A Monster for Every Season: Summer 2
You can get A Monster for Every Season: Summer 2 now at Gumroad
Page 1 of 2 12 LastLast
Results 1 to 30 of 32
  1. - Top - End - #1
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default PF - Combining Mundane Items aka New Tech Items

    Though I normally play minionmancers, for a current character I'm experimenting with custom elements instead.

    The DM has allowed both Custom Weapons and Cobbled Items (at an accellerated rate; see the custom race spoilered below).

    My question is, what interesting or particularly useful mundane item combinations are there?

    Including technology, alchdmical items, firearms, vehicles, etc. Basically, if it's not a Magic Item then it is fair game.

    Example: Using Ion Tape to combine an Arc Grenade with a Tanglefoot Bag.
    (Actually got to use this one, it was... waitforit... a blast. But seriously, was fantastically effective.)

    Reworked Skymine
    Some Item Combos Pt. I
    Tech Grenades of Grenade-Like Wondrous Items
    Tech Grenades of Interesting Wondrous Items
    Sticky Grenade Launchers & S.E.P. Grenades
    Some Item Combos Pt. II, Bear Trap Items
    Some Item Combos Pt. III
    Thaumaturgic Tech Weapons (tech versions of spell-effect guns)

    Spoiler: game/character stats
    Show
    Game is PF, level 5, lron Gods AP with 'guns everywhere', mythic (1st so far), and 'technology everywhere'.
    My character is a gun Magus with a custom half-robot race.


    Journal pages count: 104 ideas at one page each.
    Last edited by unseenmage; 2017-03-28 at 11:11 AM.

  2. - Top - End - #2
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    One supposes an FF style gunsword would be an amusing combo. Especially if we do a little switcheroo and swap it into a chainsaw-lasergun.

    Here's a list of items that piqued my interest for either customizing, combining, or cobbling.
    Spoiler: Mundane Items of Note
    Show


    Ranged Options
    (Also listed are the base Design Point, or bDP, cost of each weapon for use with the Creating New Weapons rules; a lot of guesswork here so feel free to correct me.)
    Autograpnel (8 bDP; exotic, firearm, ranged, 2-hand, 30' range, up to 300', 1d8 dmg, crit x3, can use Pull combat maneuver, reload is standard action + move action)
    Barbed Arrow/Bolt (? bDP; 2gp, 3 lbs, range 30' w/silk rope, grappling)
    Bombchucker (ranged, one-hand, +10' range increment to thrown splash weapons)
    Flask Launcher (5 bDP; improvised only, ranged, 2-hand, reload is full-round action, damage based on ammo)
    Flight Grapnel (6 bDP; ranged, thrown, one-hand, 20' range, 1d6 dmg, x2 crit, grappling)
    Grappling Hook (6 bDP; ranged, one-hand, 10' range, 1d6 dmg, x2 crit, grappling)
    Grenade Launcher (exotic, ranged, 2-hand, heavy, range 100', damage based on ammo)
    Harpoon (9 bDP; exotic, melee, 2-hand, thrown, 10' range, 1d8 dmg, x3 crit, grappling)
    Jetcaster (9 bDP; ranged, 2-hand, 10' cone, reload is move action that doesn't provoke, damage based on ammo)
    Key Wound Rattler (6 bBP; 20' range, aimed not thrown, 1d3 nonlethal)
    Lasso (6 bDP; exotic, ranged, 10' range, 6 lbs, no damage, entangling)
    Net (6 bDP; exotic, ranged, 10' range, 6 lbs, no damage, entangling)
    Net, Snag (6 bDP; exotic, ranged, 10' range, 10 lbs, piercing, entangling, tripping)
    Poison Belcher (6 bDP; ranged, one-hand, 10' range increment up to 30'ranged touch, damage based on ammo)
    Powder Ball (6 bDP; ranged, thrown, move action to light fuse, 2d6 fire in 10' radius three times)
    Pull-Cord Grenade (6 bDP; ranged, thrown, move action to pull cord, 2d6 bludgeoning and 1d6 fire)
    Pump Water Canister (6 bDP, ranged, 10' max, fires with standard action that provokes, boiling water deals 1d6 points of scalding damage)
    Sky Mine (6 bDP; ranged, 300' max range, 50' radius burst, 10d6 fire damage, skill or Wis check to fire takes standard action)
    (DM Note: "...sky mines are okayed with two provisos: Reflex save DC 15 for half damage, and the cost is NOT reduced to 1/10 normal (putting it on par, cost-wise and damage-wise, with a 1-shot rocket launcher; better AoE and doesn't neet an item creation feat or tech lab, but slightly worse damage and harder to field effectively.)")
    Slime Grenade (6 bDP; ranged, thrown, 5' range increment, 2d6 acid damage and 3d6 acid to select equipment ignoring Hardness, splash damage vs select equipment only, Ref for half damage to equipment)
    Tossglove (6 bDP; ranged, one-hand, thrown ammo only, damage based on ammo)


    Utility Options
    (Just cool stuff I'd like to fiddle about with either in using Cobbled Item versions or combining them with the above into custom weapons.)
    Adventurer's Sash
    Artisan's Tools
    Autosniper Trap
    Balloon Trap
    Bear Trap
    Black Powder
    Block and Tackle
    Bone Paste
    Buoyant Balloon
    Camoflage Blanket
    Camoflage Net
    Chainsaw
    Contracting Rope
    Grenades
    Ion Tape
    Lifting Net Trap
    Magnet
    Marlinspike
    Miner's Pick
    Neural Inhibitor
    Oil
    Roperunner
    Sawback Sword
    Sentry Mannequin
    Skeleton Key
    Sleeve Holster
    Spotlight
    Tangleburn Bag
    Tanglefoot Bag
    Telescope
    Venom Trap
    Weapon Cord
    Whistle
    Wind Platform
    Wire
    Wrist sheath (Spring Loaded)

    Last edited by unseenmage; 2016-11-04 at 09:30 AM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Jan 2013
    Location
    The netherlands
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    well if you arent investing in chainsaw nun-chucks you are just wasting everyones time.
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Jan 2007
    Location
    Norway
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Worth noting that blue text means sarcasm.

    This is a very strange community where the default assumption is that common sense is so lacking that you need to color your sarcasm as an accepted standard rather than letting the writing speak for itself.

  5. - Top - End - #5
    Ettin in the Playground
     
    Hamste's Avatar

    Join Date
    Oct 2012

    Default Re: PF - Combining Mundane Items

    What about Sword-chucks?
    Avatar created by Elder Tsofu

    Spoiler: Giant in the Playground Hearthstone Champion
    Show

  6. - Top - End - #6
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Jan 2013
    Location
    The netherlands
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Quote Originally Posted by Mordaedil View Post
    Worth noting that blue text means sarcasm.

    This is a very strange community where the default assumption is that common sense is so lacking that you need to color your sarcasm as an accepted standard rather than letting the writing speak for itself.
    it is not so much that the people around here lack common sense, just that when talking about dnd often creates such absurd sentences it could be usefull to make a clear way of showing what is and isnt a joke.
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  7. - Top - End - #7
    Ogre in the Playground
    Join Date
    Jan 2007
    Location
    Norway
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Quote Originally Posted by Swaoeaeieu View Post
    it is not so much that the people around here lack common sense, just that when talking about dnd often creates such absurd sentences it could be usefull to make a clear way of showing what is and isnt a joke.
    Hah, that's entirely fair.

  8. - Top - End - #8
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Is there any way to store/compress an alchemical gas to use it later? Am trying to figure out how to use Sky Mines effectively.


    Had an idea, combining multiple mundane items and calling them custom tech items.
    Could use the Tool custom weapon process for price/weight.
    (Tool (0 DP): The weapon can also serve as a specific mundane tool. Add triple the price and double the weight of the tool to the weapon's final price and weight.)
    Only instead of combining with a weapon it'll be combined with another mundane item.


    Have been ruminating and can't for the life of me figure out how to abuse Contracting Rope. Though in our game alchemy, technology, clockworks, and firearms are all cheaper than normal so buying and using a tech guide Lighter should be easy enough. Marlinspike is a no-brainer though.

    Marlinspike added to an Autograpnel perhaps?

    In other news I think the Autosniper Trap can probably be used with the Flask Launcher. Not super effective but it's pretty cool.
    Could the Flask Launcher be used to toss Grenades? Powder Bombs? Some sort of auto-inflating Sky Mines? Methinks via creative application of Ion Tape/Sovereign Glue that it certainly could.

    Autosniper Trap + Grenade Launcher would be awesome.

    Combining the Autograpnel with the Flight Grapnel is a no-brainer.

    Am toying with the idea of combining the Sentry Mannequin with the Key Wound Rattler for clockwork mannequins that are tripwire released to attack invaders for nonlethal damage.

    I want to buy the Pull Cord part of the Pull Cord Grenade separately. Perhaps just combining it with the Powder Ball or tech Grenades.
    For that matter making tech Grenades that function like Powder Balls could be fun too.
    A Spring Loaded Wrist Sheath-ed, Pull Cord-ed, Powder Ball-ed, Arc Grenade which has been Ion Tape-ed to a Tanglefoot Bag could be very much fun.
    Spoiler: Rediculous Bomb...
    Show

    Arc Grenade 750gp/1 lb.
    combined with Pull-Cord Grenade +450gp/+4 lbs.
    combined with Powder Ball +1,200gp/+8 lbs.

