Sulfur Bomb (Greater)

Level 11275 gpWeaponBulk LUncommonLegacy

3d4A·Martial·Bomb·One-handed

Range 20 ft.

Activate Strike


A thick, sulfurous, irritating gas fills this golden-yellow flask. You gain a +2 item bonus to attack rolls. The bomb deals 3d4 acid damage and 3 acid splash damage. On a hit, the target takes a -1 status penalty to Perception checks and attack rolls until the end of its next turn, or becomes Sickened 1 on a critical hit. Creatures hit with this bomb are temporarily immune to the effects of the bomb for 1 minute.

Effect: Sulfur Bomb

Traits

Acid

Effects with this trait deal acid damage. Creatures with this trait have a magical connection to acid.

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.

Olfactory

An olfactory effect can affect only creatures that can smell it. This applies only to olfactory parts of the effect, as determined by the GM.

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.