Pathfinder2e:Technology
Battery
Traits Uncommon, Powered, Technology
Price 10 gp; Bulk L; Craft DC 25
A battery contains 10 charges when full. It is a single Interact action to insert or eject a battery from an item. When recharging a battery at a generator, roll a DC 4 flat check. On a failure, the battery is destroyed.
Silverdisk
Traits Uncommon, Technology
Price 1 gp; Bulk L; Craft DC 25
A silverdisk is simply a battery with 0 charges
Grenade
Traits Uncommon, Bomb, Consumable, Technology
Hands 1; Bulk L; Craft DC 20
Grenades are explosives that can be thrown anywhere within 60 feet, with an area of effect as a 20-foot burst. However it is similar to beads on a necklace of fireballs where if it is a particularly difficult situation the GM may ask you to make an attack roll (treat as a bomb: martial proficiency with a 20 foot range increment).
Grenades need to be armed before activating, which requires a interact action. Grenades go off at the end of the user's next turn after being primed - regardless if it has been thrown or not. When a grenade goes off, targets in the area of effect usually have to make a Reflex save; the DC and effect depends on the grenade.
Activate (1 action) Interact; Effect You arm the grenade. It will activate at the end of your next turn, whether you have thrown it or not.
Activate (1 action) Interact (ranged); Effect You toss the grenade at any area within 60 feet. If this action is disrupted - such as by a critical hit from an Attack of Opportunity - you drop the grenade on the ground directly beneath you. If you roll a critical failure on your attack roll, you drop the grenade in your space.
Here is a list of known grenades:
Grenade | Level | Price | Save DC | Extra Traits | Effect |
---|---|---|---|---|---|
Arc Grenade | 5 | 25 gp | basic Ref 20 | Electricity | 5d6 electricity damage |
Bang Grenade | 3 | 15 gp | Fort 23 | Auditory | On a failure, creatures are deafened until the end of their next turn. On a critical failure, creature is deafened for 1 minute and stunned 1 |
Concussion Grenade | 5 | 25 gp | basic Ref 20 | 5d6 bludgeoning damage | |
EMP Grenade | 4 | 20 gp | basic Ref 20 | Electricity | 5d6 electricity damage to robots and technology with charges. Half to androids and cyborgs. No damage to other creatures |
Flash Grenade | 3 | 5 gp | Fort 20 | Light, Visual | Creatures are blinded until the end of their next turn. Creatures blinded this way can spend 1 interact action rubbing their eyes to end the blinded condition. On a critical failure, creature is blind for 1 minute and stunned 1. |
Flechette Grenade | 5 | 25 gp | basic Ref 20 | 5d6 piercing damage | |
Shrapnel Grenade | 5 | 25 gp | basic Ref 20 | 5d6 slashing damage | |
Inferno Grenade | 5 | 25 gp | basic Ref 20 | Fire | 5d6 fire damage |
Soft Grenade | 5 | 25 gp | basic Ref 22 | Nonlethal | 5d6 bludgeoning damage. This effect has the nonlethal trait |
Grippers
Level 1; Price 15 gp; Hands 2; Bulk L; Craft DC 14
Grippers can be used like a crowbar, negating the -2 item penalty to pry something open without one. They can also be used to pull two items apart.