Item: Skull Bomb

Level8
Rarity
Uncommon
CategoryOther
Price80 gp
UsageHeld in one hand
PublicationPathfinder #180: The Smoking Gun

This device is a human-sized skull crafted entirely from metal plating and clockwork gears, which slots easily into a human skeleton in the spot where an ordinary skull would normally be located. While performing a Create Undead ritual, you can attach this skull bomb to the target creature in place of its own head. In order to do so, the target creature must be Medium and have the humanoid trait. The target creature can have only one skull bomb attached in this fashion. The creature gains the following ability.


Throw Skull 2 (manipulate)

The creature detaches its skull bomb and hurls the volatile explosive at a point within 30 feet. The skull explodes, dealing 7d6 fire damage to creatures within a 15-foot burst (DC 24 Basic Reflex save). The skull is permanently destroyed and can't be used again, and the throwing creature is permanently Blinded and headless.


Trait Effects

Clockwork: Clockworks are intricate, complex constructs that can be programmed to perform specific functions. A clockwork creature must be wound regularly to function.

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.


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