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Thread: PF - Combining Mundane Items

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    Default Re: PF - Combining Mundane Items

    All grenades for this project will follow the usual grenade statistics unless stated otherwise. The first list of already-grenade-like-item is the easy part. That second list is gonna be a pain.
    Please feel free to correct me when I mess something up too terribly. The maths is where my brain will literally shut down and refuse to function at random. That's where I'll need the most assistance.
    Oh, and yeah, these are intended for a real live game so I should be able to eventually provide some playtest feedback on them. Eventually.


    Grenades, Hybrid Items

    Spoiler: Technological Grenades of Grenade-Like Magic Items
    Show

    A lot of these are reusable either indefinitely or a certain number of times per day becoming single use. Most are single target becoming 20' radius spread effects. The pricing for these changes can be... complex. Any help balancing these prices is greatly appreciated.
    GM Note: Generalized average of price x3 single target stuff that becomes grenade spread and for reusable that becomes grenade single use. I also used this to reduce the price of things that went from reusable to single use AND lost range or other considerable utility.

    For our game if it uses nanites or gravity it requires the appropriate technology laboratory. Normally all grenades are made with a military lab regardless of their component fluff.


    Ashes of Unluck Grenade
    Source Technology Guide pg. 46, Dirty Tactics Toolbox pg. 26
    Price 2,400 gp
    Description
    This grenade is decorated with black leather and symbols of bad luck and filled with a psychoactive grey ash and is equipped with a miniature hypnotic field generator.

    When the grenade detonates the ashes coat affected creatures and the hypnotic field influences them causing them to take a –4 penalty on attack rolls, saving throws, ability checks, and skill checks for 2d4 rounds. The user is immune to this effect.
    Construction
    Craft DC 20; Cost 1,200 gp
    Notes
    10 foot radius becomes 20 foot spread. Added some tech speak. Did not reprice.


    Bag of Rust Grenade
    Source Technology Guide pg. 46, Dirty Tactics Toolbox pg. 26
    Price 4,200 gp
    Description
    This dull-red cylinder is magnetically sealed and contains fine grains of a powdery nanite dust. Affected creatures are showered with the powder.

    If the affected creatures are wearing metal armor, the grenade rapidly corrodes the armor, lowering its armor bonus by 1d6 (to a minimum bonus of 0). If an affected creature is a ferrous creature or a metal object, the grenade deals 3d6+7 points of damage.

    Creatures affected by the grenade wielding metal weapons must succeed at a Ref save, DC 5, or those weapons are destroyed. Magic items made of metal are immune to this effect.
    If it lands on a metal surface, it damages that surface as described above.
    Construction
    Craft DC 20; Cost 2,100 gp
    Craft Technological Arms and Armor, nanotech lab
    Notes
    Single target became many. Penalty to attack weapons became +10 bonus for victims to dodge grenade effect on weapons. Price changed.


    Bag of Shadow Clouds Grenade
    Source Technology Guide pg. 46, Advanced Race Guide pg. 1
    Price 30,000 gp
    Description
    Within the grenade exists a holographic module. Upon detonation the module in the grenade generates a cloud of darkness that acts as the Darkness spell.

    In the space the grenade detonates it's holographic module also creates 1d4 semisolid shards of shadow. Each shard of shadow can be used as a thrown weapon targeting a single 5-foot square. When it hits, it acts as a darkness spell, but only affecting one 5-foot square. As a move action, creature who threw the shard can move a shadow cloud up to 10 feet in any direction. Whether or not they are thrown, all holographic shards of shadow and shadow clouds last 10 minutes before dissipating.
    Construction
    Craft DC 20; Cost 15,000 gp
    Notes
    Was reworked to just be a darkness cloud, then thought of a way to still incorporate the 'shards of shadow'. Kinda don't like this item at all.


    Bead of Force Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 282, PRPG Core Rulebook pg. 1
    Price 3,000 gp
    Description
    This black grenade is decorated with lusterless pearl. A bead of force grenade deals 5d6 points of force damage.

    Afterward a miniature force field generator within the grenade targets a random creature affected by the grenade. The grenade generates an effect like the Resilient Sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses the targeted creature, provided the latter is small enough to fit within the diameter of the sphere.

    The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by creatures outside it or by the struggles of those within.
    Construction
    Craft DC 20; Cost 1,500 gp
    Notes
    This was simple enough. Almost made the mistake of making it a Mass Resilient Sphere though. Instead it just generates a single force bubble on a random creature.


