Item: Depth Charge III
Ammunition any
Carved with stylized images of water or aquatic life, depth charges that are fired underwater or at a submerged target function with their normal range increments and can hit no matter their normal damage type. This ammunition explodes if it hits a target underwater, dealing 7d6 bludgeoning damage in a 20-foot burst DC 28 Basic Fortitude according to its type. This burst doesn't extend out of the water.
Trait 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.
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Related Items
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|---|---|---|---|
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| Weapon Shot (Moderate) | 10 | Common | 200 gp |
| Big Rock Bullet (Greater) | 11 | Uncommon | 250 gp |
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| Mindlock Shot | 11 | Common | 250 gp |
| Resonating Ammunition | 11 | Common | 300 gp |
| Silencing Ammunition | 9 | Uncommon | 125 gp |
| Silencing Shot | 11 | Common | 300 gp |
| Spellstrike Ammunition (Type IV) | 9 | Common | 150 gp |
| Spellstrike Ammunition (Type V) | 11 | Common | 300 gp |
| Storm Arrow | 9 | Common | 130 gp |
| Transposition Ammunition | 9 | Uncommon | 125 gp |
| Black Tendril Shot (Moderate) | 12 | Common | 360 gp |