    Ion Tape-ed +1gp/+1/10 lbs. (1 use)
    to a Tanglefoot Bag +50gp/+4 lbs.

    and stored in a Spring Loaded Wrist Sheath +5gp/+1 lb. (though at this point our monstrosity is about as far from a light weapon as it can get.)

    But the image of this thing makes me grin.


    Edit: Another idea! Contracting Rope lined with Ion Tape. Use the Ion Tape to adhere Grenades to the Contracting Rope in such a way that the Grenades are primed when the Rope Contracts.
    Use a Lighter to activate the Contracting Rope and viola! A pull cord for the Grenades!

    Edit Again: Hmm, Sky Mines have abysmal rules. Not nearly enough details. That said, I wonder if comparing their damage value to Balloon Traps could give us a size comparison. Comparing them to Wind Platforms could give us an idea of how much and how fast they lift too.
    Last edited by unseenmage; 2016-10-21 at 03:00 AM.

  9. - Top - End - #9
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    So, Contracting Rope + Ion Tape is really cool.
    So cool it could be used to break action economy.

    Had the idea to use it to set off tech grenades. Conservatively, it'd take 1 ft. of length to perform one action on the grenade plus one foot of length just to have the grenade on the strand.

    Twist the top and push the button (a thumbsized bead of Ion Tape attached just so should do the trick) and be attached to the contraption so three feet of ropetape per grenade.

    That's a LOT of grenades. And a LOT of d6 of damage.

    GM says no ropetape-rocket-tag for us. Not unless we want them getting creative too (trust me, we don't). Our only recourse is to default to the custom spell tables for appropriate damage per level. But since the wealth by level tables don't agree it irks me to use such a baldfaced fiat.
    It's appropriate, it just irks my creative muse is all.

    So, on to the next idea.

    Now what doesn't irk me is using the custom spell tables to set the damage value for a grenade-mine tech item of some sort as pricing new tech is supposed to be priced like magic items.

    So, a grenade-mine custom tech item that uses Contracting Rope, Ion Tape, and tech Grenades as inspiration would seem to be the next step.

    Should be fun times.

  10. - Top - End - #10
    Orc in the Playground
     
    DrowGuy

    Join Date
    Oct 2015
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Reminds me of a idea i had in 4e shadowrun to use Juryrigger to tape together 4 'flashbang' grenades, put a shoelace through the pins to pull all of them at once, and throw the resulting monstrosity as far as I could. Never actually did it, though.

  11. - Top - End - #11
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    The weird thing is, magic does the same job more straightforwardly.

    Unseen Servant could easily carry and activate a grenade.

    And Animate Objects could have a whole clutch of grenades roll over and activate themselves!

    Heck the Grenade Launcher activates grenades as it fires them.


    The ropetape idea just allows anyone who wants to to deal more damage than permissable in a short amount of time.
    Last edited by unseenmage; 2016-10-23 at 01:39 PM.

  12. - Top - End - #12
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Sky Mines... whew do they need reworked. GM is giving them a 'Ref for half damage', like they ought to have. There's still the matter of their speed, both ascent and descent.
    Wind Platforms give us descent speeds. Buoyant Balloons give us ascent speeds. Between the three I think a workable set of rules is cobble-together-able.

    Spoiler: Reworked Skymine
    Show


    Sky Mine*
    Source Castles of the Inner Sea pg. 40, Ultimate Equipment pg. 103, Dragonslayer's Handbook pg. 27
    Price 1,000 gp; Weight 500 lbs.
    Category Tools
    Description
    The dwarves of Highhelm fill these 20-foot-diameter cloth balloons with a secret and highly flammable gas (included in the price) and then release them into the sky over their enemies. To transform the balloons into decoys, dwarven siege warriors place dummies (Sentry Mannequins perhaps?) in cargo baskets beneath the balloons to look like balloonist scouts or snipers.

    Whoever releases the balloon can attempt a DC 15 Profession (driver), Knowledge (nature), or Wisdom check; if the check is successful, the balloon can be guided out to a maximum range of 300 feet, a far enough distance for archers to safely shoot the balloon with flaming arrows, causing it to explode in a devastating ball of fire. A detonated sky mine creates a 50-foot-radius burst of flame that deals 10d6 points of fire damage to anything in the area; affected creatures get a Reflex save DC 15 for half damage.

    Ascent
    This barrel-sized alchemically treated bundle of animal bladder is tightly sealed around a smaller wooden grip. By giving the handle a sharp twist you break a tiny glass ampoules just inside the bladder, filling the bag with buoyant gas and causing it to swell into a 20-foot-diameter sphere. Inflating the balloon is a move action. Once filled, the balloon floats upward at a speed of 60 feet per round. Though carrying more than half its carrying capacity reduces its speed to 30 feet per round.

    Multiple balloons attached to a single object add their carrying capacities together when determining how much weight they can lift. If a balloon is not held or bound in place in some manner, it continues to rise until it reaches a height of 600 feet, or until 10 minutes have passed, after which it pops or deflates and is destroyed.

    Descent
    The basket of a Sky Mine can hold as many as 4 Medium creatures. Its platform cannot withstand a carried weight of more than 900 lbs.

    A Sky Mine has AC 4, harness 5, and 250 hp, and takes double damage from acid and fire attacks. When reduced to half its total hit points (125 hp) the platform begins to descend at a rate of 20 ft. per round. When reduced to one-quarter its total hit points (62 hp), the rate of descent increases to 60 ft. per round. When destroyed, all creatures and items on the wind platform simply fall as normal.

    *Modified to use Buoyant Balloon ascent speeds and Wind Platform descent speeds.


    There, that should work. The AC should probably go up as the Sky Mine is a size category or two smaller than the Wind Platform. That said it's supposed to be able to be destroyed by a single flaming arrow so the hp should probably go down some.

    From what I can tell the cost for a tether or rope to keep any of these unpowered balloon devices from just floating up and popping is not included in their price.
    Perhaps Contracting Rope could be used as a straightforward method of lowering these things.
    Last edited by unseenmage; 2016-10-24 at 05:24 AM.

  13. - Top - End - #13
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Here are some of the item combinations I've been itching to see.

    Spoiler: Superior Autograpnel
    Show


    Superior Autograpnel
    (Autograpnel + Flight Grapnel + Marlinspike + Roperunner)
    Source Technology Guide pg. 21, Ranged Tactics Toolbox pg. 20, Advanced Class Guide pg. 204
    Statistics
    Cost 4,302 gp
    Type two-handed ranged; Proficiency exotic (firearms); Weight 21 lbs.
    Damage 1d6+6 (small), 1d8+6 (medium); Damage Type P; Critical x3
    Range 30 ft.; Capacity 20; Usage 1 charge
    Description
    A superior autograpnel looks like a rifle with a small adamantine spike protruding from its barrel. When fired, a superior autograpnel launches the spike with a muffled bang. The spike trails an incredibly strong and thin metal cable behind it. An instant after the spike punches into a solid target, tiny spurs lance out of it, anchoring the spike in place. A superior autograpnel’s cord is long enough to allow the grapnel to reach its maximum range of 300 feet, and the internal retraction motors are strong enough to hold up to 500 pounds of weight. If the grapnel misses its target, it can be rewound into the gun as a standard action; reattaching the grapnel to the gun barrel is a move action.

    A superior autograpnel strikes with an effective Strength score of 22 for the purposes of determining damage. If it strikes a creature, it remains lodged in the target and connected to the rifle and its wielder by the metal cord. This cord has AC 12, hardness 10, and 20 hp. A successful DC 32 Strength check is required to snap the cord. If the wielder retracts the cord while it’s attached to a creature, the superior autograpnel attempts a pull combat maneuver check with a CMB of +16. If used against objects, a superior autograpnel can pull an item that weighs 25 pounds or less back to the user as a full-round action, or it can pull a heavier object that weighs no more than 100 pounds back to the user at a speed of 20 feet.

    When attached to a solid object, the gun’s retraction rate can be set to maintain a taut line while the gun is attached to a harness worn to aid climbing checks.

    The superior autograpnel is equipped with a polished glaucite metal marlinspike that can aid you in performing a variety of rope work, including tying and untying knots, untangling things, splicing rope, or tensioning ropes. A typical marlinspike is somewhere between 6 inches to a foot in length, has a slender and almost needle-like taper, and is blunted at both ends. A smaller marlinspike would hang from the superior autograpnel on a lanyard while a larger marlinspike is kept in a sheath under the barrel. A superior autograpnel's marlinspike grants you a +2 circumstance bonus on Skill checks involving the use of a rope.

    You can place the Superior Autograpnel onto a taut section of a rope connecting a high point to a lower one, allowing you to slide down the length of the rope with ease. Using the superior autograpnel as a roperunner requires only one hand, leaving the other hand free during the descent. Attaching the superior autograpnel as a roperunner to a rope is a move action. Beginning the descent is a swift action. You slide down the rope at a rate of 60 feet per round. This requires no action on your part, but you must move along the length of the rope in the downward direction. Retrieving the superior autograpnel when it is being used as a roperunner once you have come to a stop at the end of the rope is a move action. You can let go of the superior autograpnel as a free action.

    Construction
    Craft DC 20; Cost 2,156 gp
    Craft Technological Arms and Armor, military lab

    Notes The Marlinspike might not be able to be used with the wire the autograpnel fires.
    The flight grapnel seems like it is using 12 of its available 9 BP. Which is weird. Either being a tech weapon bought it some extra points (definitely possible) or that it is a ranged weapon using thrown range increments did.
    Either way I'll have to find something for it to give up in exchange for the added range I want it to gain from incorporating the Flight Grapnel.


