Alchemurgic Air Bomb (3.5e Equipment)

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Author: Foxwarrior (talk)
Date Created: 4/23/2024
Status: Kablooie
Editing: Clarity edits only please
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Alchemurgic Air Bomb

Martial Two-Handed Thrown

Cost: 200 gp
Damage (Small): 1d4
Damage (Medium)1: 1d6
Critical: 20/x2
Range Increment: 10'
Weight2: 5 lbs
Type3: Bludgeoning
HP4: 5
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.


This is a complicated metal contraption filled with pneumatic systems, and a priming lever

Alchemurgic Test Modifier: -5

A medium Alchemurgic Air Bomb can contain up to 10 lbs of alchemurgic fluid, other sizes of bomb contain fluid equal to twice the base weight of the orb.

As a standard action, you can prime the pneumatic system. At the end of this initiative count next round, the alchemurgic air bomb releases all stored alchemurgic fluid in an aerosolized form in a 20' spread. When any fire or sonic damage is dealt within the area, the fluid detonates. Being a cloud of aerosolized material allows it to measure the radius of the explosion from all points on the spread. If not detonated, then after 1 minute, the fluid sinks to the ground, where it is still volatile, but is detonated by damage dealt to any soaked surface.

A moderate wind (11+ mph) disperses the aerosolized material in 4 rounds; a strong wind (21+ mph) disperses the aerosolized material in 1 round.


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