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Twigjack Sack (Moderate)Weapon 3

Source Pathfinder #175: Broken Tusk Moon
Damage 2d6 Piercing (plus 2 splash damage)
Type Martial
Range 20 feet
Price 10 gp
Weight light

Activate One Action Strike

Sharp, flexible brambles poke from this sack made of intricately intertwined plant fibers. The sack's contents creak under the strain of the tightly compressed bundle.

When thrown, a twigjack sack bursts open, spraying brambles in all directions that gouge and slash nearby creatures. A twigjack sack deals the listed piercing damage, persistent bleed damage, and splash damage.

You gain a +1 item bonus to attack rolls. The bomb deals 2d6 piercing damage, 3 persistent bleed damage, and 2 piercing 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.


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.