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Player > Weapon > Grenades > Disruption grenade
Starfinder Adventure Path #05: The Thirteenth Gate (Dead Suns 5 of 6) p.39
Level: 8
Price: 1600
Range: 20 ft.
Capacity:
Drawn
Bulk: L
Special: Explode (2d10 So, staggered, 20 ft.)
Disruption grenades work in a way similar to the rifles and pistols. Temporal disruption grenades, on the other hand, slow down the rate of subatomic movement, halting those affected by it for a short period of time but not otherwise damaging those within the blast.
The radius of a disruption grenade's explosion is reduced to 10 feet if it used on any plane other than the Material Plane. If used in the Drift, those caught in the blast radius can roll their saving throws twice and take the better result when attempting to halve the amount of damage taken or negate any secondary effects.
Name | Level | Price | Range | Capacity | Bulk | Special | Source |
---|---|---|---|---|---|---|---|
Disruption grenade | 8 | 1600 | 20 ft. | Drawn | L | Explode (2d10 So, staggered, 20 ft.) | DS05 p.39 |
Temporal disruption grenade | 10 | 2900 | 20 ft. | Drawn | L | Explode (stunned 1 round [Fortitude negates], 20 ft.) | DS05 p.39 |
Explosives have the explode special property, which lists the amount of damage the explosion deals, the damage type, special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If the explode special property has any special effects other than damage, they are negated with a successful saving throw. Some exploding weapons, such as smoke grenades, don't deal damage, so they don't include the damage and damage type entries.
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