You pull the trigger, and a badger springs forth to attack your foes.
Level 3+ Uncommon
Weapon: Any firearm.
Critical: +1d6 per plus (plus the normal hi-crit for a firearm).
Power (Daily) Free action. Summoning
Trigger: You hit a target with a ranged attack using this gun.
Effect: A Dreaming badger appears in an unoccupied square adjacent to the target, and the target is grabbed by the badger. The badger has your defenses, and hit points equal to half your bloodied value. If it is destroyed, you lose a healing surge. The badger does not take its own actions.
Small fey beast
- Tenacious Bite
The badger won’t let go of you until it’s dead. Maybe not even then.
The dreaming badger automatically sustains its grab each turn. A creature that is grabbed by the badger takes 5 damage at the start of its turn and is slowed. If the badger is reduced to 0 hit points, the target no longer takes damage, but it is still slowed until it spends a minor action to shake off the badger’s corpse, which then disappears back to the Dreaming.
> Lvl 13 or 18: 10 damage.
> Lvl 23 or 28: 15 damage.
- Shared Movement
When you use a move action, you may have the badger use a move action as well.
- Badger Bite - At-Will, Basic
Attack: Melee 1 (one creature); Atk vs. AC (uses your attack bonus with the badger gun)
Hit: 1d8+5 damage and the target is grabbed.
Critical Hit: Maximize dice as usual, then add bonus d6’s from the gun’s critical property.
> Lvl 13 or 18: 2d8+5 damage.
> Lvl 23 or 28: 3d8+5 damage.
The product of two gnomish inventors of questionable sanity, this weapon made its debut at the Kaybeau fair in Flint during Autumn of 500 AOV. The copies of the guns that were originally confiscated by the RHC have now been returned to their rightful owners, though constables may still special-order one from Fildi and Dilfi themselves.