Bombs

Fragmentation Bomb

This is a small explosive device that sprays shrapnel in all directions when it explodes. Anyone caught in the blast radius can make a DC 15 Reflex save for half damage.

Incendiary Bomb

An incendiary grenade uses an explosive charge to distribute burning material across the burst radius. Anyone caught in the blast radius can make a DC 15 Reflex save for half damage. Any target that takes full damage from an incendiary grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire. In addition, an incendiary grenade creates a cloud of smoke; all creatures within 5 feet of the explosion point have total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). The smoke disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.

Sleep Bomb

On the round that it is thrown, a sleep gas grenade fills a 5-foot radius with a cloud of sleep gas. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. A character caught in a cloud of gas must make a DC 18 Fortitude save or take 1d3 primary Dexterity damage; secondary damage unconsciousness for 1d3 hours. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects.

Poison Bomb

On the round that it is thrown, a poison gas grenade fills a 5-foot radius with a cloud of poison gas. On the following round, it fills a 10-foot radius, and on the third round it fills a 15-foot radius. It disperses after 4 rounds, though a moderate wind (11+ mph) disperses the smoke in 2 rounds and a strong wind (21+ mph) disperses it in 1 round. A character caught in a cloud of gas must make a DC 16 Fortitude take 1d10 primary and secondary Constitution damage. A gas mask renders the target immune to the effects.

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