Bomb (3.5e Equipment)
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Bomb
Exotic Light Thrown
Cost: | 10 gp |
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Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | N/A |
Range Increment: | 20' |
Weight2: | 2 lbs |
Type3: | Fire |
HP4: | 4 |
Hardness: | 8 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
A bomb detonates when the fuse ends after being lit.
When making an attack roll with a bomb, the thrower targets a square (AC 10). If this hits, the bomb explodes, destroying itself and generating a 10ft radius burst, centred on the square that was hit. Anything in the area is dealt the bomb's damage, with a Reflex save (DC 10 + 1/2 the thrower's BAB + the thrower's Dexterity modifier) for half. If the thrower uses a different ability score for thrown weapon attack rolls, they can use that ability score modifier instead of Dexterity to determine this DC if they want. If the bomb has an enhancement bonus to attack and damage rolls, apply this to the DC.
If you roll a 1 on a damage die with a bomb, re-roll it until it's not a 1.
For the purpose of enhancement and masterworking, bombs are considered ammunition.
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