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Water Bomb (Moderate)Weapon 3

Source Pathfinder #176: Lost Mammoth Valley
Damage 1d4 Bludgeoning (plus 2 splash damage)
Type Martial
Range 20 feet
Price 10 gp
Weight light

This bladder of water explodes when put under pressure or upon being punctured, dealing minimal damage, neutralizing acids, and dousing flames. You gain a +1 item bonus to attack rolls. The bomb deals 1d4 nonlethal bludgeoning damage and 2 nonlethal bludgeoning splash damage. On a hit, if the target is suffering from Persistent Acid or Persistent Fire Damage, it can attempt a flat check to end that persistent damage immediately. As this is particularly effective assistance, the DC of the flat check is reduced from 15 to 10 for this check. On a hit against an unattended, non-magical fire, the bomb extinguishes the fire, or extinguishes one square of fire for a larger fire.



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.


Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a -2 circumstance penalty.


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.


Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a magical connection to the element.