    Blackblot Grenade
    Source Technology Guide pg. 46, Mythic Origins pg. 18
    Price 12,600 gp
    Description
    This grenade is filled with a pitch-black powder made from pulverized marrowstone mixed with the dust of the Negative Energy Plane, a blackblot grenade interferes with life energy and mythic abilities.

    Affected creatures must succeed at a DC 16 Fortitude save or be rendered immune to positive energy, similar to the protection death ward offers against negative energy. For 1 minute spells and effects that heal or harm based on positive energy, such as cure spells and channeled positive energy, have no effect on the affected creatures.

    A mythic creature affected by a dose of blackblot must attempt an additional DC 16 Will save. If the creature fails, it can’t expend mythic power for 1 minute, though mythic abilities that don’t require the expenditure of mythic power function normally. The mythic creature can attempt an additional Will save each round; if it’s successful, this effect ends.
    Construction
    Craft DC 20; Cost 6,300 gp
    Craft Technological Arms and Armor, Mythic Crafter, military lab
    Notes
    Simple enough. Though normally only affects creatures up to 5' away for 1 round while affecting the initial target for 10 rounds.


    Bottle of Shifting Sand Grenade
    Source Technology Guide pg. 46, Pathfinder #81: Shifting Sands pg. 58
    Price 750 gp
    Description
    This grenade is decorated with ornate glass and is filled with a nanite dust with the texture of loose sand.

    If detonated on an earthen or sandy surface it creates an area of churning, shifting sand in a 20-foot spread that obliterates tracks and is considered difficult terrain. Acrobatics checks in the area take a –5 penalty. Creatures entering or beginning their turn in the affected area must succeed at a DC 14 Reflex save each round or become entangled until the beginning of their next turn. If they attempt to move while entangled, they must succeed at a second Reflex save or fall prone. At the end of 5 rounds, the nanite sand disintegrates, leaving no aftereffects.

    The grenade also throws up a cloud of whirling sand that surrounds affected creatures; DC 14 Reflex save negates. This cloud of sand provides concealment to the affected creatures and any creatures in adjacent squares for 1 round.
    Construction
    Craft DC 20; Cost 375 gp
    Craft Technological Arms and Armor, nanotech lab
    Notes
    Another no-damage inconveniencing grenade. I suspect there'll be a lot of these.


    Burdenstone Grenade
    Source Technology Guide pg. 46, Dirty Tactics Toolbox pg. 26
    Price 3,000 gp
    Description
    This grenade is decorated with smooth lodestone that is gray and streaked with veins of glossy obsidian.

    This grenade blasts an especially heavy, specially magnetized cloud of ferrous sand. If affected creatures are in metal armor, the metallic sand coalesces into a fist-sized stone, called a burdenstone, and attaches itself to the target for 2d6 rounds. The grenade can only generate enough material for one burdenstone per affected creature.

    An attached burdenstone increases the target’s load by one step. If a target’s load is already heavy, the target is knocked prone, its movement is reduced to 10 feet, and it cannot run. An attached burdenstone also prevents the target from flying. A target may not be affected by more than one burdenstone at a time.

    A successful DC 20 Strength check made as a full-round action can remove a stone from an affected creature before the duration elapses. Once a burdenstone has been removed or the duration expires, it becomes an ordinary magnetic stone.
    Construction
    Craft DC 20; Cost 1,500 gp
    Notes
    Single target became many. Price changed.


    Caltrop Bead Grenade
    Source Technology Guide pg. 46, Demon Hunter's Handbook pg. 28
    Price 120 gp (iron caltrop bead grenade), 240 gp (cold iron caltrop bead grenade)
    Description
    Caltrop bead grenades are filled with a metallic foam that hardens into a metallic substance upon exposure to air.

    A caltrop bead grenade explodes shattering caltrops in a 20-foot-radius burst. Affected creatures take 2d4 points of piercing damage, and even creatures adjacent to the area take take 1d4 points of damage as the caltrops impact and shatter.

    Caltrops created by a caltrop bead grenade crack and pop as they cool and further harden to remain for 1 hour before disintegrating.
    Construction
    Craft DC 20; Cost 60 gp (iron caltrop bead grenade), 120 gp (cold iron caltrop bead grenade)
    Notes
    I like this one. Nice and simple. Added a bit of text to tech the things up a bit.
    Grenades are usually a spread are of effect, this one is burst. Should this one break the mold like that?
    Radius doubled and single target became 20' area. Price changed.


    Dust of Acid Consumption Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 293
    Price 4,800 gp
    Description
    This grenade is filled with a brown dust that is chemically similar to dust of dryness, but affects acid rather than water and absorbs less liquid.

