How do Shriek bomb work?


Rules Questions


Shriek Bomb:
This yellow ball of volatile resin has a hemp wick. Lighting the fuse is a move action; 1d3–1 rounds later (a result of 0 rounds takes place at the end of your turn), the shriek bomb explodes, dealing 2d6 points of sonic damage to creatures in a 10-footradius burst (Fortitude DC 15 half). A shriek bomb can be thrown as a splash weapon with a range of 10 feet.

Splash Weapon Rule:
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects.

I'm confused about "thrown as a splash weapon" part. Do they break on impact due to splash weapon rule? Would that means the item is waste upon impact since it just break or would the bomb still do 2d6 damage?


I would say it detonates on impact with the same effect as letting it explode on its own, otherwise using the rules for splash weapons.


Archaeik wrote:
I would say it detonates on impact with the same effect as letting it explode on its own, otherwise using the rules for splash weapons.

Using splash weapon rule would means it is splashing in 5-foots radius instead of 10-foot right?

Either way, if you can throw it as a splash weapon without having to light the fuse, it would make this a pretty good item to have on hand at low level against swarm.


Cleru wrote:
Archaeik wrote:
I would say it detonates on impact with the same effect as letting it explode on its own, otherwise using the rules for splash weapons.

Using splash weapon rule would means it is splashing in 5-foots radius instead of 10-foot right?

Either way, if you can throw it as a splash weapon without having to light the fuse, it would make this a pretty good item to have on hand at low level against swarm.

"thrown as" does not actually convert the item to a splash weapon, it should still function exactly as it says it does (10ft radius burst, save for half, no splash).


Specific trumps general. The bomb works as written. You light the fuse, throw it, and it detonates when it says it detonates, 1d3-1 rounds after being lit.


Archaeik wrote:
"thrown as" does not actually convert the item to a splash weapon, it should still function exactly as it says it does (10ft radius burst, save for half, no splash).

Wouldn't that mean there is no splash weapon at all though? Acid and Alchemist's Fire has the same "thrown as splash weapon" language.

This is different for items that aren't actually a splash weapon but could be thrown as splash weapon like Fuse Grenade, which stated that "You throw a fuse grenade as if it were a splash weapon"

Trekkie90909 wrote:
Specific trumps general. The bomb works as written. You light the fuse, throw it, and it detonates when it says it detonates, 1d3-1 rounds after being lit.

That is one way to look at it.

But couldn't one argue that the ability to "be thrown as a splash weapon" is a specific addition over the item normal ability (to detonate with fuse)?

Also the problem with your interpretation is that since it is a splash weapon, it would means that the item is immediately destroy on impact (as per splash weapon rule, nothing on the item rule go against it). So the bomb would be destroy before it could even be detonate at the end of your round.


No.

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