Weapons | Armor | Special Materials | Miscellaneous

Adventuring Gear | Alchemical Reagents | Alchemical Remedies | Alchemical Tools | Alchemical Weapons | Animal Gear | Black Market | Channel Foci | Clothing | Concoctions | Dragoncraft | Dungeon Guides | Entertainment | Food/Drink | Fungal Grafts | Herbs | Kits | Lodging/Services | Mounts/Pets | Pathfinder Chronicles | Spellbooks | Tinctures | Tools | Torture Implements | Transport, Air | Transport, Land | Transport, Sea | Vehicles

Noxious pig

Source Pathfinder #91: Battle of Bloodmarch Hills pg. 72
Price 150 gp; Weight 25 lbs.
Category Alchemical Weapons


Giant alchemists make these items by manipulating the controlled decomposition of a dead hog. This greater splash weapon deals no damage, but those within its primary area of effect—the target and those within 5 feet of the target or those within 5 feet of the intersection—must succeed at a DC 20 Fortitude save or be nauseated for 1d4 rounds.

Greater Splash Weapon

This splash weapon works in some ways like a normal splash weapon (Pathfinder RPG Core Rulebook 202), but its effects cover a larger area. Like a normal splash weapon, a greater splash weapon requires no weapon proficiency, and you throw it by making a ranged touch attack. A hit deals direct hit damage to the target and to creatures and objects in squares within 5 feet of that target. It then deals splash damage to all creatures within 10 feet of the target. If the target takes up more than a 5-foot square, you can chose one of its squares as the center of the effect. The direct damage affects the squares normally, so a Large or larger creature could take both the direct damage and the splash damage depending on the square you choose. The splash damage for a greater splash weapon is 5 points of the appropriate damage type for the weapon.

Like a normal splash weapon, you can also choose to target a specific grid intersection (treating it as a ranged attack against AC 5). If it hits, the greater splash weapon deals direct damage to creatures and objects in squares within 5 feet of the targeted intersection, and splash damage to creatures within 10 feet of the targeted intersection. As with a normal splash weapon, you cannot target a grid intersection occupied by a creature.

Greater splash weapons can be thrown as if they were a rock using the rock throwing universal monster rule (Pathfinder RPG Bestiary 303), and caught with rock catching (Bestiary 303), though the DC to catch a greater splash weapon is 10 higher than normal due to its fragile and volatile nature. If a creature fails its Reflex saving throw to catch a greater splash weapon, the weapon automatically breaks, treating the creature attempting to catch it as the splash weapon’s target.

A greater splash weapon can be used only by Large or larger creatures, though it can be used as ammunition in a catapult or trebuchet. When used as ammunition in one of these siege engines, use the range for the engine rather than the greater splash weapon’s range.


Craft (Alchemy) DC 35