    If it is thrown into acid, a volume of as much as 10 gallons is instantly transformed into nothingness, and the grenade automatically becomes disarmed floating or resting where it was thrown. If this grenade detonates and it is not touching acid, it breaks and releases the same volume of acid absorbed, dealing 1d6 points of acid damage per gallon absorbed into the pellet (maximum 4d6).

    Ooze creatures affected by the grenade that deal acid damage with their attacks must succeed at a DC 18 Fortitude save or be destroyed. The grenade deals 5d6 points of damage to the ooze even if its saving throw succeeds.
    Construction
    Craft DC 20; Cost 2,400 gp
    Notes
    Again, super simple. This time it actually lost some radius going from 30 to 20. Could kill all oozes in 20' though so price changed.


    Dust Of Weighty Burdens Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 294
    Price 10,800 gp
    Description
    This grenade is decorated in ceramic tiles that have Terran runes on them and it is filled with a fine grey powder.

    Unattended objects that are entirely within the blast radius become covered in grey dust and have their weight increased by 100 pounds.

    Affected creatures must make a Fortitude save (DC 19) or gain heavy encumbrance and be unable to fly for 2d4 rounds. Even creatures adjacent to the blast radius must save or gain medium encumbrance for 2d4 rounds.

    Multiple applications stack, and the effect remains until the object or creature is scrubbed clean of the metallic particles (taking a full round per application) or takes 5 points of electricity damage per application.
    Construction
    Craft DC 20; Cost 5,400 gp
    Notes
    10 uses becomes 1 use. Single target becomes many. I went ahead and changed the price though my gut tells me that might be overcautious for a non-damaging item.


    Effulgent Geode Grenade
    Source Technology Guide pg. 46, Black Markets pg. 23
    Price 2,250 gp
    Description
    This grenade contains an inner cavity lined with crystals that have been infused with medical repair nanites.

    Living creatures within the blast regain 1d8+9 hit points, while undead creatures within the burst take 1d8+9 points of damage (Fortitude DC 17 half).

    An effulgent geode grenade primed by a creature that has a negative level or that is suffering ability score damage from a negative energy attack must save successfully against the above negative energy effect or the grenade immediately explodes as the medical nanites surge forth to repair what they are programmed to perceive as serious injury.
    Construction
    Craft DC 20; Cost 1,125 gp
    Craft Technological Arms and Armor, nanotech lab
    Notes
    There, a little refluffing and it can still even suddenly explode.


    Elemental Gem Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 294, PRPG Core Rulebook pg. 1
    Price 2,250 gp
    Description
    The coloration of the grenade varies with the type of elemental it constructs. Air elemental grenades are glassy, earth elemental grenades are light brown, fire elemental grenades are reddish orange, and water elemental grenades are blue-green.

    An elemental gem grenade comes in one of four different varieties. Each contains a hard-light hologram projector engineered to construct a representative creature from a specific elemental plane (Air, Earth, Fire, or Water).

    When the grenade is detonated a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that primed the grenade and lasts for 11 rounds before dissolving into a harmless holo-mist.
    Construction
    Craft DC 20; Cost 1,125 gp
    Notes
    Was kinda already a grenade. No change besides some techno-fluff and a listed duration.


    Faith Orb Grenade
    Source Technology Guide pg. 46, The Demon Within pg. 30
    Aura moderate evocation; CL 9th
    Price 2,250 gp
    Description
    This is a technological item designed and developed by a holy church in the region of Numeria where technology is commonplace.

    This brass grenade is covered with symbols of goodness and law and thick metal studs. If used as an improvised weapon, it deals 1d6 points of bludgeoning damage and serves as a good weapon for the purpose of overcoming damage reduction.

    The faith orb grenade deals 9d6 damage as the Flame Strike spell, or half with a DC 17 Reflex save.
    Construction
    Craft DC 20; Cost 1,125 gp
    Craft Technological Arms and Armor, Craft Wondrous Item, flame strike, military lab
    Notes
    Suuuper straightforward. The bomb is still a bomb.
    Decided to keep the improvised good aligned weapon angle. Added some fluff and made it a magic AND tech item. Area changes from flame strike's 10' wide, 40' tall cylinder to a grenade's 20' spread. Not enough to reprice IMHO. Is a Hybrid (tech and magic) item


    Focusing Flask Grenade
    Source Technology Guide pg. 46, Alchemy Manual pg. 16
    Price 2,100 gp
    Description
    This grenade contains a rainbow-hued glass flask that allows up to three alchemical splash weapons of the same type to be poured into it, concentrating them such that they never increase its weight noticeably. If multiple types of alchemical items are poured in, all the contents are ruined.

