Pathfinder2e:Technology

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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.