    Spoiler: Superior Flask Launcher
    Show


    Superior Flask Launcher
    (Flask Launcher + Bombchucker + Tossglove)
    Source Black Markets pg. 20, Monster Codex pg. 117, Goblins of Golarion pg. 12
    Price 336 gp; Weight 13 lbs.
    Category Adventuring Gear, Tools
    Description

    This crossbow-style device is modified to throw splash weapons or contact poisons rather than firing bolts. It has a secondary configuration which allows it to fire an insect, snake, or other tiny creature that would otherwise bite the thrower. Its trigger connects to a long spool of wire, which can be strung across one or two 5-foot squares within 20 feet. Once set, the flask launcher can be loaded with a thrown splash weapon or vial of contact poison (which must be purchased separately) or tiny creature. The flask launcher fires automatically at the first Tiny or larger creature that disturbs its tripwire. Alchemist bombs cannot be fired by a flask launcher.

    An unconscious or bound tiny creature would simply deal damage as an improvised weapon of its size. An unrestrained creature escapes the superior flask launcher the round after it is loaded if not fired first. Firing a mindless creature or creature of animal intelligence automatically makes its attitude hostile unless some other effect prevents such a change in attitude.

    The superior flask launcher incorporates a bombchucker, a curved wicker basket that would normally be worn like a glove over one hand. The basket extends approximately 2 feet in a steady curve, allowing the superior flask launcher to launch a thrown splash weapon at incredible speeds and over long distances. Using a bombchucker increases the range increment of any thrown splash weapon by 10 feet (already included above).

    The superior flask launcher also incorporates a tossglove; A tossglove is a hefty leather and metal glove made for holding and throwing an insect, snake, or other tiny creature that would otherwise bite the thrower. Those who don’t use a tossglove when attempting to sling such creatures provoke an attack of opportunity from the animal they attempt to throw or stash. The glove has overlapping plates that cover the goblin’s arm up to the elbow. It’s a full-round action to put on or take off a tossglove, and while it’s worn, that hand can’t be used to perform acts of fine manipulation (such as making a Disable Device check or firing an arrow). The gloved hand can still wield a melee weapon.

    The superior flask launcher isn’t designed to be used as a ranged weapon; treat it as an improvised weapon with a 20-foot range increment. Reloading the launcher is a full-round action that requires two hands and provokes an attack of opportunity.

    This can be crafted with a DC 25 Craft (traps) check.
    Flask Launcher Trap
    Type mechanical; Perception DC 15; Disable Device DC 15
    Effects
    Trigger touch; Reset manual
    Effect Atk +5 ranged touch (effects vary by payload)

    Notes Doesn't work as I'd hoped as I'd hoped to use this to toss Tanglefoot Bags.
    Would prefer if incorporating the tossglove conferred some ability, or even a bonus, for this thing to toss vermin.



    Spoiler: Key-Wound Sentry Mannequin
    Show


    Key-Wound Sentry Mannequin
    (Sentry Mannequin + Key-Wound Rattler)
    Source Ultimate Equipment pg. 57, Dungeoneer's Handbook pg. 24
    Price 1,080 gp; Weight 110 lbs.
    Category Adventuring Gear
    Description
    After 5 minutes of assembly and coverage with the included loose hood and baggy clothing, this wooden frame looks like a vigilant humanoid figure. Creatures more than 30 feet distant from it must succeed at a DC 10 Perception check in order to realize it is not someone standing watch.

    As a standard action that provokes attacks of opportunity, a character can wind the key on this 5-foot-tall clockwork enough to power it until the end of her next turn. For every additional standard action spent winding it, the key-wound sentry mannequin is powered for another round, to a maximum of 10 total rounds. The mechanism ticks softly while being wound and unwinding (Perception DC 15 to hear).

    When a character removes the key (a swift action) until the key-wound sentry mannequin winds down, at the start of each of that character’s turn, the key-wound sentry mannequin stumbles 20 feet in a straight line, looking up every few seconds to extend its arms and stomp threateningly (Perception DC 0 to hear). Anyone who sees it from farther than 30 feet away must succeed at a DC 10 Perception check to realize it is not an actual person. The key-wound sentry mannequin can neither see nor hear. If it runs into an unyielding surface, it bumps around until it feels an open path, rotating first to the right and then to the left before going back the way it came. If it bumps into anything that is neither hard nor still, it attacks with its fist (+5 attack, 1d3 nonlethal damage) until the obstacle moves away. While moving, a key-wound sentry mannequin’s AC is 12 and it provokes attacks of opportunity as normal. At the end of the turn in which it winds down, it slumps over as if to sleep. A key-wound sentry mannequin has hardness 10 and 10 hit points. It is not a creature, and does not threaten spaces or act except as described above.

    Notes This one's fun and was super easy.
    Hit points seem super low but I guess that's to simulate the delicacy of the clockwork components.




    Spoiler: Autosniping Grenade Launcher
    Show


    Autosniping Grenade Launcher
    (Grenade Launcher + Autosniper Trap)
    Source Technology Guide pg. 21, Black Markets pg. 20
    Statistics
    Cost 8,750 gp
    Type two-handed ranged; Proficiency exotic (heavy weaponry); Weight 10 lbs.
    Damage Varies (small), Varies (medium); Damage Type Varies; Critical
    Range 100 ft.; Capacity 20 (5 grenades); Usage 1 grenade and 1 charge
    Description
    An autosniping grenade launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder’s next turn. A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. An autosniping grenade launcher can hold up to 5 grenades at a time. Loading a single grenade into a grenade launcher is a move action.

    The autosniping grenade launcher is constructed with a framework consisting of a small tripod, a spool of wire, and a series of levels. As part of the action to set up the trap, the framework is attached to the grenade launcher and its wire strung across one or two 5-foot squares within 10 feet. Once set, the autosniper fires the attached grenade launcher automatically at the first Tiny or larger creature that disturbs its tripwire. An autosniping grenade launcher cannot reload itself.

    The general bulkiness of an autosniper’s framework imposes a –2 penalty on any attempts to use its attached grenade launcher as a ranged weapon when the autosniper attachment is deployed. An autosniper can be folded back into place and out of the way of the grenade launcher's normal operation with 1 minute of work.

    This trap cannot be crafted with a Craft (traps) check.
    Autosniper Trap
    Type mechanical; Perception DC 15; Disable Device DC 15
    Effects
    Trigger touch; Reset manual
    Effect Atk +5 ranged (damage varies by grenade)

    Construction
    Craft DC 28; Cost 4,375 gp
    Craft Technological Arms and Armor, military lab

    Notes Supposed to be grenade launcher that can be temporarily set up as a grenade-autosniper, however if I'm reading things right it winds up being a grenade launcher that you can prop a crossbow on top of. Much less cool.

    Crossbow has a clip of 1 bolt, grenade launcher has a clip of five grenades. Should the tripwire be able to fire the grenade launcher up to 5 times? What about repeating crossbows in regular autosnipers?

    Autosniper firing distance means the attached grenade launcher could well be destroyed by the blast of the grenade(s) it fires.



    Another idea would be to work some of these up as tech item attachment modules for any tech weapon. Esp. as adding gp and weight is all it takes. Could also limit each tech weapon to having a certain number of attachments. Either limited to 1 or 2 or limited to no more than half the weapon's weight in attachments or something. The Spotlight and Autosniper both I could easily see being modular and attachable to whatever tech weapon one had handy.

    And now for some fun; because they were mentioned in the thread and they amuse me.
    Spoiler: Chainsaw Chucks
    Show


    Chainsaw Sansetsukon
    (Chainsaw + Sansetsukon)
    Source Technology Guide pg. 21, Ultimate Equipment pg. 19, Ultimate Combat pg. 1
    Statistics
    Cost 5,424 gp
    Type two-handed melee; Proficiency exotic; Weight 26 lbs.
    Damage 1d12/1d12 (small), 3d6/3d6 (medium); Damage Type S; Critical 18-20/x2; Special blocking, disarm, double, monk
    Range —; Capacity 10/10; Usage 2 charge/hour
    Description
    Also called a shredding three-section staff, this weapon is divided into three 2-footlong segments chained together, allowing the wielder greater flexibility than a normal staff or chainsaw and allowing the weapon to be swung rapidly to create a defensive block, wrap and catch weapons, or harness momentum via a whipping motion for powerful strikes.

    Each end of this variant three-section staff is a Numerian chainsaw. By skillfully batting the flat of the blade a wielder can usually prevent damage to themselves. Even so, this is a weapon favored by lunatics and creatures, like trolls, for whom limb loss is but a minor inconvenience.

    Each end must be charged separately. A wire through the center of the staff connected to a trigger device allows the wielder to keep both ends running simultaneously. Releasing the trigger turns off both ends simultaneously as well. It is a standard action to activate this trigger device in a way that activates both chainsaw ends. Neither the penalty to stealth nor the morale bonus to intimidate are increased by activating both ends at once.

    Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A Numerian chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razorsharp cutting links spins at blinding speed when the weapon is activated. It’s a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw’s blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a –10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks.

    Construction
    Craft DC 20; Cost 2,712 gp
    Craft Technological Arms and Armor, military lab

    Notes
    Technically I've incorporated the sansetsukon and not the nunchaku but the effect is largely the same.

    Simply added another chainsaw and incorporated the sansetsukon as though it were a tool.



