Grenades, Ordnance or Grenadelikes are items that can be thrown to cause different effects.
They can be obtained via crafting, purchasing them from some in-game vendors and more complex grenades can be obtained by Rogue class via Shady Deals
The DC for all grenades/ordnance is:
DC = 10 + Dexterity modifier
Grenade
These grenades can be used by anyone without any requirement, they can be purchased from certain NPC or obtained via crafting.
Grenade
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Effect
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Duration & Target
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Effect Duration
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Save
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Crafting
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Friendly Fire
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Chocking Powder
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Daze
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5 Rounds - Cloud Effect
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1 Round
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Fortitude Save vs Poison
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Alchemy Herbalism
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Full
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Thunderstone
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Deaf
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Instant - Area
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5 Rounds
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Fortitude Save vs Sonic
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Alchemy
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No
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Tanglefoot Bag
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Entangle
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Instant - Single
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2 Rounds
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Reflex Save vs Traps
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Alchemy
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No*
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Caltrops
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1 Pierce Damage
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25 points of damage- Ground Effect
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None
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None
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Smithing
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Full
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Holy Water
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2d4 Divine & 1 Divine Splash
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Instant - Single
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None
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Explosion: Ranged Touch Attack Splash: No save
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Alchemy
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No*
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Acid Flask
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1d6 Acid Damage
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Instant - Single
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None
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Explosion: Ranged Touch Attack Splash*: No save
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Alchemy
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No*
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Acid Bomb
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Explosion: 10d6 Acid & 1 Acid Splash Damage Cloud: Acid Fog
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5 Rounds - Cloud Effect
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Acid Fog 5 Rounds
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Explosion: Ranged Touch Attack Splash: No save
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Alchemy
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Full
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Alchemist Fire
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1d6 Fire Damage
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Instant - Single
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None
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Explosion: Ranged Touch Attack Splash*: No save
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Alchemy
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No*
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Fire Bomb
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10d6 Fire & 1 Fire Splash Damage
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Instant - Area
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None
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Explosion: Ranged Touch Attack Splash: No save
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Alchemy
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Full
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Notes
- Friendly Fire
- Full: Will hit anyone in the grenade area of effect, including the thrower.
- No*: Will not hit party members, until the grenade is thrown directly at them.
- No: Grenade is 100% safe for the user and the party members.
Ordnance
The following grenades have more powerful effects and can only be obtained via loot or via Shady Deals and requires Method: Grenadier Basics feat to use.
Feat
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Description
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Shady Deals
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Type of feat: Rogue Class
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Prerequisite: Rogue 12
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Required for: N/A
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Specifics: Rogues can make use of the -rogue command once every 10 minutes to requisition some special items in exchange for gold. Each use of the command generates five of the specified grenade. The requisitions are unlocked as you advance in Rogue class levels. The grenades may be traded but requires the feat Method: Grenadier Basics to use them.
The format is -rogue followed by the code in the table below.
More details about these special grenades can be found here.
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Use: Chat Command (e.g. -rogue md)
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Level
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Grenade (Code)
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GP Cost
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Effects
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12 |
Smoke Screen (ss) |
1000gp |
Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to Spot, a lingering buff to Hide and 20% concealment.
|
14 |
Exploding Holy Flask (ehf) |
1500gp |
Anti-Undead Grenade that does increasing amounts of damage with Rogue levels and slows undead targets on a failed Reflex save. Affects PC Undead.
|
16 |
Dust of Silence (dos) |
2500gp |
Buffs the Move Silently of the Rogue and nearby party members for a number of turns equal to Rogue class level.
|
18 |
Disjunction Shard (ds) |
2500gp |
Anti-Construct grenade that does increasing amounts of damage with Rogue levels. Also does an AoE breach effect that affects both constructs and non-constructs. Two breaches regardless of save or not. If the target fails the save, then there will be three breaches.
|
20 |
Mirror Dust (md) |
3750gp |
Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to AB and a lingering Miss Chance debuff.
|
22 |
Beholder Dust (bd) |
5000gp |
Creates a cloud effect at the Rogue's location. Creatures passing through the cloud gain a lingering debuff to Concentration and a Spell Failure Chance.
|
24 |
Paralytic Caltrops (pc) |
4250gp |
Creates a field of caltrops that causes one round of immobilize and a lingering movement speed debuff on a failed Reflex save. Targets who fail the saving throw are immune to further flashbang and paralytic caltrop effects for 3 rounds.
|
24 |
Flashbang (fb) |
5000gp |
This grenade causes a one round Stun effect and a lingering -2 universal save debuff on a failed Reflex save. Targets who fail the saving throw are immune to further flashbang and paralytic caltrop effects for 3 rounds.
