A much more complicated and magical project than the usual fair for even Drellewin, this combines technology and magic for maximum firepower. A Decanter of Infinite Water provides water at a controllable rate that is then heated in a Cauldron of Brewing to turn a turbine to power a gatling gun at the pull of a trigger. Some of the key piping is made of adamantine, just in case, in order to handle the pressures more safely. It requires a small time to spin up, and eats through some fairly expensive ammo like nobody's business, so it's recommended that you have a a wand of abundant ammunition on hand to cast on the magazine before you get started. It's also a bit on the heavy side and is quite hard to move around while firing it, hence it's usually mounted. Most users should probably only fire it while it's mounted, but that's not really how Pathor does things.
Cost: 32,000 G
Weight: 75 lbs
Capacity: 100 (In a magazine on the side of the gun)
Special: (Oh boy here we go)
The gun requires a Standard action before attacking to spin up to be ready to fire.
There are 4 possible Full-Round Attacks:
Single Target Focus: Make 5 separate attacks in a row with your highest attack bonus for 1d10 damage each.
60' Cone: 2d10
120' Line: 3d10
5' burst around square: 4d10
With all the AoE attacks you make an attack roll separately to hit each creature within range. If you misfire on an attack, the attack against that creature misses, and the misfire chance goes up as normal instantly, then the attack continues as normal. The Cone, Line, and Burst attacks always use up the rest of the ammo in the magazine. If the magazine is not full, the attacks do half damage. You cannot use the Cone, Line, or Burst attacks if there are less than 50 rounds left in the magazine.
If the gun is not mounted, you must also make a Strength Check (DC 12) to avoid being knocked down by the recoil of the gun each round you maintain fire, and you take a -4 penalty on your attack roll.
When making a Single Target, or a Burst attack, the gun has a 60' range increment and penalties apply as normal for targets beyond this range.
To use special ammunition, (such as admantine rounds) either 50%, or all of the rounds in the magazine must be of the special ammunition, or else it will be assumed that the special rounds miss. If only 50% of the rounds are special, then they have a 50% chance of hitting any target within the attack.
As a move action, you can pull the release valve on the Decanter and say the command word to activate it's Geyser function as per the rules under the Decanter of Infinite Water. Doing this shuts down the minigun and stops the barrels from rotating, and it cannot be spun up again until the lever is returned to it's normal position (another move action).
The gun is considered a siege firearm for the purposes of enchanting.