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Bomber's SaddleBackpack 13


UncommonCompanionInvestedMagical
Source Pathfinder #155: Lord of the Black Sands
Price 2,800 gp
Weight 2 bulk

Developed by urdefhans for their skaveling mounts but quickly copied by other races' cavalry, this leather saddle is made from cave worm hide and is designed to fit a variety of flying steeds. In addition to a seat for the rider, the bomber's saddle has a bomb compartment situated underneath the mount.

The compartment can hold up to six alchemical bombs of light or negligible Bulk.


Activate One Action Interact


Effect You drop a single item from the saddle's compartment, which falls to the ground below. If the item is a bomb, make a ranged Strike with it.


Activate Two Actions Interact

Requirements The saddle's compartment is loaded with two to six bombs


Effect You drop the saddle's entire payload, scattering the bombs below. Make a single ranged Strike against an AC of 10. The AC increases by 1 for every 5 feet above the target area you are.

On a failure, the bombs fly away wildly and deal no damage.

On a successful attack roll, the bombs fall and shatter, starting in the target area and moving in a line of 5-foot spaces up to 30 feet long for six bombs, one bomb per space. The bombs don't directly hit any creatures; instead, creatures take splash damage from the bombs as usual, but combine the splash damage from multiple overlapping bombs together before applying weaknesses or resistances. Apply any effects normally applied to splash damage when throwing a bomb (such as the effects of the Calculated Splash feat).

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Companion

An item with this trait can be worn by an animal companion or similar creature. A companion can have up to two items invested.

Invested

A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.