    Spoiler: Chainsaw Laser Rifle
    Show


    Chainsaw Laser Rifle
    (Chainsaw + Laser Rifle)
    Source Technology Guide pg. 21
    Statistics
    Cost 22,700 gp
    Type two-handed melee / two-handed ranged; Proficiency exotic; Weight 20 lbs.
    Damage 1d12/1d10 (small), 3d6/2d6 (medium); Damage Type S/F; Critical 18-20/x2 // x2; Special double
    Range —/150 ft.; Capacity 30; Usage 1 charge/hour // 1 charge/shot
    Description
    A combination of a laser rifle and a chainsaw, the chainsaw laser rifle can be used as both weapons. The chainsaw laser rifle is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the chainsaw component are considered broken.

    Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A Numerian chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razorsharp cutting links spins at blinding speed when the weapon is activated. It’s a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw’s blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a –10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks.

    A chainsaw laser rifle emits a beam of intensely focused light capable of burning anything it strikes. A laser attack can pass through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects like glass or other transparent barriers do not provide cover from lasers—but unlike force barriers, a transparent physical barrier still takes damage from a laser passing through it. Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment, and though a laser consists of highly focused light, it does not provide any illumination.

    Construction
    Craft DC 27; Cost 11,350 gp
    Craft Technological Arms and Armor, military lab

    Notes
    This is a chainsaw added to a laser rifle. More seriously, I cribbed off the Dagger Pistol for how this thing functions.

    Last edited by unseenmage; 2020-08-28 at 08:24 PM.

  14. - Top - End - #14
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Grenades!
    Thrown items in PF would seem to kinda suck and grenades are no exception seeing as they give your opponent the chance to throw them back at you before they go off.

    Using my Ion Tape + Contracting Rope idea above turned out to be a bust BUT combining a grenade with a Tanglefoot Bag works out splendidly. That said, if I'm going to design an Ion Tape + Contracting Rope grenade triggering mechanism whose damage scales properly by level I'm gonna want more grenade options. Especially if my character is going to eventually shell out for a tricked out Grenade Launcher.

    So here I'll list a lot of thrown weapons I'd like to see Grenade versions of including cool Wondrous Items (pricing these is easy as tech is priced like magic), cool alchemical items (Tanglefoot Bag Grenade sounds amazing!), and some other stuff if I feel particularly creative.

    For lack of other options I'm going to default to the Creating New Weapons rules for most of this keeping in mind the weights of my custom Grenades will remain static. (Hmm, perhaps I could simulate the increased weight of a normal combined item by limiting the range on combined item grenades...)





    Okay, next I go through and reprice/refluff/rebuild these as one-use, thrown, technology items. Should be fun. A lot of the more versatile items are gonna lose a bunch of special abilities but I'm okay with that. I'll try to retain as much of the original item as possible though.
    Last edited by unseenmage; 2016-10-28 at 12:39 PM.

  15. - Top - End - #15
    Troll in the Playground
    Join Date
    Dec 2013
    Location
    turkey
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Quote Originally Posted by unseenmage View Post
    Here are some of the item combinations I've been itching to see.




    Spoiler: Autosniping Grenade Launcher
    Show


    Autosniping Grenade Launcher
    (Grenade Launcher + Autosniper Trap)
    Source Technology Guide pg. 21, Black Markets pg. 20
    Statistics
    Cost 8,750 gp
    Type two-handed ranged; Proficiency exotic (heavy weaponry); Weight 10 lbs.
    Damage Varies (small), Varies (medium); Damage Type Varies; Critical
    Range 100 ft.; Capacity 20 (5 grenades); Usage 1 grenade and 1 charge
    Description
    An autosniping grenade launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder’s next turn. A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. An autosniping grenade launcher can hold up to 5 grenades at a time. Loading a single grenade into a grenade launcher is a move action.

    The autosniping grenade launcher is constructed with a framework consisting of a small tripod, a spool of wire, and a series of levels. As part of the action to set up the trap, the framework is attached to the grenade launcher and its wire strung across one or two 5-foot squares within 10 feet. Once set, the autosniper fires the attached grenade launcher automatically at the first Tiny or larger creature that disturbs its tripwire. An autosniping grenade launcher cannot reload itself.

    The general bulkiness of an autosniper’s framework imposes a –2 penalty on any attempts to use its attached grenade launcher as a ranged weapon when the autosniper attachment is deployed. An autosniper can be folded back into place and out of the way of the grenade launcher's normal operation with 1 minute of work.

    This trap cannot be crafted with a Craft (traps) check.
    Autosniper Trap
    Type mechanical; Perception DC 15; Disable Device DC 15
    Effects
    Trigger touch; Reset manual
    Effect Atk +5 ranged (damage varies by grenade)

    Construction
    Craft DC 28; Cost 4,375 gp
    Craft Technological Arms and Armor, military lab

    Notes Supposed to be grenade launcher that can be temporarily set up as a grenade-autosniper, however if I'm reading things right it winds up being a grenade launcher that you can prop a crossbow on top of. Much less cool.

    Crossbow has a clip of 1 bolt, grenade launcher has a clip of five grenades. Should the tripwire be able to fire the grenade launcher up to 5 times? What about repeating crossbows in regular autosnipers?

    Autosniper firing distance means the attached grenade launcher could well be destroyed by the blast of the grenade(s) it fires.


    just pop auuto-loader magazine from steel forge and you are done mate

  16. - Top - End - #16
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    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.

  17. - Top - End - #17
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Whelp, that post was to big. Here's some Custom Grenades of Wondrous Items Part II

    Spoiler: Tech Grenades of Interesting Magic Items
    Show



    Decanter of Endless Water Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 290, PRPG Core Rulebook pg. 1
    Price 9,000 gp
    Description
    This grenade contains a miniaturized chemical distillery capable of converting microscopic volumes of air into massive quantities of water. This process makes the air surrounding the detonation of one of these grenades to take on a bitter acrid taste for weeks or even months afterward regardless of how often fresh air flows through the area.

    Upon detonation, an amount of fresh or salt water pours out. Several dials determine the type of water as well as the volume and velocity and duration the device will operate. Adjusting the dials is a free action as part of priming the grenade.

    “1-10” how many rounds the device will continue to produce water.

    “Salt” produces saltwater.
    “Fresh” produces freshwater.

    “Stream” pours out 1 gallon per round.
    “Fountain” produces a 5-foot-long stream at 5 gallons per round.
    “Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.

    The geyser effect exerts considerable pressure, causing the grenade to ricochet about its blast radius and requiring creatures in the blast radius to make a DC 12 Strength check to avoid being knocked prone each each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to each creature that is subjected to it as it sprays wildly about the area. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4.

    After its rounds of producing water are at an end the device burns out and disintegrates.
    Construction
    Craft DC 20; Cost 4,500 gp
    Notes
    Added some tech speak. Reusable became 1 use. Single target became multiple.
    Looking at the Designing a Spell charts it looks like the max damage dice for a multi target spell of 4th level (same level as Control Water, the spell this item is based on) is 10. And since this thing is doling out 1 die of damage per round I capped it at 10 rounds.


    Displacing Stone Grenade
    Source Technology Guide pg. 46, Kobolds of Golarion pg. 30
    Price 1,290 gp
    Description
    Upon detonation, this pulsing white grenade creates an instantaneous spread of reverse gravity, which clears a 20-foot-diameter sphere of any loose stone or earth. The displacing stone grenade then holds the affected stone or earth in place, keeping a collapsed tunnel or chamber clear for 1 minute. Once the duration ends, the loose earth collapses if it’s not supported. Displacing stone grenades don’t affect living creatures.

    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 645 gp
    Craft Technological Arms and Armor, graviton lab
    Notes
    5 foot became 20 foot. Included cave-in collapse info.


    Flask of Ebon Flame Grenade
    Source Technology Guide pg. 46, Pathfinder #22: The End of Eternity pg. 38
    Aura faint transmutation; CL 5th
    Price 1,500 gp
    Description
    This grenade smokes with an odorless black cryogenic flame-like mist when detonated called an ebon flame, a strange sort of fire that is hostile to normal fire; Both the grenade and the fire are cool to the touch even in hot environs.

    When detonated, the grenade creates a 20-footradius spread of black fire. This blast of ebon flame extinguishes all natural fires and dispels magical fire (dispel check 1d20+5) in the area, including magic items that have fire effects (such as a flametongue sword or a necklace of fireballs), although items dispelled merely cease to function for 1d4 rounds.

    The ebon flame can cure damage caused by fire— each creature in the blast is healed 5d6 points of damage caused by fire effects. Each with the fire subtype inside the area of the blast takes 5d6 points of damage and is stunned for 1 round—a successful DC 15 Fortitude save halves the damage and negates the stun effect.

    Ebon flame is unstable, and when combined in doses larger than a single use, or when not stored in a specially prepared receptacle, it dissipates harmlessly in a cloud of faint black smoke. Overlapping areas of ebon flame do not stack their effects.
    Construction
    Craft DC 20; Cost 750 gp
    Craft Technological Arms and Armor, Craft Wondrous Item, false life or cure moderate wounds, resist energy or quench, military lab
    Notes
    Burst became spread and it now targets all the fire subtype creatures in its area. Also added some technobabble, but not much. As it affects magical flame I made it a Hybrid item.


