Item: Alchemical Fuse
An alchemical fuse is a length of treated cord that can be used to time the detonation of an alchemical bomb or a stick of pyronite, or simply as a timer—at the GM's option, fuses can be used as timers to trigger other devices that can be triggered with a single appropriate action, as well.
Activate 1 Interact
Effect You attach the alchemical fuse to an alchemical bomb, stick of pyronite, or other device that can be triggered by a fuse. Alternately, you can attach one fuse to another to extend its burn time by 1 round.
Activate 1 Interact
Effect You light the alchemical fuse with an adjacent fire source or a fire source that you hold in a hand. If you have a tindertwig in your other hand, you can activate the tindertwig and use it to light a fuse with the same Interact action. A lit fuse takes 1 round per attached fuse to burn down. During the round that the fuse runs out, the device to which the fuse has been attached explodes or otherwise activates at the end of your turn. For a bomb, this deals splash damage, and for pyronite, it deals pyronite's normal damage. An alchemical fuse burns underwater or in up to moderate wind.
Activate 1 Interact
Effect You extinguish the fuse.
Trait Effects
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.
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. A character can Craft consumable items in batches of four.
Fire: 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. Planes with this trait are composed of flames that continually burn with no fuel source. Fire planes are extremely hostile to non-fire creatures. Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and creatures wearing unprotected flammable clothing catch fire, typically taking 1d6 persistent fire damage. Extraplanar creatures take moderate environmental fire damage at the end of each round (sometimes minor environmental damage in safer areas, or major or massive damage in even more fiery areas). Ice creatures are extremely uncomfortable on a fire plane, assuming they don’t outright melt in the heat.
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