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Dwarven Daisy (Lesser)Weapon 1


UncommonAlchemicalBombConsumableFireSplash
Source Pathfinder Society Quest #5: The Dragon Who Stole Evoking Day
Damage 1d6 Fire (plus 1 splash damage)
Type Martial
Range 20 feet
Price 6 gp
Weight light

A dwarven daisy is a string of dozens of firecrackers that create tiny, loud explosions. The string ends with a short, wrapped fuse. Pulling off the wrapping in a quick motion lights the fuse and is done as part of the action to Strike. A dwarven daisy deals the listed fire damage and splash damage. A dwarven daisy also has a chance to dazzle its target. A creature struck by a dwarven daisy must succeed at a DC 16 fortitude save or become Dazzled for 1 round.


Activate One Action Strike

The firework deals 1d6 fire damage and 1 fire splash damage. The DC is 16.

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.

Alchemical

Alchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.

Bomb

An alchemical bomb combines volatile alchemical components that explode when the bomb hits a creature or object. Most alchemical bombs deal damage, though some produce other effects.

Consumable

An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.

Fire

Effects with the fire trait deal fire damage or either conjure or manipulate fire. Those that manipulate fire have no effect in an area without fire. Creatures with this trait consist primarily of fire or have a magical connection to that element.

Splash

When you use a thrown weapon with the splash trait, you don't add your Strength modifier to the damage roll. If an attack with a splash weapon fails, succeeds, or critically succeeds, all creatures within 5 feet of the target (including the target) take the listed splash damage. On a failure (but not a critical failure), the target of the attack still takes the splash damage. Add splash damage together with the initial damage against the target before applying the target's weaknesses or resistances. You don't multiply splash damage on a critical hit.