    Ice Floe Elixer Grenade
    Source Technology Guide pg. 46, Pathfinder #67: The Snows of Summer pg. 60
    Aura moderate transmutation; CL 6th
    Price 2,250 gp
    Description
    This chilled grenade is decorated with an image in a small glass vial coated in ice and filled with a pale blue liquid.

    Alternatively, instead of detonating the ice floe elixir grenade, one end of the grenade can be unscrewed and the blue liquid imbibed ruining the grenade; Imbibing the elixir grants the drinker cold resistance 10 and the ability to merge with solid ice in the same fashion as meld into stone. These effects last for 1 hour.

    Detonating the grenade releases a cold, glowing vapor that coalesces around all living creatures within 20 feet. Creatures covered with the cloying vapor take a –20 penalty on Stealth checks and do not benefit from blur, displacement, invisibility, or similar effects for as long as they stay in the affected area. The vapor also reveals figments, mirror images, and projected images in the area for what they really are. This effect lasts for 5 rounds before the vapor dissipates. This effect does not function in any environment already affected by fog, mist, or cloud-like effects.
    Construction
    Craft DC 20; Cost 1,125 gp
    Craft Technological Arms and Armor, Craft Wondrous Item, faerie fire, meld into stone, resist energy, military lab
    Notes
    Don't think there's any getting around the magical-ness of this one either. Not without A LOT of technobabble. So it's just gonna be another Hybrid. Suspect this section will have a lot of these.
    Lost 10 feet of radius. Non-damaging too so price didn't change.


    Instant Fortress Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 305, PRPG Core Rulebook pg. 1
    Price 36,000 gp
    Description
    This blocky grenade contains several miniaturized matter converters and programmed blueprints. When it detonates these micro-manufacturing facilities harvest material first from the substance of the grenade itself, then from the ground beneath the fortress converting unattended earth and stone and metal and ore into the substance of the tower itself.

    When this dense grenade detonates its thick metal casing grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenelated battlement atop it. The glaucite metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door equipped with an energy dampener and voice recognition device that opens only at the command word verbally input into the grenade when it is primed—even knock spells can’t open the door.

    The glaucite walls of an instant fortress grenade have 100 hit points and hardness 15. The fortress cannot be repaired as its matter was so hastily assembled broken and damaged portions simply crumble to dust.

    The fortress springs up in just 1 round, with the door facing whoever primed the device. The door opens and closes instantly at their verbal command. Creatures within 20 feet of the grenade's detonation must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 halves).
    Construction
    Craft DC 20; Cost 18,000 gp
    Notes
    Reusable becomes single-use. 20 foot square fortress into a 20 foot spread grenade area. No change there. Vertical area is bigger but that's less relevant. Changed adamantine to glaucite skymetal because technology. Tried to pull all the magic out of this one. Price adjusted ad hoc.


    Iron Flask Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 306, PRPG Core Rulebook pg. 1
    Price 170,000 gp
    Description
    These special grenades are typically inlaid with runes of silver, bearing a seal engraved with sigils, glyphs, and special symbols. When the grenade detonates empty, it can force any creatures in its blast radius which are from another plane into the container, provided that creature fails a DC 19 Will save. Detonating the grenade again frees the captured creature or creatures.

    The grenade is equipped with many miniaturized devices that can alter the mind of the trapped creature allowing some modicum of control over it. Hypnosis, para-psycho-manipulation, pharmaceuticals, and more are brought to bear as the grenade's designers had to prepare the device for every type of unimaginable alien mind.

    If the individual freeing the captured creature or creatures speaks the command word, the brainwashed creatures can be forced to serve for 1 hour. If freed without the command word, a creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) A purchased bottle is empty, but a newly discovered bottle might contain any one of the following:

    Spoiler: d% Contents
    Show
    d% Contents
    01–50 Empty
    51–54 Large air elemental
    55–58 Invisible stalker
    59–62 Large earth elemental
    63–66 Xorn
    67–70 Large fire elemental
    71–74 Salamander
    75–78 Large water elemental
    79–82 Xill
    83–85 Yeth hound
    86 Demon (shadow)
    87 Demon (vrock)
    88 Demon (hezrou)
    89 Demon (glabrezu)
    90 Demon (succubus)
    91 Devil (osyluth)
    92 Devil (barbazu)
    93 Devil (erinyes)
    94 Devil (cornugon)
    95 Agathion (avoral)
    96 Azata (ghaele)
    97 Archon (trumpet)
    98 Rakshasa
    99 Demon (balor)
    100 Devil (pit fiend)

    Construction
    Craft DC 20; Cost 85,000 gp
    Notes
    Single target becomes many. Reusable becomes single use. 60 foot range became 20 foot spread.


    Jar of Haunt Siphoning Grenade
    Source Technology Guide pg. 46, Haunted Heroes Handbook pg. 31
    Aura miderate necromancy; CL 6th
    Price 2,080 gp
    Description
    This grenade of transparent hardened glass is bound with gold ribbons.

    When the grenade is detonated, the ribbon glows as it unleashes a burst of positive energy that deals 3d6 points of positive energy damage to all manifested haunts within 20 feet. If this deals enough damage to a haunt to reduce the haunt’s hit points to 0, the haunt is neutralized as it dissolves into a violet mist that then drains into the grenade. This transfers the haunt's energy to the grenade so that it now functions like a vial of alchemist’s fire, except it deals negative energy damage instead of fire damage. Using a violet mist infused grenade as a variant alchemist's fire destroys the device.

    A haunt neutralized by a jar of haunt siphoning grenade takes a –5 penalty on its caster level check to manifest again after its reset time passes.
    Construction
    Craft DC 20; Cost 1,040 gp
    Craft Technological Arms and Armor, Craft Wondrous Item, gentle repose, mass inflict light wounds, military lab
    Notes
    Don't know enough paranormal pseudoscience to technobabble this one so its just another Hybrid item. Lost 10 feet of range. Already targeted multiple. Reusable became single-use. Price reduced.


    Levitating Land Mine Grenade
    Source Technology Guide pg. 46, Kobolds of Golarion pg. 31
    Price 750 gp
    Description
    When this grenade detonates it unfolds into the shape of a steel disk, this steel disc burrows 3 inches into the ground. To find it, a character with the trapfinding ability must succeed at a DC 25 Perception check.

    Once the mine is set, any creature that steps into its square must succeed at a DC 14 Will save or the mine levitates the creature 5 inches above the ground. A levitated creature can attack but not move, is denied its Dexterity bonus to AC, and takes a –4 penalty to CMD against bull rush, drag, and reposition combat maneuvers. Flying creatures are immune. The creature can attempt a new save each round to end the effect. The effect ends after 5 rounds, with a successful DC 25 Disable Device check, or with a successful saving throw. The land mine is destroyed when the effect ends.
    Construction
    Craft DC 20; Cost 375 gp
    Notes
    Made it deploy from range is all. No price change.


    Metalseeker Swarm Grenade
    Source Technology Guide pg. 46, People of the River pg. 28
    Price 1,830 gp
    Description
    This grenade is decorated with textured Numerian steel.

    When the grenade detonates, it disintegrates into a cloud of countless Fine flying constructs that resemble mechanical fireflies. These fireflies cluster and flutter about in a 20-foot-radius spread around the user, homing in on Tiny or larger masses of metal and illuminating them as though the objects emitted candlelight. The fireflies continue to highlight metal objects for 5 minutes before disintegrating.

    Creatures in the area wearing metal armor are illuminated as if by faerie fire. Creatures in the area wielding metal weapons are dazzled as long as they are within range of the mechanical fireflies and continue to wield the weapons.

    The mechanical fireflies glow different colors depending on the type of metal they touch, though the item bears no indication of which colors correspond to what metals, so the user must figure out the fireflies’ code to glean any useful information from it.
    Construction
    Craft DC 20; Cost 915 gp
    Notes
    60 foot radius spread became 20 foot. Reusable became single use. Price decreased.


    Orbicular Sac Grenade
    Source Technology Guide pg. 46, Magical Marketplace pg. 13
    Price 500 gp
    Description
    This grenade contains a pressurized foam that is nearly identical to spider webbing.

    When this grenade detonates it constructs a massive spider web in a square adjacent to the detonation point. The web is 5 feet thick and up to 20 feet wide and high. The spider web is nearly invisible; spotting it requires a successful DC 20 Perception check in bright light. This DC increases by 4 for every step below bright light in which the spider web is placed. This effect otherwise acts as the web spell (DC 13) except it is nonmagical.

    Alternatively, the user can enhance a web created by another orbicular sac grenade. Each additional sac increases the duration of the web by 30 minutes and the Reflex and grapple DCs by 2 (maximum increase of +10).
    Construction
    Craft DC 20; Cost 250 gp
    Notes
    Allowed it to be deployed from range as a grenade. No price change.


    Origami Swarm Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 314
    Price 300 gp
    Description
    This grenade is decorated with a stiff folded paper that vaguely resembles a hand-sized pest such as a beetle, spider, or cockroach. It is filled with a plasticized electrosensitive paper that can be preprogrammed to bend and fold, sometimes quite intricately.

    When the grenade detonates it bursts with hundreds of similar-sized duplicates of that same paper pest. These duplicates fill a 10-foot space and act as a rat swarm, except they have fire vulnerability, the construct type, and do not have the disease special ability. The paper creatures do not attack whoever primed the grenade, but are otherwise uncontrolled and attack anything nearby. After 5 rounds, the papers crumple and fall inert.
    Construction
    Craft DC 20; Cost 150 gp
    Notes
    Just allowed it to be activated from range and added some technobabble. No price change.


