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Vexing Vapor (Major)Weapon 17


UncommonAlchemicalBombConsumableInhaledMentalPoisonSplash
Source Pathfinder Lost Omens: The Grand Bazaar
Damage 4d6 Mental (plus 4 splash damage)
Type Martial
Range 10 feet
Price 3,000 gp
Weight light

Activate One Action Strike


This flask contains a fine red powder made from toxic berries. You gain a +3 item bonus to attack rolls. A major vexing vapor bomb deals 4d6 mental damage and 4 mental splash damagee. On a hit, the target must succeed at a DC 5 flat check before taking actions with the concentrate trait. This lasts until the end of its next turn (1 minute on a critical hit).

Traits

Uncommon

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

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.

Inhaled

This poison is delivered when breathed in.

Mental

A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.

Poison

An effect with this trait delivers a poison or deals poison damage. An item with this trait is poisonous and might cause an affliction.

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.