Item: Sticky Algae Bomb (Lesser)

TypeWeapon
Level1
Rarity
Common
CategoryMartial
GroupBomb
Damage1d8 poison
Price4 gp
UsageHeld in one hand
PublicationPathfinder Rage of ElementsRemaster

Activate 1 Strike


These bombs have been mixed with sticky algae that glow and emit poison. Attacks with this bomb don't take the normal penalties and restrictions for being used in water or underwater. The bomb deals 1d8 poison damage and 1 poison splash damage. In addition, the target is tagged by the bioluminescent substance and leaves a highly visible trail for the next hour. The DC to Track a creature using this trail is 19, but the trail appears only in water.


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.

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.

Water: Effects with the water trait either manipulate or conjure water. Those that manipulate water have no effect in an area without water. Creatures with this trait consist primarily of water or have a connection to magical water. Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach an air pocket likely drown. The rules for aquatic combat aquatic combat usually apply, including the inability to cast fire spells or use actions with the fire trait. Creatures with a weakness to water take damage equal to double their weakness at the end of each round.


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.


Related Items

NameLevelRarityPriceDamage
Water Bomb (Lesser)1Uncommon3 gp1-
Sticky Algae Bomb (Moderate)3Common12 gp2d8
Water Bomb (Moderate)3Uncommon10 gp1d4
Sticky Algae Bomb (Greater)11Common280 gp3d8
Water Bomb (Greater)11Uncommon250 gp2d4
Sticky Algae Bomb (Major)17Common2800 gp4d8
Water Bomb (Major)17Uncommon2500 gp3d4
Acid Flask (Lesser)1Common3 gp1-
Alchemist's Fire (Lesser)1Common3 gp1d8
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Blight Bomb (Lesser)1Common3 gp1d4
Blood Bomb (Lesser)1Uncommon4 gp1-
Bottled Lightning (Lesser)1Common3 gp1d6
Dread Ampoule (Lesser)1Common3 gp1d6
Durian Bomb (Lesser)1Uncommon4 gp1d4
Dwarven Daisy (Lesser)1Uncommon6 gp1d6
Frost Vial (Lesser)1Common3 gp1d6
Ghost Charge (Lesser)1Common3 gp1d8
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