    Paralyzing Snare Grenade
    Source Technology Guide pg. 46, Kobolds of Golarion pg. 31
    Price 6,750 gp
    Description
    When the grenade detonates, it scatters 5-foot-diameter loops of wire across the blast radius that blend in with their surroundings. To find one, a character with the trapfinding ability must succeed at a DC 30 Perception check. Any creature that steps into the snare must succeed at a DC 26 Will save or become gravitically paralyzed, as the spell hold monster. This effect can be ended succeeding at a DC 30 Disable Device check, or succeeding at the Will save. The snare in that square disintegrates when the effect ends or after 10 rounds have passed.
    Construction
    Craft DC 20; Cost 3,375 gp
    Notes
    Removed command word activation. Allowed it to be deployed from range. Had it affect a grenade's 20' spread. Still single use. Price increased.


    Poison Popcushion Grenade
    Source Technology Guide pg. 46, Magical Marketplace pg. 13
    Price 2,100 gp
    Description
    This grenade is filled with a squishy, gel-filled sack is the size of a fist whose exterior is covered with countless tiny metal studs.

    When the grenade detonates it sends a spray of needles everywhere within a 20-foot radius spread and dealing 1d4+1 points of piercing damage to creatures caught in the area each round for 1d3 rounds. A successful DC 13 Reflex save halves this damage. Additionally, a poison popcushion grenade can be loaded with an injury poison before it is primed. Fully loading a poison popcushion grenade takes 6 doses of poison (not included in the price). In addition to dealing damage, a loaded poison popcushion grenade affects struck creatures with the poison stored within, though the Fortitude save DC to save against this poison is 4 lower than the poison’s usual DC.

    When primed and deployed somewhere within line of sight, a poison popcushion grenade can be targeted with a melee or ranged attack (hardness 2, AC 7). A successful attack causes the poison popcushion grenade to explode immediately rather than on the following round.
    Construction
    Craft DC 20; Cost 1,050 gp
    Notes
    10 foot radius becomes 20 foot spread. radius doubled and so doubled the required poison. Allowed it to be deployed from range. Price increased.


    Poltergeist Knot Grenade
    Source Technology Guide pg. 46, Daughters of Fury pg. 62
    Price 1,950 gp
    Description
    This grenade is decorated and filled with knotted, specially super magnetized, golden twine.

    When the grenade detonates it disperses balls of tangled twine across the blast radius. Then the twine unrolls and snakes out through the air toward all targets within 20 feet. Unless a target succeeds at a DC 13 Reflex save to avoid the poltergeist knot, at the twine’s touch, the bindings of any containers the target is carrying (packs, pouches, sheaths, quivers, and so on) come undone and all their contents are swept up in a electrically charged whirlwind, performing a madcap dance around the target’s head.

    Anyone can grab an item as it spins by succeeding at a steal combat maneuver (Pathfinder RPG Advanced Player’s Guide 322) against a CMD of 12. In addition, the spinning objects obstruct the target’s sight; other creatures gain concealment against attacks made by the target. The equipment moves with the victim, whirling around her head for 3 rounds before falling to the ground.

    A poltergeist knot affects laces and buckles only on exterior containers—bottles in a pouch or a bag of caltrops in a backpack, for example, are swept into the whirlwind but don’t spill their contents. The poltergeist knot works on inanimate objects, but can’t open locks. A creature who isn’t carrying a significant amount of gear may be immune to the poltergeist knot’s effect, at the GM’s discretion.

    Once used, the knots lose their charge and becomes 50 feet of tangled, mundane (if golden hued) twine.
    Construction
    Craft DC 20; Cost 975 gp
    Notes
    Single target became many. 50 foot reach became 20 foot spread. Price increased. Added some technobabble.


    Portable Pit Grenade
    Source Technology Guide pg. 46, Black Markets pg. 21
    Price 2,890 gp (Blunt pit), 5,410 gp (Spiked pit), 10,090 gp (Acid pit), 14,410 gp (Persistent pit), 16,210 gp (Hungry pit)
    Description
    Each variartion of the portable pit grenade contains a different kind of graviton beam emitter calibrated to a specific extradimensional pocket.

    When this grenade detonates it deploys a 10-foot-by-10-foot rolled cloth, which resembles a rug or sheet, centered on the point of detonation. The sheet changes to match the coloration of the surrounding ground.
    The next time a Small or larger creature walks over the portable pit, it transforms into an extradimensional chasm at least 20 feet deep. Creatures that trigger this effect and those adjacent to the portable pit when it transforms must succeed a DC 20 Reflex save or fall into the pit, taking damage and suffering additional effects (see below). The extradimensional pit persists for 1 minute before collapsing (harmlessly expelling any trapped creatures into an adjacent space).

    Creatures notice a concealed portable pit with a successful DC 20 Perception check. Those trapped within can attempt to climb out; the Climb DC for the pit’s smooth walls is 20.

    Acid Pit: Woven from green and yellow fabric, a portable acid pit drops victims 30 feet into a pool of boiling acid. The fall deals 2d6 points of damage and an additional 1d6 points of nonlethal damage, while the acid deals 2d6 points of acid damage every round. The film of slick acid coating the pit walls imposes a –10 circumstance penalty on Climb checks.

    Blunt Pit: Created in a spiraling weave of blue and brown wool, a portable blunt pit drops the victim 20 feet onto hard-packed earth, and the victim takes 2d6 points of damage from the fall.

    Hungry Pit: Spun from blood-red silk and studded with tiny teeth, a portable hungry pit transforms into a 40-foot-deep pit, dealing 4d6 points of damage to any victims who fall into it. Its ravenous walls then begin to grind like the stomach of a massive beast, dealing 4d6 points of bludgeoning damage every round to any creature in the pit. The convulsing walls impose a –15 circumstance penalty on Climb checks.

    Persistent Pit: This pit drops victims 20 feet, dealing 2d6 points of damage, and resumes its disguised form (expelling anyone trapped within) after 1 minute like other portable pits, but doesn’t become inert once triggered. A portable persistent pit continues to trigger whenever a new creature walks across it for the next 24 hours before becoming inert.

    Spiked Pit: A portable spiked pit is woven from cotton fibers and thorns. Once triggered, it drops victims 20 feet onto a bed of spikes. Each victim takes 2d6 points of damage from the fall, and lands on 1d4 spikes (Atk +10, 1d4+2 damage each).
    Construction
    Craft DC 20; Cost 5,050 gp (Acid pit), 1,450 gp (Blunt pit), 8,110 gp (Hungry pit), 7,210 gp (Persistent pit), 2,710 gp (Spiked pit)
    Craft Technological Arms and Armor, graviton lab
    Notes
    Reusable becomes single use. Added some technobabble. Allowed it to be deployed from range. No price change. Persistent pit changed to only last 24 hours.


    Rope of Entanglement Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 318, PRPG Core Rulebook pg. 1
    Price 63,000 gp
    Description
    When this grenade detonates it deploys specially electromagnetically charged rope across the blast radius, the ropes coils lash up to 20 feet forward or 10 feet upward to entangle victims. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.

    A rope of entanglement grenade's rope has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope magnetically repairs damage to itself at a rate of 1 point per 5 minutes, but if the rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
    Construction
    Craft DC 20; Cost 31,500 gp
    Notes
    Single target became many. Price increased. Added some technobabble.


    Rope of Knots Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 318
    Price 2,000 gp
    Description
    This grenade contains 100 feet of specially electromagnetized, chemically treated, temporarily miniaturized, psychoactive, knotted rope.

    When the grenade detonates the rope swells to normal size then snakes out and knots itself into a rope structure. The rope can tie itself into any structure which can be created out of 100 feet of rope. Mentally commanding the rope to take on a form is a move action but afterwards it will continue to follow that command to the best of its ability. The rope is mindless and is just reshaping to suit the desire of the creature that primed the grenade.

    Possible structures include (but are not limited to) a sturdy rope bridge up to 25 feet long, a 10-foot-square net or hammock, or a 40-foot-tall rope ladder. The rope takes up to 10 rounds to create a complex structure. The rope has hardness 1 and 20 hit points. It magnetically repairs damage to itself at a rate of 2 hit points every 10 minutes. When either destroyed or after 24 hours the rope disintegrates.
    Construction
    Craft DC 20; Cost 1,000 gp
    Notes
    Reusable became single use. Price decreased. Added a lot of technobabble.


    Sandstorm Dust Grenade
    Source Technology Guide pg. 46, Blood of the Elements pg. 30
    Price 27,000 gp
    Description
    This ornate grenade is decorated with dyed leather and contains a mixture of swirling electrostatic atmospheric energies and gritty magnetic dust.

    When the grenade detonates it blows a handful of sandstorm dust at each affected creature of size Large or smaller within the blast radius. If a target fails at a DC 19 Reflex save, the sandstorm dust catches on the creature and grows to the size of a small sandstorm.

    At the beginning of the target’s turn for the next 1d6+1 rounds, the creature is swept violently upward, thrown back to the ground, and then dropped in a random adjacent empty square, taking 1d6 points of damage from the impact. While the target lands on its feet each time, this does not prevent it from being dropped off a cliff or onto a dangerous patch of terrain. The affected creature can attempt to arrest itself as a move action with a successful DC 25 Acrobatics check or DC 19 Reflex save; success means that the creature is not flung into the air that round. If a creature succeeds at two consecutive Acrobatics checks or Reflex saves in this way, their sandstorm dissipates and the effect ends.
    Construction
    Craft DC 20; Cost 13,500 gp
    Notes
    Three uses becomes single-use. Single target becomes many. 10 foot range becomes 20 foot spread. Price increased.


