Shatterstone

Level 12380 gpWeaponBulk LCommonRemaster

3d6S·Martial·Bomb·One-handed

Range 20 ft.

Activate Strike


A shatterstone is a small ceramic orb. Inside are reactive agents that set up an intense field of sonic vibration when the stone breaks. The bomb grants a +2 item bonus to attack rolls and deals 3d6 sonic damage and 3 sonic splash damage. Much of the sound is ultrasonic, and creatures with sonic weakness that take damage from the bomb must succeed at a DC 30 fortitude save or be Deafened until the end of their next turn.

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.

Sonic

An effect with the sonic trait functions only if it makes sound, meaning it has no effect in an area of silence or in a vacuum. This is different from an auditory spell, which is effective only if the target can hear it. A sonic effect might deal sonic damage.

Splash

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.

Critical Specialization (bomb)

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