Redpitch Bomb (Greater)
Activate ◆ Strike
Sap from redpitch pines, if properly distilled into a gummy, incendiary mass, ignites when exposed to the air. A redpitch bomb deals the listed fire damage, persistent fire damage, and splash damage. Many types grant an item bonus to attack rolls.
You gain a +2 bonus on attack rolls. The bomb deals 3 fire damage, 3d4 persistent fire damage, and 3 fire splash damage. On a critical hit, the target is Clumsy 2 until the start of your next turn.
Traits
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.
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 connection to magical fire.
Some weapons and effects, such as alchemical bombs, have the splash trait. You don't add your Strength modifier to the damage roll for any thrown weapon with the splash trait (even if the item doesn't have the bomb trait). A splash weapon or effect deals any listed splash damage to the target on a failure, success, or critical success, and to all other creatures within 5 feet of the target on a success or critical success. On a critical failure, the weapon or effect misses entirely, dealing no damage. Add splash damage together with the initial damage against the target before applying the target's resistance or weakness. You don't multiply splash damage on a critical hit.
Increase the radius of the bomb's splash damage (if any) to 10 feet.