Player > Weapon > Grenades > Flash grenade II
Range: 20 ft.
Special: Explode (blinded 1d4 rounds, 10 ft.)
When detonated, a flash grenade releases a pulse of intense radiance.
|Flash grenade I||2||275||20 ft.||Drawn||L||Explode (blinded 1d4 rounds, 5 ft.)||CRB p.184|
|Flash grenade II||6||1350||20 ft.||Drawn||L||Explode (blinded 1d4 rounds, 10 ft.)||CRB p.184|
|Flash grenade III||12||10400||20 ft.||Drawn||L||Explode (blinded 1d6 rounds, 15 ft.)||CRB p.184|
|Flash grenade IV||16||53000||20 ft.||Drawn||L||Explode (blinded 1d8 rounds, 20 ft.)||CRB p.184|
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.