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	<id>https://ttgg.club/wiki/history/Pathfinder2e:Technology:Grenades?feed=atom</id>
	<title>Pathfinder2e:Technology:Grenades - Revision history</title>
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	<updated>2026-04-27T17:40:01Z</updated>
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		<id>https://ttgg.club/index.php?title=Pathfinder2e:Technology:Grenades&amp;diff=7147&amp;oldid=prev</id>
		<title>Catcherinthesty: Created page with &quot;===Grenade===  &#039;&#039;&#039;Traits&#039;&#039;&#039; Uncommon, Bomb, Consumable, Technology  &#039;&#039;&#039;Hands&#039;&#039;&#039; 1; &#039;&#039;&#039;Bulk&#039;&#039;&#039; L; &#039;&#039;&#039;Craft DC&#039;&#039;&#039; 20  Grenades are explosives that can be thrown anywhere within...&quot;</title>
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		<updated>2021-08-24T00:09:03Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;===Grenade===  &amp;#039;&amp;#039;&amp;#039;Traits&amp;#039;&amp;#039;&amp;#039; Uncommon, Bomb, Consumable, Technology  &amp;#039;&amp;#039;&amp;#039;Hands&amp;#039;&amp;#039;&amp;#039; 1; &amp;#039;&amp;#039;&amp;#039;Bulk&amp;#039;&amp;#039;&amp;#039; L; &amp;#039;&amp;#039;&amp;#039;Craft DC&amp;#039;&amp;#039;&amp;#039; 20  Grenades are explosives that can be thrown anywhere within...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;===Grenade===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Traits&amp;#039;&amp;#039;&amp;#039; Uncommon, Bomb, Consumable, Technology&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hands&amp;#039;&amp;#039;&amp;#039; 1; &amp;#039;&amp;#039;&amp;#039;Bulk&amp;#039;&amp;#039;&amp;#039; L; &amp;#039;&amp;#039;&amp;#039;Craft DC&amp;#039;&amp;#039;&amp;#039; 20&lt;br /&gt;
&lt;br /&gt;
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 &amp;#039;&amp;#039;necklace of fireballs&amp;#039;&amp;#039; 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).&lt;br /&gt;
&lt;br /&gt;
Grenades need to be armed before activating, which requires a interact action. Grenades go off at the end of the user&amp;#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Activate&amp;#039;&amp;#039;&amp;#039; (1 action) Interact; &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; You arm the grenade. It will activate at the end of your next turn, whether you have thrown it or not.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Activate&amp;#039;&amp;#039;&amp;#039; (1 action) Interact (ranged); &amp;#039;&amp;#039;&amp;#039;Effect&amp;#039;&amp;#039;&amp;#039; 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.&lt;br /&gt;
&lt;br /&gt;
Here is a list of known grenades:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! Grenade&lt;br /&gt;
! Level &lt;br /&gt;
! Price&lt;br /&gt;
! Save DC&lt;br /&gt;
! Extra Traits&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Arc Grenade&lt;br /&gt;
| 5&lt;br /&gt;
| 25 gp&lt;br /&gt;
| basic Ref 20&lt;br /&gt;
| Electricity&lt;br /&gt;
| 5d6 electricity damage&lt;br /&gt;
|-&lt;br /&gt;
| Bang Grenade&lt;br /&gt;
| 3&lt;br /&gt;
| 15 gp&lt;br /&gt;
| Fort 23&lt;br /&gt;
| Auditory&lt;br /&gt;
| 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&lt;br /&gt;
|-&lt;br /&gt;
| Concussion Grenade&lt;br /&gt;
| 5&lt;br /&gt;
| 25 gp&lt;br /&gt;
| basic Ref 20&lt;br /&gt;
| &lt;br /&gt;
| 5d6 bludgeoning damage&lt;br /&gt;
|-&lt;br /&gt;
| EMP Grenade&lt;br /&gt;
| 4&lt;br /&gt;
| 20 gp&lt;br /&gt;
| basic Ref 20&lt;br /&gt;
| Electricity&lt;br /&gt;
| 5d6 electricity damage to robots and technology with charges. Half to androids and cyborgs. No damage to other creatures&lt;br /&gt;
|-&lt;br /&gt;
| Flash Grenade&lt;br /&gt;
| 3&lt;br /&gt;
| 5 gp&lt;br /&gt;
| Fort 20&lt;br /&gt;
| Light, Visual&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| Flechette Grenade&lt;br /&gt;
| 5&lt;br /&gt;
| 25 gp&lt;br /&gt;
| basic Ref 20&lt;br /&gt;
| &lt;br /&gt;
| 5d6 piercing damage&lt;br /&gt;
|-&lt;br /&gt;
| Shrapnel Grenade&lt;br /&gt;
| 5&lt;br /&gt;
| 25 gp&lt;br /&gt;
| basic Ref 20&lt;br /&gt;
| &lt;br /&gt;
| 5d6 slashing damage&lt;br /&gt;
|-&lt;br /&gt;
| Inferno Grenade&lt;br /&gt;
| 5&lt;br /&gt;
| 25 gp&lt;br /&gt;
| basic Ref 20&lt;br /&gt;
| Fire&lt;br /&gt;
| 5d6 fire damage&lt;br /&gt;
|-&lt;br /&gt;
| Soft Grenade&lt;br /&gt;
| 5&lt;br /&gt;
| 25 gp&lt;br /&gt;
| basic Ref 22&lt;br /&gt;
| Nonlethal&lt;br /&gt;
| 5d6 bludgeoning damage. This effect has the nonlethal trait&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Catcherinthesty</name></author>
	</entry>
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