    It can be stoppered and thrown as a normal grenade, then it releases all of the contained splash weapons in its blast area. If the items held within the flask normally allow a saving throw to reduce or negate the effects, creatures affected by a focusing flask grenade need to succeed at only a single saving throw, regardless of the number of items held within the focusing flask grenade. The DC of the saving throw increases by 2 if the grenade contains two alchemical items, or by 4 if it contains three items.
    Construction
    Craft DC 20; Cost 1,050 gp
    Notes
    Changed splash radius to grenade's 20' spread.


    Fugitive's Grenade Grenade
    Source Technology Guide pg. 46, Pathfinder #50: Night of Frozen Shadows pg. 60
    Price 750 gp
    Description
    These grenades are decorated with eggshell and filled with assorted powders and reagents.

    This grenade creates a 20-foot-radius cloud that lasts for 2 rounds. This cloud is otherwise identical to a Fog Cloud.

    A single gravitic disturbance in the center of the cloud forms a solid-feeling rope, 20 feet long, that functions as a Rope Trick spell. When the smoke cloud dissipates, so does the gravitic rope, though the rope trick’s extradimensional space remains for its full duration. Once the gravitic rope disperses, any creatures inside the extradimensional space must jump or climb out by other means.
    Construction
    Craft DC 20; Cost 375 gp
    Craft Technological Arms and Armor, graviton lab
    Notes
    Was already a grenade, just tech-ed it up a bit and changed to 20' radius cloud


    Gas-Trap Cylinder Grenade
    Source Technology Guide pg. 46, Pathfinder #71: Rasputin Must Die! pg. 60
    Price 6,500 gp
    Description
    This tarnished canister appears to be a normal gas grenade for releasing poisonous gases, but it is actually a strange combination of alchemy and advanced technology designed to trap free-roaming vaporous creatures.

    Once an empty gas-trap cylinder grenade is primed, it remains so for 10 minutes, and any creature composed primarily of air, fog, mist, or other vapor (including air elementals, hungry fogs, mihstus, trench mists, vampiric mists, and creatures in gaseous form) within 20 feet of the grenade must succeed at a DC 22 Fortitude save or be sucked into the device, becoming trapped within. Once trapped, a creature is held in stasis until released. A gas-trap cylinder grenade can hold one Gargantuan or Huge creature, or up to two Large creatures, four Medium creatures, or eight Small or smaller creatures.

    Releasing creatures trapped in a gas-trap cylinder grenade follows the same process as arming the cylinder. Arming the device requires a standard action, and the trapped creatures are released 1 round later. A grenade which has any number of creatures within it cannot be used to capture more creatures, releasing those it has trapped instead.
    A gas-trap cylinder can also be perforated (hardness 10, hp 20) to release those trapped within. All of the creatures trapped within the cylinder are released at one time. Freed creatures are not under the control of the device’s user and are free to act as they wish—often violently.

    A gas-trap cylinder can hold a creature or creatures indefinitely, but once the trapped creatures are released, the grenade is destroyed.
    Construction
    Craft DC 20; Cost 3,500 gp
    Notes
    I love this item. Only grenade variant I'm looking forward to more is the Trophy Box because it can potentially be used to drop A BEAR.
    This one's already a grenade (Albeit a 50 pound one!) Dropped from 30' capture radius to 20'. Lowered the hp by 10 to reflect the effective size category change of going from 50 lbs. to 1 lb.


    Goblin Skull Bomb Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 300
    Price 3,600 gp
    Description
    On this grenade an ember glow lights the beady eyes of the depiction of a blackened, burned out goblin’s skull. The goblin skull bomb grenade is infused with a terribly powerful strain of inferno nanites which are programmed to remake this weapon of war from almost any available material.

    Creatures affected by the goblin skull bomb grenade burst into a raging flame, suffering 5d6 points of fire damage and also catching fire should they fail a Reflex save (DC 13). If this kills a creature, its body and nonmagical equipment burns away in one round, leaving behind only a pile of ash and the creature’s blackened, burned-out skull. These skulls house the inferno nanites. The inferno nanites coalesce and draw raw materials from the slain corpses to generate a new goblin skull bomb grenade. Only one goblin skull bomb grenade is ever created in this process at a time.

    If the attacker misses all targets, the grenade breaks upon the floor or another nearby hard surface and the inferno nanites cause the attacker or last creature to touch the grenade to burst into flame. Touching the grenade using gloves, gauntlets, or handheld items such as tools or weapons counts as touching the skull. It can be safely moved using spells (such as mage hand or telekinesis) or attacked with ranged weapons (hardness 0, 1 hp).
    Construction
    Craft DC 20; Cost 1,800 gp
    Craft Technological Arms and Armor, nanotech lab
    Notes
    This one was hard to reword until I thought of nanites that set one on fire to harvest materials.


