Item: Elemental Ammunition (Moderate, Fire)
Ammunition any
Activate 1 (manipulate)
When activated, the reservoir of alchemical reagents in elemental ammunition atomizes on impact, dealing 2d4 persistent fire damage to the target and 2 splash fire damage in addition to the damage the attack normally deals. Each damage type requires a different formula, and the ammunition gains a trait matching the damage type.
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.
Splash: Some weapons and effects, such as alchemical bombs, have the splash trait. When you use a weapon or effect with the splash trait, you don’t add your Strength modifier to the damage roll. 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.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Elemental Ammunition (Lesser, Fire) | 1 | Common |
| Elemental Ammunition (Greater, Fire) | 11 | Common |
| Elemental Ammunition (Moderate, Acid) | 5 | Common |
| Elemental Ammunition (Moderate, Cold) | 5 | Common |
| Elemental Ammunition (Moderate, Electricity) | 5 | Common |
| Elemental Ammunition (Moderate, Poison) | 5 | Common |
| Freeze Ammunition | 5 | Common |
| Meteor Shot | 7 | Uncommon |
| Elemental Ammunition (Lesser, Acid) | 1 | Common |
| Elemental Ammunition (Lesser, Cold) | 1 | Common |
| Elemental Ammunition (Lesser, Electricity) | 1 | Common |
| Elemental Ammunition (Lesser, Poison) | 1 | Common |
| Elemental Ammunition (Greater, Acid) | 11 | Common |
| Elemental Ammunition (Greater, Cold) | 11 | Common |
| Elemental Ammunition (Greater, Electricity) | 11 | Common |
| Elemental Ammunition (Greater, Poison) | 11 | Common |
| Meteor Shot (Greater) | 12 | Uncommon |
| Meteor Shot (Major) | 17 | Uncommon |
| Bane Ammunition (Moderate) | 5 | Common |
| Blister Ammunition (Lesser) | 5 | Common |