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Player > Class > Technomancer > Magic Hacks > Shadow Grenade (Su)
Starfinder Character Operations Manual p.94
As a standard action, you can create and throw a quasi-real
duplicate of a grenade you have in your possession. You don't
need to have the grenade in hand, but you do have to have it
easily accessible (essentially any grenade that would be a legal
target of the Pull the Pin feat). To use this ability, you must
expend a spell slot of a spell level equal to at least half the item
level of the grenade to be thrown (minimum spell level 1).
The shadow grenade acts in all ways like a standard
grenade of the type being duplicated, except you are proficient
with it, and any creature that makes a saving throw against it
is immune to all its effects. If the grenade would not normally
allow a saving throw, creatures in its area can attempt a Will
save against a DC of 10 + 1/2 your technomancer level + your
key ability modifier. This also applies if the grenade requires
a saving throw only under specific circumstances that don't
apply to a creature. For example, if you use this ability to
create a shadow smoke grenade, any creature that inhales
the shadow smoke attempts a Fortitude save as outlined in
that item's description (Core Rulebook 184) and on a success
is immune to all the grenade's effects (including any cover
it would grant). Creatures that do not inhale the grenade's
shadow smoke are still allowed a Will save, as outlined above,
to ignore all the grenade's effects (including cover).
You can use this ability to duplicate a grenade with
a weapon fusion or fusion seal, but for the purpose of
determining the level of the spell slot you must expend to
use this ability, treat the grenade's item level as equal to its
base item level + the level of any fusions.
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