Item: Meteor Shot (Greater)
Ammunition round
Activate 1 (manipulate)
This craggy stone ammunition is warm to the touch. When you fire an activated meteor shot, it explodes into a small swarm of meteors as it reaches its target, scorching nearby creatures and littering the ground with rubble. In addition to the weapon's normal damage, the meteor shot deals fire damage and the ground in the area becomes difficult terrain.
The ammunition deals 6d6 fire damage in a 10-foot emanation around the target (DC 29 Basic Reflex save).
In addition, the Strike gains the following critical failure effect.
Critical Failure The weapon misfires.
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.
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.
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.
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 |
|---|---|---|
| Meteor Shot | 7 | Uncommon |
| Meteor Shot (Major) | 17 | Uncommon |
| Elemental Ammunition (Greater, Fire) | 11 | Common |
| Explosive Ammunition (Greater) | 13 | Common |
| Explosive Ammunition | 9 | Common |
| Elemental Ammunition (Moderate, Fire) | 5 | Common |
| Elemental Ammunition (Lesser, Fire) | 1 | Common |
| Black Tendril Shot (Moderate) | 12 | Common |
| Depth Charge IV | 12 | Common |
| Dimension Shot | 12 | Common |
| Magnetic Shot (Moderate) | 12 | Common |
| Penetrating Ammunition | 12 | Common |
| Stonethroat Ammunition | 12 | Uncommon |
| Weapon Shot (Greater) | 12 | Common |
| Big Rock Bullet (Greater) | 11 | Uncommon |
| Elemental Ammunition (Greater, Acid) | 11 | Common |
| Elemental Ammunition (Greater, Cold) | 11 | Common |
| Elemental Ammunition (Greater, Electricity) | 11 | Common |
| Elemental Ammunition (Greater, Poison) | 11 | Common |
| Godrending Ammunition | 13 | Rare |