    Greensurge Bomb Grenade
    Source Technology Guide pg. 46, Heroes of the Wild pg. 28
    Price 750 gp
    Description
    A greensurge bomb grenade contains a small chemically treated plant bulb.

    When the grenade bursts open it scatters weeds in a 20-foot radius. At the beginning of the thrower’s next turn, the weeds rapidly grow into thick undergrowth, creating an area of difficult terrain. The weeds flourish regardless of the surrounding natural terrain (even in urban settings or on hard rock floors) but don’t grow on damaging surfaces, such as pools of lava or acid. The new vegetation lasts for 5 minutes before it turns brown and crumbles to dust.
    Construction
    Craft DC 20; Cost 375 gp
    Notes
    Another non-damaging. Only change was the radius burst and the fluff.


    Horror Dust Grenade
    Source Technology Guide pg. 46, Monster Codex pg. 21
    Price 600 gp
    Description
    This grenade contains horror dust, which is the compressed neurochemical responsible for the most extreme nightmares.

    It creates a cloud of hallucinogenic gas in a 20-foot radius that causes victims to suffer terrible visions and hear phantom screams. Targets in this area must succeed at a DC 13 Will save or be shaken for 1d6 rounds. If a creature affected by horror dust fails its save on a 1, it is also confused for 1 round. Goblinoids actually enjoy the visions created by horror dust, and are immune to its fear effect.
    Construction
    Craft DC 20; Cost 300 gp
    Notes
    Added some scifi fluff. Another non-damag-er. Changed being struck directly to failing on a 1 for the confusion effect.


    Imploding Stone Grenade
    Source Technology Guide pg. 46, Kobolds of Golarion pg. 30
    Price 9,900 gp
    Description
    When detonated, this grenade's mechanism generates a limited gravitational singularity. The grenade pulls all stone or earth within a 20-foot-diameter sphere toward it with irresistible force. This causes small tunnels to collapse inward, creating localized cave-ins. Imploding stone grenades do not affect living creatures, though any creature in the same squares as a detonating imploding stone grenade is caught in the bury zone of the collapse (Core Rulebook 415).

    Spoiler: Cave-Ins and Collapses
    Show

    Cave-ins and Collapses
    A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-wide slide zone extending beyond the bury zone.

    Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried.

    Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check each minute. If it fails, he takes 1d6 points of lethal damage each minute until freed or dead.

    Characters who aren't buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. A buried character can attempt to free himself with a DC 25 Strength check.

    Construction
    Craft DC 20; Cost 4,950 gp
    Craft Technological Arms and Armor, graviton lab
    Notes
    Included info on collapses. CR 8 seems strong for so little gp. Then again it is conditional and non-damaging otherwise.
    Changed to 20' collapse, repriced accordingly.


    Instant Muzzle Grenade
    Source Technology Guide pg. 46, Animal Archive pg. 27
    Price 19,500 gp
    Description
    This grenade is decorated in iron bands and hinges.

    When this grenade detonates it bursts forth hinged balls of iron bands. On a failed Reflex saving throw, DC 15 negates, affected creatures are struck by one of these contraptions. The contraption opens up as it strikes the creature, taking the shape of a metal muzzle. The muzzle immediately attaches itself to the face of any Large or smaller creature struck by the ball. The contraption harmlessly clatters to the ground and returns to ball form if it fails to strike a creature.

    A creature muzzled with an instant muzzle grenade cannot speak properly (if it was normally able to do so), and gains a 20% spell failure chance for any spell it attempts to cast with verbal components, and a 20% chance to incorrectly use a command word when activating a magic item. The muzzled creature cannot make bite attacks or even drink or eat properly. The muzzle has hardness 10 and 25 hit points. An instant muzzle remains attached to a creature for 4 rounds before detaching and returning to ball form becoming an inert magnetic spheroid mass.
    Construction
    Craft DC 20; Cost 9,750 gp
    Notes
    Changed single target to the grenade's normal 20 spread. Allowed a Ref save to negate instead. Changed from reusable to single use though too.


    Iron Bands of Binding Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 305
    Price 39,000 gp
    Description
    This grenade is a rusty iron cylinder wrapped in iron bands. Within are microtized restraint modules equipped with voice recognition devices. As a free action as part of priming this grenade the user speaks a command word into the grenade.