    Scavenger's Stone Grenade
    Source Technology Guide pg. 46, Goblins of Golarion pg. 29
    Price 6,000 gp
    Description
    This jagged grenade is decorated with stone that emits a faint red glow when not in direct sunlight.

    When this grenade detonates it disperses specially magnetized stone-like miniature repair modules across the blast radius. These 'scavenger's stones' abrade damaged (but not destroyed) constructs and objects in the blast radius repairing 10d6 damage to each affected construct and immediately repairing objects to full functionality. Destroyed constructs are objects and as such the corpse will be repaired but not reanimated. Destroyed magic items can be repaired in this manner if their caster level is no higher than 3rd—more powerful destroyed magical items cannot be repaired by a scavenger’s stone.

    The scavenger's stones crumble to powder after use.
    Construction
    Craft DC 20; Cost 3,000 gp
    Notes
    Single target becomes many. 50 charges becomes 1. 50 charges at 10 charges per 10d6 heal/repair vs 1 charge per as many broken things/constructs one can fit into a 20 foot spread... Price increased.


    Seed of Fire Grenade
    Source Technology Guide pg. 46, Conquest of Bloodsworn Vale pg. 21
    Price 14,400 gp
    Description
    This grenade is decorated with a pair of red gemstones. A dial on the side of the grenade can be used to set the grenade to delay detonation; Adjusting the dial is a free action as part of priming the grenade if the delay desired is no more than 10 rounds. A quantum spring within the dial allows the user to adjust the delay almost indefinitely; Each consecutive minute spent adjusting the dial after the 10th round of delay will add another minute to the time the grenade delays before detonating. Any pause of more than 1 round will relax the quantum spring and prime the grenade.

    The round after this grenade is primed.it first becomes permanently stationary, just as an immovable rod, and begins to glow with flame. When the period of time expires, the grenade explodes, raining fire in its blast radius. This fire deals 18d6 points of fire damage to all creatures and structures in the area; DC 22 Reflex save halves this damage.
    Construction
    Craft DC 20; Cost 7,200 gp
    Notes
    Reusable becomes single use. 60 foot square becomes 20 foot spread. Damage considerable, price unchanged. Added immovable rod to simulate "perfectly stationary". What should the maximum period of time it can lay dormant be? Nevermind, technobabbled a pretty cool answer.


    Spartoi Seeds Grenade
    Source Technology Guide pg. 46, Pathfinder #28: The Infernal Syndrome pg. 89
    Aura strong conjuration; CL varies
    Price 3,300 gp
    Description
    This grenade is decorated with teeth stained by ash. The teeth themselves typically take the form of tiny dragon teeth, though some appear to come from a serpent, wolf, or human.

    When a tooth is cast upon the earth, a spartolos under the user's command erupts on the following round. The spartolos lasts for 1 hour or until destroyed. A spartolos’s equipment vanishes if its owner is destroyed or after an hour.

    When this grenade detonates it sows 2d4 spartoi seeds in empty squares within its blast radius.
    Construction
    Craft DC 20; Cost 1,650 gp
    Craft Technological Arms and Armor, Craft Wondrous Item, create undead, military lab
    Notes
    These were practically already a grenade. No price change. Made it a Hybrid item as the magic of it is fairly intrinsic.


    Trapmaker's Sack Grenade
    Source Technology Guide pg. 46, Advanced Race Guide pg. 1
    Price 6,660 gp
    Description
    This grenade is chocked full of hyper-miniaturized, psychoactive, animatronic knives, gears, picks, shovels, and arrows.
    When this grenade detonates, the creature who primed it can command the tools to create any mechanical trap of CR 4 or less (Core Rulebook 420–422), which appears at a designated spot within the blast radius. Commanding the tools is a free action.

    The bearer must make a Craft (traps) check with a DC equal to the normal DC for creating the trap. If successful, the trap instantly merges with the chosen area, exactly as if someone had actually built the trap in that spot. If the check fails, no trap appears. The tools can alter earth, stone, and wood to accommodate the trap without altering nearby terrain (including doors, pits, and so on). The tools disintegrate if the check is unsuccessful of when the trap to be crafted is complete.
    Construction
    Craft DC 20; Cost 3,330 gp
    Notes
    Reusable became single use. 50 foot range became 20 foot range. Price reduced.


    Trophy Box Grenade
    Source Technology Guide pg. 46, Magical Marketplace pg. 13
    Price 6,000 gp
    Description
    This grenade is decorated with clay. It houses an extradimensionally linked stasis module, gravimetric warp device, voice recognition system, and animal husbandry implant device. A trophy box grenade is used to trap and release beasts too dangerous to confront directly.

    When this grenade is detonated empty, the trap is rigged to trigger whenever a Medium or larger animal comes within 20 feet of the grenade. The target must succeed at a DC 17 Will save or be drawn into an extradimensional space within the grenade, where it is held in a state of suspended animation for up to 24 hours. A trophy box grenade can hold only one such victim at a time.

    When the grenade is detonated and its extradimensional space has an occupant, any animal trapped within the trophy box grenade appears adjacent to the grenade either immediately or when a Tiny or larger creature (other than the user) comes within 20 feet (user’s choice). A dial on the side of the grenade sets this preference; Adjusting this dial is a free action as part of priming the grenade.

    A creature within 20 feet that speaks the password (set when the grenade is first primed) does not trigger the grenade. If the user is within 50 feet of the released animal, they can control it for 1 minute after its release as the dominate animal spell. Otherwise, the released animal attacks the nearest creature for 1 minute, after which its normal instincts take over.
    Construction
    Craft DC 20; Cost 3,000 gp
    Craft Technological Arms and Armor, graviton lab
    Notes
    Heh, I can make a BEAR TRAP! Added some technobabble.
    Reusable becomes single use. Range unchanged. Price decreased.


    Void Pennant Grenade
    Source Technology Guide pg. 46, Ultimate Equipment pg. 324
    Price 4,600 gp
    Description
    This grenade is decorated with a stylized serpentine figure wearing a shimmering crown.

    When the grenade detonates it plants itself in the ground and generates an area of twisted space around the flag out to a range of 20 feet. Any creature that teleports into or out of this area is nauseated for 1 round (a DC 18 Fortitude save reduces this penalty to sickened). Any creature may end the effect by uprooting the grenade as a standard action. The grenade functions for 10 rounds.
    Construction
    Craft DC 20; Cost 2,300 gp
    Notes
    Reusable becomes single use. 30 foot range becomes 20 foot. Allowed it to be deployed from range. Price decreased.

    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 05:54 PM.

  18. - Top - End - #18
    Halfling in the Playground
     
    Griffon

    Join Date
    Jan 2015

    Default Re: PF - Combining Mundane Items

    Go on YouTube omega time and watch RWBY. I doubt it's what you had in mind but they combine objects like nobody's business.

  19. - Top - End - #19
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Tanglefoot Bags plus Grenades are a payload of fun. That said here's a Grenade Launcher combined with an Explosion Pocket that's been modified to dispense Tanglefoot Bags instead. Threw in the Tangleburn Bag variant too.

    Spoiler: Sticky Grenade Launchers
    Show


    Sticky Grenade Launchers
    (Grenade Launcher + Explosion Pocket + Tanglefoot Bags + Tangleburn Bag)
    Source Technology Guide pg. 21, Goblins of Golarion pg. 29, Alchemy Manual pg. 31, Ultimate Equipment pg. 107, PRPG Core Rulebook pg. 158
    Statistics
    Cost 12,000 gp (tanglefoot grenade launcher); 20,000 gp (tangleburn grenade launcher)
    Type two-handed ranged; Proficiency exotic (heavy weaponry); Weight 9 lbs.
    Damage Varies (small), Varies (medium); Damage Type Varies; Critical
    Range 100 ft.; Capacity 20 (5 grenades); Usage 1 grenade and 1 charge or 1 sticky grenade and 2 charges
    Description
    A grenade launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder’s next turn. A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. A grenade launcher can hold up to 5 grenades at a time. Loading a single grenade into a grenade launcher is a move action.

    A sticky grenade launcher acts as a grenade launcher except it requires an extra charge and an extra standard action to prime the launcher to fire a sticky grenade which acts like a tanglefoot bag or tangleburn bag respectively in addition to the grenade's effects.

    Tangleburn Grenade: This specially primed grenade includes tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist’s fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal.

    Tanglefoot Grenade: A tanglefoot grenade is specially primed with tar, resin, and other sticky substances. When a tanglefoot grenade detonates goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot grenade. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot grenade does not function underwater.

