Pulse Bomb
Item · Weapon · Tier 1Tier 1 TierTier 1 is a Tier that represents novice power baselines. · CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items.
Part of Bomb
- AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy.
- ConsumableConsumable FeatureConsumable is a Feature of items that are used up.1 AttackAttack ActionAttack is the Action you use to strike at a foe.
- ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate.
- SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill.
- ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets.Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.
Pulse Bombs are BombsBomb Item · Weapon · Tier 1Bombs are Weapons built for close-ranged blasts. that deal DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) and SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill. DamageDamage HealthDamage is harm that reduces your Hit Points. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) based on their potency.
- MasteryMastery RuleMastery is an optional Feat you can take to gain Proficiency with an Armor, Shield, or Weapon, or to access a special ability it offers.
- Splash ControlSplash Control Feat · Tier 1Splash Control is a Feat built for fighting with Bombs.
Levels of Pulse Bombs
| Features | ||||||||
|---|---|---|---|---|---|---|---|---|
| Mild Pulse Bomb | 1 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 1d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 5 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy., ConsumableConsumable FeatureConsumable is a Feature of items that are used up. (1 AttackAttack ActionAttack is the Action you use to strike at a foe.), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
| Minor Pulse Bomb | 2 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 2d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 20 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy., ConsumableConsumable FeatureConsumable is a Feature of items that are used up. (1 AttackAttack ActionAttack is the Action you use to strike at a foe.), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
| Major Pulse Bomb | 3 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 3d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 75 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy., ConsumableConsumable FeatureConsumable is a Feature of items that are used up. (1 AttackAttack ActionAttack is the Action you use to strike at a foe.), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
| Superior Pulse Bomb | 4 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 4d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 250 GoldCoin RuleCoins are the currency you use to buy items. | 1 | AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy., ConsumableConsumable FeatureConsumable is a Feature of items that are used up. (1 AttackAttack ActionAttack is the Action you use to strike at a foe.), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
| Supreme Pulse Bomb | 5 | CommonCommon RarityCommon is a Rarity for widely available options, such as everyday gear and minor Magical items. | 5d8 ElementElement EnergyElement is an Energy group that deals primordial Damage. (PulsePulse EnergyPulse is an Element Energy that deals Damage (Pulse).) | 1 | MartialMartial TrainingMartial is a Training level for Weapons that require training to use effectively. | 100 PlatinumCoin RuleCoins are the currency you use to buy items. | 1 | AlchemicalAlchemical FeatureAlchemical is a Feature that marks an item or Effect as a product of alchemy., ConsumableConsumable FeatureConsumable is a Feature of items that are used up. (1 AttackAttack ActionAttack is the Action you use to strike at a foe.), ObjectObject TargetObjects are inanimate, discrete physical Targets you can manipulate., SplashSplash FeatureSplash is a Feature of items whose Damage comes from the item alone, not your skill., ThrownThrown FeatureThrown is a Feature of items built to be hurled at Targets. (Short RangeShort Range RangeShort Range is a Range for Effects that can Originate within 6 Spaces of you.) |
Source Player Codex