    When the grenade detonates spherical iron devices are hurled at affected creatures, these iron bands expand and then contract to bind the target creatures unless they succeed at a DC 19 Reflex saving throw. Large or smaller creatures can be captured thus and held immobile (as if pinned) until the command word is spoken which shuts down power to the bands releasing the trapped creature. An affected creature can break (and destroy) the bands with a DC 30 Strength check or escape them with a DC 30 combat maneuver check or Escape Artist check.
    Construction
    Craft DC 20; Cost 13,000 gp
    Notes
    GM assisted me in pricing this one. We figure it's a 9th level spell one-use item to hold a 20' spread worth of folks with Iron Bands.


    Ironmorph Dust Grenade
    Source Technology Guide pg. 46, Daughters of Fury pg. 61
    Price 1,500 gp
    Description
    On contact, the iron-smelling dust contained in this grenade causes the affected creature’s clothing to stiffen and harden (Reflex DC 15 negates). If the target is wearing light or no armor, their clothing is treated as chainmail for all purposes—including armor bonus, arcane spell failure chance, and armor check penalty—except weight. Exceptionally light clothing (such as a nightshirt or silks) is instead treated as a chain shirt. Exceptionally heavy clothing (such as a cold-weather outfit or elaborate ceremonial garb) is instead treated as full plate. If the target is already wearing medium or heavy armor, they instead gains DR 5/adamantine, but the maximum Dexterity bonus of their armor decreases by 3 (to a minimum of +0), and its armor check penalty increases by 3.
    After 5 rounds, affected clothing returns to normal. Ironmorph dust grenades have no effect on creatures not wearing clothing or armor.

    Armor or clothing affected by ironmorph dust is effectively metal, and counts as such for abilities or classes that are restricted to certain types of armor (such as druids); however, any abilities that are suppressed or lost due to the ironmorph dust grenade’s effects are restored at the end of the dust’s duration, instead of after their normal time limit.
    Construction
    Craft DC 20; Cost 750 gp
    Notes
    Another inconveniencing item, but with a twist! This one canpossibly maybe be beneficial. Oooooh.


    Jar of Mottled Clay Grenade
    Source Technology Guide pg. 46, Daughters of Fury pg. 61
    Price 1,800 gp
    Description
    This grenade is decorated with clay jar shards and smells of freshly tilled earth that changes hue in sunlight.

    When the grenade affects a creature or a solid object, a mound of earth and clay rises up from where it is struck. The mound is 5 feet wide and 10 feet tall, and has a hardness of 2 and 40 hit points. Affected creatures must succeed at a DC 13 Reflex save or be pushed back 5 feet and knocked prone as the mound erupts where the target was standing. Success allows the creature struck to move 5 feet in any direction and avoid being knocked prone.

    The mound lasts for 3 rounds before losing its structure and collapsing into a pile of dirt. A creature can topple a mound with a successful DC 18 Strength check; creatures within 10 feet on the opposite side of the mound must attempt Reflex saves as if affected by the jar of mottled clay grenade. When a mound collapses or is destroyed, it creates difficult terrain in a 5-foot-radius area centered on the square where it was created.

    A jar of mottled clay grenade can optionally be filled with an alchemical item. Filling a jar requires a successful DC 15 Craft (alchemy) check. When thrown, a modified grenade applies the effects of the alchemical item along with its own effect; contradictory or bizarre combinations of effects are subject to the GM’s discretion.
    Construction
    Craft DC 20; Cost 900 gp
    Notes
    Another non-damager, until it is filled with an alchemical item. Changed it to target a 20' spread.



    Scourge Vial Grenade
    Source Technology Guide pg. 46, Daughters of Fury pg. 62
    Price 3,600 gp
    Description
    Inferno nanites and holographic generator contained in this grenade cause it to detonate in a burst of green smoke and burning ash that coalesces into fire-blackened skulls with burning eyes. Wreathed in oily, acrid smoke and trailing hot embers, the skulls corkscrew around their targets uttering biting insults and dire curses. The black smoke left in their wake causes watering eyes and wracking coughs.

    The grenade generates one skull per affected creature. These skulls torment any creatures of size Large or smaller. Each skull moves with the target, distracting it in combat with its chaotic orbit. Any combatant in melee with the target is considered to be flanking with the skull.

    The skull’s trailing smoke and embers cause a target (and any creature occupying the same square as a target) to become dazzled. Furthermore, each round, a target must succeed at a DC 14 Fortitude save or become sickened by the smoke. Targets with the scent ability take a –4 penalty on their Fortitude saves. Creatures with the fire subtype are immune to the sickening effect. The skulls and smoke dissipate in 5 rounds.

