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Redpitch Bomb (Moderate)Weapon 3


RareAlchemicalBombConsumableFireSplash
Source Pathfinder Blog
Damage 2 Fire (plus 2 splash damage)
Type Martial
Range 20 feet
Price 10 gp
Weight light

Usage held in 1 hand

Activate One Action Strike

Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.

You gain a +1 item bonus to attack rolls. The bomb deals 2 fire damage, 2d4 persistent fire damage, and 2 fire splash damage. On a critical hit, the target is Clumsy 1 until the start of your next turn.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.