Bioluminescence Bomb

Level 13 gpWeaponBulk LUncommonRemaster

Activate Strike


This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it shatters and releases the bioluminescent fluid's energy in a flare of light. Each creature within 10-foot burst of where the bomb exploded must succeed at a DC 17 reflex or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a DC 17 fortitude saving throw against the overwhelming burst of light.


Success The creature is unaffected.

Failure The creature is Dazzled for 1 round.

Critical Failure The creature is Blinded for 1 round, then dazzled for 1 round.

Traits

Alchemical

Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.

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.

Light

[table]{"columns":[{"key":"c0","label":"Levels of Light","align":"left"},{"key":"c1","label":"Description","align":"left"}],"rows":[{"c0":"Bright Light","c1":"In bright light, such as sunlight, creatures and objects can be observed clearly by anyone with average vision or better."},{"c0":"Dim Light","c1":"Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the Concealed condition, unless the seeker has darkvision or low-light vision, or a precise sense other than vision."},{"c0":"Darkness","c1":"A creature or object within darkness is Hidden or undetected unless the seeker has darkvision or a precise sense other than vision. A creature without darkvision or another means of perceiving in darkness has the Blinded condition while in darkness, though it might be able to see illuminated areas beyond the darkness. If a creature can see into an illuminated area, it can observe creatures within that illuminated area normally. After being in darkness, sudden exposure to bright light might make you Dazzled for a short time, as determined by the GM."}]}

Critical Specialization (bomb)

Increase the radius of the bomb's splash damage (if any) to 10 feet.