    If there are no valid targets in the area when the grenade detonates, a single skull materializes and shrieks harmlessly before dissipating.
    Construction
    Craft DC 20; Cost 1,800 gp
    Craft Technological Arms and Armor, nanotech lab
    Notes
    Added some tech-speak-fluff. Single attack became many.


    Snowfall Orb Grenade
    Source Technology Guide pg. 46, Blood of the Elements pg. 30
    Price 14,000 gp
    Description
    Cryogenic nanites and a miniaturized temperature control module combine in this grenade to great effect. The grenade is always cold to the touch and must be carefully stored to keep it from freezing to other items.

    A dial on the side of the grenade allows the user to alter the weather within the blast radius; adjusting the dial is a free action as part of priming the grenade. Doing so causes snow, heavy snow, sleet, or hail (user’s choice) to fall within that radius for 1d4 hours, regardless of the environment’s predominant climate or season. This ability otherwise functions as control weather.

    Affected creatures take 5d6 points of cold damage; ref DC 15 for half. At the beginning of each round thereafter for 4 rounds, a target takes an additional 1d6 points of cold damage and must succeed at a DC 15 Fortitude save or take 1d2 points of Dexterity damage and become staggered for 1 round. If a target takes 3 or more points of Dexterity damage in this way, the creature becomes fatigued; if a target takes 5 or more points of Dexterity damage, it becomes exhausted instead.

    If a target creature's equipment is affected by heat metal, the effect is automatically countered as if the snowfall orb grenade had cast chill metal.
    Construction
    Craft DC 20; Cost 7,000 gp
    Craft Technological Arms and Armor, nanotech lab
    Notes
    Single target became many. 1-mile radius restricted down to 20' spread. Weather control became instantaneous though. Am pretty sure the price on this one was in the control weather effect being so huge so have left the price as-is.


    Sporecrafter's Kindness Grenade
    Source Technology Guide pg. 46, Magical Marketplace pg. 29
    Price 4,500 gp
    Description
    This grenade is decorated with hemp sackcloth and is filled with mold spores, soil, and chemical reagents.

    Upon detonation, a sporecrafter’s kindness grenade releases russet mold spores in a 20-foot radius spread and unleashes 1d4+1 vegepygmies. The vegepygmies are not under the control of the user, and immediately attack the nearest creatures for 5 rounds, after which they collapse into nonmagical plant matter.

    Spoiler: Russet Mold
    Show

    Russet Mold (CR 6)

    This hazardous fungus can be found in dark, wet areas, and often grows in great abundance at the heart of a vegepygmy lair. When a creature approaches within 5 feet of a patch of russet mold, the fungus releases a cloud of spores in a 5-foot radius burst. Everyone in the area must make a DC 15 Fortitude save or the spores quickly take root in their victims, inflicting 2 points of Constitution damage per round. A new Fortitude save can be attempted each round to halt the growth. Although immunity to disease won't protect against russet mold spores, the growth can be halted by remove disease and similar effects. Exposure to sunlight also halts the spores' growth. Plants are immune to russet mold spores.

    After 24 hours, a fully grown vegepygmy bursts from the body of any creature slain by russet mold, provided the creature was Small or larger. For each size category larger than Small, the body produces one additional vegepygmy.

    A patch of russet mold is unharmed by all effects save for acid, alcohol, or remove disease (or a similar magical effect, such as heal), all of which can kill a single patch of russet mold on contact. Sunlight doesn't kill the mold, but does render it dormant and harmless as long as the sunlight persists.

    Construction
    Craft DC 20; Cost 2,250 gp
    Notes
    5' burst became 20' spread. Price changed accordingly as that is A LOT of mold. Added Russet Mold info.


    Stalagmite Seed Grenade
    Source Technology Guide pg. 46, Magical Marketplace pg. 29
    Price 2,250 gp
    Description
    When a stalagmite seed grenade detonates on a natural stone surface, a matter duplicator causes stone stalagmites to immediately emerge surrounding where it landed

    The stalagmites grow beneath affected creatures filling a 5-foot square and growing to 10 feet in height. The affected creatures take 5d6 points of piercing and bludgeoning damage and are knocked prone. Any affected creature that succeeds at a DC 14 Reflex save takes half damage and is not knocked prone.
    Construction
    Craft DC 20; Cost 1,125 gp
    Notes
    Added some tech speak. Single target became many.



