Item: Bioluminescence Bomb

TypeWeapon
Level1
Rarity
Uncommon
CategoryMartial
GroupBomb
Damage0 slashing
Price3 gp
UsageHeld in one hand
PublicationPathfinder Adventure Path: GatewalkersRemaster

Activate 1 Strike


This vial of glowing goo constantly sheds dim light in a 10-foot radius. When a bioluminescence bomb strikes a creature or a hard surface, it shatters and releases the bioluminescent fluid's energy in a flare of light. Each creature within 10 feet of where the bomb exploded must succeed at a DC 17 Reflex or be marked with dye that continues to glow for 24 hours. An affected creature must also attempt a DC 17 Fortitude saving throw against the overwhelming burst of light.


Success The creature is unaffected.

Failure The creature is Dazzled for 1 round.

Critical Failure The creature is Blinded for 1 round, then dazzled for 1 round.


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.

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. A character can Craft consumable items in batches of four.

Light: Light effects overcome non-magical darkness in the area and can counteract magical darkness. You must usually target darkness magic with your light magic directly to counteract the darkness, but some light spells automatically attempt to counteract darkness.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

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


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