Sulfur Bomb (Greater)Weapon 11
Source Pathfinder Lost Omens: The Grand Bazaar
Damage 3d4 Acid (plus 3 splash damage)
Type Martial
Range 20 feet
Price 275 gp
Weight light
Activate Strike
A thick, sulfurous, irritating gas fills this golden‑yellow flask. You gain a +3 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage. On a hit, the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes Sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.
Effect: Sulfur Bomb (Failure)
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.
AcidEffects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.
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.
OlfactoryAn olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.
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.