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|
Grenade
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Effect
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Duration & Target
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Effect Duration
|
Save
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Friendly Fire
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Smoke Screen
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+5 Hide, -5 Spot, 20% Concealment
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Instant - Self Centered Area
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10 Rounds
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None
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Full
|
Exploding Holy Flask
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Cloud: (Rogue)d4 Positive Damage per Round
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3 Rounds - Cloud Effect
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Slow
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Damage:None Slow: Reflex Save vs Positive
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No
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Dust of Silence
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+10 Move Silently
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Instant - Self Centered Area
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(Rogue) Turns
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None
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Full
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Disjunction Shard
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Explosion: Breaches 2 effect, +1 if target fails the save Cloud: (Rogue)d4 Magic Damage vs Constructs per Round
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3 Rounds - Cloud Effect
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Slow
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Damage:None Slow: Reflex Save vs Traps Breach: Reflex Save vs Traps
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Full
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Mirror Dust
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-5 AB
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1 round- Self Centered Area
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10 Rounds
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None
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Full
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Beholder Dust
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-10 Concentration, 25 Spell Failure
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5 Rounds - Self Centered Area
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10 Rounds
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None
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Full
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Paralytic Caltrops
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Inmobilize and 50% movement reduction
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10 Rounds - Ground Effect
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Immbolize:1 Round Caltrop 50% Slow: 3 Rounds
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Immobilize: Reflex Save vs Traps
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Full
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Flashbang
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Stun and -4 Universal saves
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Instant - Area
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Stun:1 Round -4 Universal Save: 3 Rounds
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Reflex Save vs Traps
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Full
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Feats
The following feats improve the grenades.
Feat
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Description
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Method: Grenadier Basics
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Type of feat: Rogue Bonus, Liberator Bonus, Vigilante Bonus
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Prerequisite: Rogue 7, Liberator 6, Vigilante 6
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Required for: Improved Method: Ordnance Familiarity
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Specifics: Not all battles can achieve victory through overwhelming strength. Innovators may utilize their innovative intelligence to create devices of distraction or devastation, whichever suits their agenda more. Gains knowledge to use ordnance and improve Grenades.
- Use: Can use grenades obtained via Shady Deals, using Rogue Levels for the requirement.
- Improve:
- Grenades DC: Adds Rogue Levels / 3 to any DC grenade check.
- Chocking Powder: Rogues with this feat that have at least 2/3 of their total levels as Rogue levels are immune to their own Choking Powder clouds.
- Caltrops: Damage increased by Rogue levels / 3 and increases total damage they can do by Rogue levels * 3.
- Holy Water: Adds (Rogue levels / 2)d4 to the explosion damage, adds Rogue Levels as Splash Damage.
- Acid Flask & Alchemist Fire: Adds (Rogue levels /4)d6 to the explosion damage, adds (Rogue levels/6)d6 as Splash Damage
- Acid Bomb & Fire Bomb: Adds (Rogue levels /4)d6 to the explosion damage, adds (Rogue levels/6)d6 as Splash Damage
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Use: Automatic
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Special: Harper and Zhentarim class levels are added to Rogue levels for all the effects above.
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Improved Method: Ordnance Familiarity
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Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus
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Prerequisite: Method: Grenadier Basics and Liberator 13 or Vigilante 13
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Required for: None
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Specifics: Not all battles can achieve victory through overwhelming strength. The Vigilante/Liberator may utilize their innovative intelligence to create devices of distraction or devastation, whichever suits their agenda more.
- The Vigilante/Liberator class levels are now included in the calculations as Rogue Levels for Grenades use and improvement, but not for Shady Deals grenade acquisition.
In addition:
- Disjunction Shard:improves the failed save breaches for Disjunction Shard from 3 to 4. Baseline 2 breaches are unchanged.
- Choking Powder: Characters with Improved Method: Ordnance Familiarity are immune to their own Choking Powder cloud.
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Use: Automatic
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Special: All Harper levels are also counted for this feat.
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Pages in category "Grenades"
The following 3 pages are in this category, out of 3 total.