Grenade
System: Pathfinder | Category: Technology | Slot: Slotless | SRD
Key Stats
- Price: varies
- Weight: 1 lb.
- Source: Technology Guide
- Capacity: -
- Usage: disposable
Additional Stats
| Key | Value |
|---|---|
| Construction Craft | DC 20 |
| Grenade Arc Grenade | 750 gp |
| Grenade Atom Grenade | 6,000 gp |
| Grenade Bang Grenade | 250 gp |
| Grenade Bio Grenade | 3,300 gp |
| Grenade Concussion Grenade | 750 gp |
| Grenade Emp Grenade | 750 gp |
| Grenade Flash Grenade | 750 gp |
| Grenade Flechette Grenade | 750 gp |
| Grenade Fragmentation Grenade | 750 gp |
| Grenade Gravity Grenade | 2,250 gp |
| Grenade Inferno Grenade | 750 gp |
| Grenade Plasma Grenade | 1,600 gp |
| Grenade Soft Grenade | 750 gp |
| Grenade Sonic Grenade | 1,000 gp |
| Grenade Zero Grenade | 750 gp |
| Name | Grenade |
| Type | item |
Description
A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder's next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.
The type of damage dealt by grenades varies widely and depends upon the nature of the specific grenade. The different types of grenades and the damage types they deal (along with any additional effects their damage deals) are listed below.
- Arc GrenadeDeals 5d6 points of electricity damage.
- Atom Grenade: Creates a 20-foot-radius area of medium radiation that persists for 24 hours.
- Bang Grenade: Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates).
- Bio Grenade: Infects creatures who fail a DC 15 Fortitude save with bubonic plague (no onset).
- Concussion Grenade: Deals 5d6 points of bludgeoning damage.
- EMP Grenade: Deals 5d6 points of electricity damage to robots and electronic-based gear, half damage to cyborgs and androids, and no damage to other creatures.
- Flash Grenade: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).
- Flechette Grenade: Deals 5d6 points of piercing damage.
- Fragmentation Grenade: Deals 5d6 points of slashing damage.
- Gravity Grenade: Deals 5d6 points of force damage. Creatures damaged by a gravity grenade are automatically subjected to a trip attack (grenade's CMB = +15).
- Inferno Grenade: Deals 5d6 points of fire damage.
- Plasma Grenade: Deals 4d6 points of fire damage and 4d6 points of electricity damage.
- Soft Grenade: Deals 5d6 points of nonlethal damage.
- Sonic Grenade: Deals 5d6 points of sonic damage; creatures who fail a DC 15 Fortitude save are also deafened for 1d4 rounds.
- Zero Grenade: Deals 5d6 points of cold damage.
Raw Data
{
"url": "pfsrd://Technology Guide/Rules/Equipment/Gear/Technological Gear/On Signals/Grenade",
"body": "<p class=\"stat-block\">A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder's next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.</p><p class=\"stat-block\">The type of damage dealt by grenades varies widely and depends upon the nature of the specific grenade. The different types of grenades and the damage types they deal (along with any additional effects their damage deals) are listed below.</p><ul class=\"stat-block\"><li><b>Arc Grenade</b>Deals 5d6 points of electricity damage.</li><li><b>Atom Grenade</b>: Creates a 20-foot-radius area of medium radiation that persists for 24 hours.</li><li><b>Bang Grenade</b>: Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates).</li><li><b>Bio Grenade</b>: Infects creatures who fail a DC 15 Fortitude save with bubonic plague (no onset).</li><li><b>Concussion Grenade</b>: Deals 5d6 points of bludgeoning damage.</li><li><b>EMP Grenade</b>: Deals 5d6 points of electricity damage to robots and electronic-based gear, half damage to cyborgs and androids, and no damage to other creatures.