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Category:Grenades

From Arelith Wiki

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 Effect Duration & Target Effect Duration Save Crafting Friendly Fire
Chocking Powder Daze 5 Rounds - Cloud Effect 1 Round Fortitude Save vs Poison Alchemy
Herbalism
Full
Thunderstone Deaf Instant - Area 5 Rounds Fortitude Save vs Sonic Alchemy No
Tanglefoot Bag Entangle Instant - Single 2 Rounds Reflex Save vs Traps Alchemy No*
Caltrops 1 Pierce Damage 25 points of damage- Ground Effect None None Smithing Full
Holy Water 2d4 Divine & 1 Divine Splash Instant - Single None Explosion: Ranged Touch Attack
Splash: No save
Alchemy No*
Acid Flask 1d6 Acid Damage Instant - Single None Explosion: Ranged Touch Attack
Splash*: No save
Alchemy No*
Acid Bomb Explosion: 10d6 Acid & 1 Acid Splash Damage
Cloud: Acid Fog
5 Rounds - Cloud Effect Acid Fog 5 Rounds Explosion: Ranged Touch Attack
Splash: No save
Alchemy Full
Alchemist Fire 1d6 Fire Damage Instant - Single None Explosion: Ranged Touch Attack
Splash*: No save
Alchemy No*
Fire Bomb 10d6 Fire & 1 Fire Splash Damage Instant - Area None Explosion: Ranged Touch Attack
Splash: No save
Alchemy Full

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 Description
Shady Deals
Type of feat: Rogue Class
Prerequisite: Rogue 12
Required for: N/A
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.

Use: Chat Command (e.g. -rogue md)
Level Grenade (Code) GP Cost Effects
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.


Grenade Effect Duration & Target Effect Duration Save Friendly Fire
Smoke Screen +5 Hide, -5 Spot, 20% Concealment Instant - Self Centered Area 10 Rounds None Full
Exploding Holy Flask Cloud: (Rogue)d4 Positive Damage per Round 3 Rounds - Cloud Effect Slow Damage:None
Slow: Reflex Save vs Positive
No
Dust of Silence +10 Move Silently Instant - Self Centered Area (Rogue) Turns None Full
Disjunction Shard Explosion: Breaches 2 effect, +1 if target fails the save
Cloud: (Rogue)d4 Magic Damage vs Constructs per Round
3 Rounds - Cloud Effect Slow Damage:None
Slow: Reflex Save vs Traps
Breach: Reflex Save vs Traps
Full
Mirror Dust -5 AB 1 round- Self Centered Area 10 Rounds None Full
Beholder Dust -10 Concentration, 25 Spell Failure 5 Rounds - Self Centered Area 10 Rounds None Full
Paralytic Caltrops Inmobilize and 50% movement reduction 10 Rounds - Ground Effect Immbolize:1 Round
Caltrop 50% Slow: 3 Rounds
Immobilize: Reflex Save vs Traps Full
Flashbang Stun and -4 Universal saves Instant - Area Stun:1 Round
-4 Universal Save: 3 Rounds
Reflex Save vs Traps Full

Feats

The following feats improve the grenades.

Feat Description
Method: Grenadier Basics
Type of feat: Rogue Bonus, Liberator Bonus, Vigilante Bonus
Prerequisite: Rogue 7, Liberator 6, Vigilante 6
Required for: Improved Method: Ordnance Familiarity
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
Use: Automatic
Special: Harper and Zhentarim class levels are added to Rogue levels for all the effects above.
Improved Method: Ordnance Familiarity
Type of feat: Liberator Epic Bonus, Vigilante Epic Bonus
Prerequisite: Method: Grenadier Basics and Liberator 13 or Vigilante 13
Required for: None
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.
Use: Automatic
Special: All Harper levels are also counted for this feat.

Pages in category "Grenades"

The following 3 pages are in this category, out of 3 total.