire Round: This ammo deals 9d6 points of fire damage (B&P).

Zero Round: This ammo deals 9d6 points of ice damage (B&P).

EMP Round: This ammo explodes upon contact with it's target, emitting electromagnetic energy that cannot harm living creatures, but deals 9d10 points of damage to robots. this round can harm androids and creatures with cybernetic implants, but they take half damage from a hit. A creature that is critically hit by this ammo and takes damage from that hit must succeed at a DC 15 Fortitude save or be staggered for 1d4 rounds.


A retractable bipod can be extended from the sides of the barrel as a swift action. While the bipod is deployed (usually while prone, or rested against cover) the user gains the benefits of the Bullseye Shot feat when firing the gun.