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Player > Weapon > Grenades > Flash grenade III
Starfinder Core Rulebook p.184
Level: 12
Price: 10400
Range: 20 ft.
Capacity:
Drawn
Bulk: L
Special: Explode (blinded 1d6 rounds, 15 ft.)
When detonated, a flash grenade releases a pulse of intense radiance.
Name | Level | Price | Range | Capacity | Bulk | Special | Source |
---|---|---|---|---|---|---|---|
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.
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