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Tallow Bomb (Moderate)Weapon 3

Source Pathfinder #175: Broken Tusk Moon
Damage 0 Fire (plus 2 splash damage)
Type Martial
Range 20 feet
Price 10 gp
Weight light

Activate One Action Strike

A mixture of rendered animal fat and acids designed to ignite the fat when exposed to air, a tallow bomb creates a splash of burning oil that adheres to skin, clothes, and hair. A tallow bomb deals the listed fire damage, persistent fire damage, and splash damage.

On a critical hit, a living creature taking persistent fire damage from a tallow bomb is Sickened 1 from the stench of burning fat and can't reduce its sickened value below 1 while the persistent fire damage lasts.

You gain a +1 item bonus to attack rolls. The bomb deals 2d4 persistent fire damage and 2 fire splash damage.



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


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.


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.


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.


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.