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Player > Weapon > Grenades > Pulse grenade III
Level: 15
Price: 37500
Range: 20 ft.
Capacity:
Drawn
Bulk: L
Special: Explode (6d10 E, entangled 1d4 rounds, 20 ft.)
A pulse grenade emits a powerful EMP blast on impact whose damage and effects apply only to constructs with the technological subtype. Constructs reduced to 0 HP by a pulse grenade are not destroyed but simply nonfunctional until restored to 1 or more Hit Points. The EMP wave from a pulse grenade is not intense enough to affect augmentations, weapons, armor, or other technological gear
Name | Level | Price | Range | Capacity | Bulk | Special | Source |
---|---|---|---|---|---|---|---|
Pulse grenade I | 5 | 950 | 20 ft. | Drawn | L | Explode (1d10 E, entangled 1 round, 20 ft.) | ARM p.39 |
Pulse grenade II | 9 | 4350 | 20 ft. | Drawn | L | Explode (3d10 E, entangled 1d4 rounds, 20 ft.) | ARM p.39 |
Pulse grenade III | 15 | 37500 | 20 ft. | Drawn | L | Explode (6d10 E, entangled 1d4 rounds, 20 ft.) | ARM p.39 |
Pulse grenade IV | 17 | 82500 | 20 ft. | Drawn | L | Explode (14d6 E, entangled 2d4 rounds, 20 ft.) | ARM 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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