Spider Satchel (Greater)

Level 12350 gpWeaponBulk LUncommonRemaster

Activate Strike


The Verduran Forest's tiny tent-trap spider lays her eggs in a pyramidal web, and her young hatch only in response to intense vibration, such as the struggles of an ensnared insect or even songbird. Sadistic alchemists gather and augment these eggs, packing them in silken satchels that disgorge thousands of biting spider babies on impact.

Until shaken off—or for the desperate target, incinerated—these spiders make it difficult to concentrate on anything other than escaping the swarm. The fascination effect ends automatically if a creature uses further hostile actions against the target, but hostile actions against the target's allies don't automatically end the effect.

You gain a +2 item bonus to attack rolls. The bomb deals 3d6 persistent poison damage, 3 poison splash damage, and fascinates the target while the persistent damage lasts.

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.

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

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.