Pernicious Spore Bomb (Moderate)Weapon 3
Source Pathfinder #176: Lost Mammoth Valley
Damage 2 Poison (plus 2 splash damage)
Type Martial
Range 20 feet
Price 10 gp
Weight light
This flask contains fast-growing mold spores, which quickly take root but just as quickly rot away. You gain a +1 item bonus to attack rolls. The bomb deals 2 poison Damage, 2d4 Persistent Piercing Damage, and 2 poison splash damage. Except on a critical failure, the bomb's splash area is coated in vegetation, becoming difficult terrain for 1 round.
Traits
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.
AlchemicalAlchemical items are powered by reactions of alchemical reagents. Alchemical items aren't magical and don't radiate a magical aura.
BombAn 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.
ConsumableAn 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.
PoisonAn effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.
SplashWhen 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.