</li><li><b>Flash Grenade</b>: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).</li><li><b>Flechette Grenade</b>: Deals 5d6 points of piercing damage.</li><li><b>Fragmentation Grenade</b>: Deals 5d6 points of slashing damage.</li><li><b>Gravity Grenade</b>: Deals 5d6 points of force damage. Creatures damaged by a gravity grenade are automatically subjected to a trip attack (grenade's CMB = +15).</li><li><b>Inferno Grenade</b>: Deals 5d6 points of fire damage.</li><li><b>Plasma Grenade</b>: Deals 4d6 points of fire damage and 4d6 points of electricity damage.</li><li><b>Soft Grenade</b>: Deals 5d6 points of nonlethal damage.</li><li><b>Sonic Grenade</b>: Deals 5d6 points of sonic damage; creatures who fail a DC 15 Fortitude save are also deafened for 1d4 rounds.</li><li><b>Zero Grenade</b>: Deals 5d6 points of cold damage.</li></ul>",
"misc": {
"Grenade": {
"Usage": "disposable",
"Capacity": "—",
"Arc grenade": "750 gp",
"Bio grenade": "3,300 gp",
"EMP grenade": "750 gp",
"Atom grenade": "6,000 gp",
"Bang grenade": "250 gp",
"Soft grenade": "750 gp",
"Zero grenade": "750 gp",
"Flash grenade": "750 gp",
"Sonic grenade": "1,000 gp",
"Plasma grenade": "1,600 gp",
"Gravity grenade": "2,250 gp",
"Inferno grenade": "750 gp",
"Flechette grenade": "750 gp",
"Concussion grenade": "750 gp",
"Fragmentation grenade": "750 gp"
},
"Construction": {
"Craft": "DC 20"
}
},
"name": "Grenade",
"slot": "none",
"type": "item",
"price": "varies",
"source": "Technology Guide",
"weight": "1 lb.",
"description": "<p class=\"stat-block\">A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder's next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-foot-radius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.</p><p class=\"stat-block\">The type of damage dealt by grenades varies widely and depends upon the nature of the specific grenade. The different types of grenades and the damage types they deal (along with any additional effects their damage deals) are listed below.</p><ul class=\"stat-block\"><li><b>Arc Grenade</b>Deals 5d6 points of electricity damage.</li><li><b>Atom Grenade</b>: Creates a 20-foot-radius area of medium radiation that persists for 24 hours.</li><li><b>Bang Grenade</b>: Deals no damage but staggers creatures for 1 round and deafens them for 1d4 rounds (DC 15 Fortitude save negates).</li><li><b>Bio Grenade</b>: Infects creatures who fail a DC 15 Fortitude save with bubonic plague (no onset).</li><li><b>Concussion Grenade</b>: Deals 5d6 points of bludgeoning damage.</li><li><b>EMP Grenade</b>: Deals 5d6 points of electricity damage to robots and electronic-based gear, half damage to cyborgs and androids, and no damage to other creatures.</li><li><b>Flash Grenade</b>: Blinds creatures for 1d4 rounds (DC 15 Fortitude save negates).</li><li><b>Flechette Grenade</b>: Deals 5d6 points of piercing damage.</li><li><b>Fragmentation Grenade</b>: Deals 5d6 points of slashing damage.</li><li><b>Gravity Grenade</b>: Deals 5d6 points of force damage. Creatures damaged by a gravity grenade are automatically subjected to a trip attack (grenade's CMB = +15).</li><li><b>Inferno Grenade</b>: Deals 5d6 points of fire damage.</li><li><b>Plasma Grenade</b>: Deals 4d6 points of fire damage and 4d6 points of electricity damage.</li><li><b>Soft Grenade</b>: Deals 5d6 points of nonlethal damage.</li><li><b>Sonic Grenade</b>: Deals 5d6 points of sonic damage; creatures who fail a DC 15 Fortitude save are also deafened for 1d4 rounds.</li><li><b>Zero Grenade</b>: Deals 5d6 points of cold damage.</li></ul>",
"_import_path": "technology_guide/item"
}
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