🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Blight Bomb (Lesser)Weapon 1


AlchemicalBombConsumablePoisonSplash
Source Pathfinder Player Core 2
Damage 1d4 Poison (plus 1 splash damage)
Type Martial
Range 20 feet
Price 3 gp
Weight light

Activate A Strike


Blight bombs contain volatile toxic chemicals that rot flesh. A blight bomb deals 1d4 poison damage, 1d4 persistent poison damage, and 1 poison splash damage.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.