    Swarmlord's Jar Grenade
    Source Technology Guide pg. 46, Pathfinder #75: Demon's Heresy pg. 63
    Price 9,000 gp
    Description
    This grenade is decorated with a sizable deformed insect that appears to twitch and wriggle as if constantly undergoing a particularly painful death. This grenade contains psychoactive nanites that link temporarily to the mind of the person who primes the grenade. These nanites are programmed with insectoid behavioral patterns.

    The insectoid programming of the nanites contained in the grenade grant some benefit to the grenade's wielder even before it is detonated. While a swarmlord’s jar grenade is carried openly in one hand, it grants a +2 luck bonus on all saving throws attempted against the attacks of swarms, and reduces swarm damage taken by the target by 5 points. These effects do not stack if more than one grenade is carried.

    If the grenade detonates and no existing swarms are within a 20 foot spread, it constructs a locust swarm (Pathfinder RPG Bestiary 4 pg. 183) that follows the thrower’s mental commands; these commands may be issued as a free action. If the grenade detonates and the 20' spread is occupied by any swarms, each swarm must succeed at a DC 15 Will save or become controlled by the thrower. Issuing mental commands to a swarm (whether it’s a freshly created locust swarm or a controlled swarm) is a move action, but once the swarm has been issued orders, it continues to follow those orders until it’s destroyed or the effect of the swarmlord’s jar grenade ends.

    A locust swarm created by this item lasts for 1 minute if not destroyed earlier. Likewise, control granted by the grenade lasts for 1 minute. Used against any worms that walk or a similar swarm creature with human-like intelligence of 3 or more, a swarmlord’s jar grenade merely deals 6d6 points of damage as it detonates (Will DC 15 half).
    Construction
    Craft DC 20; Cost 4,500 gp
    Craft Technological Arms and Armor, nanotech lab
    Notes
    One target became many. Added some tech speak. Allowed it to damage other sentient swarms.


    Void Dust Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 324
    Price 13,500 gp
    Description
    Filled with a dust that is infused with opposing gravimetric forces, a void dust grenade unmakes force effects.

    When detonated within a 20 foot spread of a force effect, it acts as a dispel magic spell, unless the force effect is immune to dispel magic, in which case it acts like disintegrate.
    Construction
    Craft DC 20; Cost 6,750 gp
    Craft Technological Arms and Armor, graviton lab
    Notes
    3 uses became single use but 3 targets became 20' spread.


    Wasp Nest of Swarming Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 324
    Price 3,000 gp
    Description
    This grenade contains psychoactive nanites that are programmed with insectoid behavioral patterns.

    This grenade disperses its nanites which immediately form and construct hand-sized replicas of wasp’s nests, crafted out of paper in the blast area. These nests are extremely fragile and each time a creature passes through the affected area there is a 50% chance that it kicks or steps on a nest, triggering it.

    When triggered, a nest constructs a wasp swarm that attacks the nearest creature and follows it until it is dead, the swarm is killed, or the swarm is unable to reach the target, at which point the swarm attacks the next nearest creature. If the swarm can’t find any targets, it waits in place until another creature appears. All swarms and nests disintegrate 9 minutes after the grenade detonates.
    Construction
    Craft DC 20; Cost 1,500 gp
    Craft Technological Arms and Armor, nanotech lab
    Notes
    Single target became many. Added some tech babble. had the nests and swarms both go away after the duration.


    Word Bottle Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 325
    Aura moderate evocation; CL 7th
    Price 4,500 gp
    Description
    This fragile glass grenade encloses a single scrap of worn parchment held in place by a taut metal wire. As a full-round action, a spellcaster can cast a targeted language-dependant spell of 3rd level or lower into the grenade as a full round action, which covers the parchment with magical writing and charges the grenade with power. The grenade cannot be used with spells that have a casting time longer than 1 full round. Any of the spell’s variables that are determined by its caster (such as commands given to the spell’s target) are decided when the spell is cast into the grenade.

    When the grenade detonates it releases the stored spell. Affected creatures are subject to the effects of spell contained within, just as if they had been the target of the spell individually, though they receive a +5 bonus on their saves to resist the spell. Affected creatures also hear whispery echoes of the spell’s words. If the spell does not ordinarily allow a save, creatures caught in blast radius may still make a Will save to negate it (with the +5 bonus).
    Construction
    Craft DC 20; Cost 2,250 gp
    Craft Technological Arms and Armor, Craft Wondrous Item, imbue with spell ability, military lab
    Notes
    Single target with splash area became 20' radius spread. Price increased.


    Spoiler
    Show



    Grenade
    Source Technology Guide pg. 46,
    Price gp
    Description

    Construction
    Craft DC 20; Cost gp
    Notes




    Last edited by unseenmage; 2016-10-30 at 01:32 PM.