    A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

    Construction
    Craft DC 28 (tanglefoot grenade launcher) DC 30 (tangleburn grenade launcher); Cost 6,000 gp (tanglefoot grenade launcher); 10,000 gp (tangleburn grenade launcher)
    Craft Technological Arms and Armor, military lab


    And here we have some S.E.P. (Somebody Else's Problem) Grenades. Meant to make your enemies, well, somebody else's problem.
    Spoiler: S.E.P. Grenades
    Show


    S.E.P. Grenades
    Source Technology Guide pg. 46 (grenades), Occult Adventures pg. 157 (apport object), Champions of Purity pg. 29 (chains of light), Ultimate Magic pg. 1 (create demiplane), PRPG Core Rulebook pg. 269 (dimension door), Advanced Class Guide pg. 179 (dimensional bounce), PRPG Core Rulebook pg. 287 (gate), Ultimate Magic pg. 1, Pathfinder #14: Children of the Void pg. 54, Inner Sea World Guide pg. 295 (interplanetary teleport), PRPG Core Rulebook pg. 322 (plane shift), Ultimate Magic pg. 1 (shadow step), PRPG Core Rulebook pg. 341 (shadow walk), PRPG Core Rulebook pg. 358 (teleport), PRPG Core Rulebook pg. 359 (teleport, greater), Advanced Player's Guide pg. 1 (jester's jaunt), PRPG Core Rulebook (teleport object), Quests and Campaigns pg. 29 (teleport structure), Inner Sea World Guide pg. 296, Seekers of Secrets pg. 18 (teleport trap), PRPG Ultimate Intrigue (treacherous teleport), Ultimate Combat pg. 1 (walk through space)

    Price 600 gp (apport object), 6,600 gp (chains of light), 12,500 gp (create demiplane grenade), 40,000 gp (create demiplane, permanent grenade), 15,800 gp (create demiplane, greater grenade), 46,800 gp (create demiplane, greater, permanent grenade), 9,600 gp (create demiplane, lesser grenade), 33,600 gp (create demiplane, lesser, permanent grenade), 2,800 gp (dimension door grenade), 9,100 gp (dimensional bounce grenade), 25,300 gp plus varies (gate grenade), 15,300 gp (interplanetary teleport grenade), 2,100 gp (jester's jaunt), 9,100 gp (plane shift grenade), 2,800 gp (shadow step grenade), 6,600 gp (shadow walk grenade), 4,500 gp (teleport grenade), 9,100 gp (teleport, greater grenade), 9,100 gp (teleport object grenade), 6,650 gp (teleport structure grenade), 9,200 gp (teleport trap grenade), 22, 700 gp (teleport trap, permanent grenade), 16,300 gp (teleportation circle grenade), 47,300 gp (teleportation circle, permanent grenade), 6,600 gp (transport via plants grenade), 6,600 gp (treacherous teleport grenade), 9,100 gp (walk through space grenade)

    Slot none; Weight 1 lb.
    Capacity —; Usage disposable
    Description
    A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher (see page 24). Before being thrown by hand, the grenade must be primed with a quick twist of a dial at one end and then armed with a click of a button at the center of that dial. Priming and arming a grenade is a free action; a grenade launcher primes and arms all grenades it fires. The grenade detonates at the beginning of the wielder’s next turn, hopefully in the area targeted. When a grenade detonates, it damages all targets within a 20-footradius spread. A successful DC 15 Reflex save halves any damage dealt by a grenade.

    If a grenade's effect has a limited set of options these choices can usually be made by adjusting dials on the side of the grenade as a free action as part of priming the grenade; Newly discovered grenade's dial settings are determined randomly. 1
    If an effect obeys or excludes its creator it refers to the creature which primed the grenade; otherwise grenade effects do not discriminate between willing and unwilling targets.1
    If an effect requires a specific location, creature, or object then the grenade is usually prepared with a sample of such in advance or the grenade is designed to be detonated twice, once empty when it intakes a sample and again later on when it utilizes or releases said sample.1
    If an effect would normally be single-target it instead affects each subject within the grenade's blast radius. If an effect would normally extend beyond the grenade's blast radius it is instead limited to that blast radius. 1
    If an effect replicating a spell could be combined through multiple castings then the grenades can similarly be used and their effects combined but only if the same user primes the grenades whose effects are to be combined.1

    The type of damage dealt by grenades varies widely and depends upon the nature of the specific grenade. The different types of grenades and the damage types they deal (along with any additional effects their damage deals) are listed below. These S.E.P. grenade transportation effects transport their victims instead of their users.

    Apport Object Grenade: Transports small nonliving objects in the blast radius from one location to another within the blast radius, even inside containers, pockets, or even someone’s hand. DC 13 negates.

    Chains of Light Grenade: Wards the blast radius against extradimensional travel of any kind for 13 rounds; Victims are paralyzed and held in place but may attempt new saving throws each round. DC 19 negates.

    Create Demiplane Grenade: Creates a customized demiplane which contains targets for 15 days. (Multiple detonations of these grenades can be linked.) DC 22 negates.

    Create Demiplane, Permanent Grenade: Sends victims to a customized plane of existence. (Multiple detonations of these grenades can be linked.) DC 22 negates.

    Create Demiplane, Greater Grenade: Creates a highly customized demiplane which contains targets for 17 days. (Multiple detonations of these grenades can be linked.) DC 23 negates.

    Create Demiplane, Greater, Permanent Grenade: Sends victims to a customized plane of existence. (Multiple detonations of these grenades can be linked.) DC 23 negates.

    Create Demiplane, Lesser Grenade: Creates a slightly customized demiplane which contains targets for 13 days. (Multiple detonations of these grenades can be linked.) DC 20 negates.

    Create Demiplane, Lesser, Permanent Grenade: Sends victims to a customized plane of existence. (Multiple detonations of these grenades can be linked.) DC 20 negates.

    Dimension Door Grenade: Transports victims to any location within 680 feet of detonation; even an area occupied by a solid object. DC 16 negates.

    Dimensional Bounce Grenade: Transports victims each round to either of any two preprogrammed locations within 55 feet of detonation up to three times. DC 20 negates.

    Gate Grenade: Constructs a gateway through the planes that either drops victims into or calls a preprogrammed creature through. Calling on a creature can incur additional costs. DC 23 negates.

    Interplanetary Teleport Grenade: Teleports victims to another preprogrammed planet. DC 23 negates.

    Jester's Jaunt Grenade: Teleports targets to spaces you can see within the blast radius; The destination must be on solid ground, and a teleportation cannot end in a space that is by nature hazardous to a creature you are teleporting. DC 14 negates.

    Plane Shift Grenade: Sends victims to another preprogrammed plane of existence. DC 20 negates.

    Shadow Step Grenade: Transports victims from one shadowy location to another shadowy location within 170 feet of detonation. DC 16 negates.

    Shadow Walk Grenade: Sends victims to plane of shadow for 11 hours and transports them far further than they intend if they travel. DC 19 negates.

    Teleport Grenade: Teleports victims up to 900 miles to a preprogrammed location on the same plane. DC 19 negates.

    Teleport, Greater Grenade: Teleports victims up to any preprogrammed location on the same plane. DC 20 negates.

    Teleport Object Grenade: Teleports objects in the blast radius up to 1,300 miles to a preprogrammed location on same plane. DC 20 negates.

    Teleport Structure Grenade: Teleports an up to two lot, vacant building that you own to a preprogrammed location in the same settlement. DC 19 negates.

    Teleport Trap Grenade: Wards the blast radius against teleportation for 13 days redirecting teleports to a preprogrammed open space on a solid surface within that blast radius. (Multiple detonations of these grenades can be linked to cover a larger area, allowing teleported creatures to be directed to a single point within the combined area of the grenades.) DC 20 negates.

    Teleport Trap, Permanent Grenade: Wards the blast radius against teleportation redirecting teleports to a preprogrammed open space on a solid surface within that blast radius. (Multiple detonations of these grenades can be linked.) DC 20 negates.

    Teleportation Circle Grenade: Constructs a gateway for 170 minutes (almost 3 hours) that teleports creatures to a preprogrammed location on same plane. DC 23 negates.

    Teleportation Circle, Permanent Grenade: Constructs a permanent gateway that teleports creatures to a preprogrammed location on same plane. DC 23 negates.

    Transport Via Plants Grenade: Teleports victims to a preprogrammed plant on the same plane. DC 19 negates.

    Treacherous Teleport Grenade: Intentionally teleports victims to up to two preprogrammed locations within 1,100 miles on the same plane and/or automatically causes a dangerous teleportation mishap to occur. DC 19 negates.

    Walk Through Space Grenade: For 13 rounds as a move action user can teleport targets to spaces they can see within the blast radius. DC 20 negates.

    Construction
    Craft DC 20
    Cost 300 gp (apport object), 3,300 gp (chains of light grenade), 6,500 gp (create demiplane grenade), 30,250 gp (create demiplane, permanent grenade), 8,150 gp (create demiplane, greater grenade), 34,650 gp (create demiplane, greater, permanent grenade), 5,050 gp (create demiplane, lesser grenade), 25,300 gp (create demiplane, lesser, permanent grenade), 1,400 gp (dimension door grenade), 4,550 gp (dimensional bounce grenade), 17,650 gp plus varies (gate grenade), 7,650 gp (interplanetary teleport grenade), 1,050 gp (jester's jaunt), 4,550 gp (plane shift grenade), 1,400 gp (shadow step grenade), 3,300 gp (shadow walk grenade), 2,250 gp (teleport grenade), 4,550 gp (teleport, greater grenade), 4,550 gp (teleport object grenade), 3,350 gp (teleport structure grenade), 14,900 gp (teleport trap grenade), 8,150 gp (teleport trap, permanent grenade), 8,650 gp (teleportation circle grenade), 35,400 gp (teleportation circle, permanent grenade), 3,300 gp (transport via plants grenade), 3,300 gp (treacherous teleport grenade), 4,550 gp (walk through space grenade)
    Craft Technological Arms and Armor, graviton lab

    1These are houserules intended to lessen the amount of individual customization each spell-effect utilizing grenade requires.
    Last edited by unseenmage; 2016-11-04 at 07:22 AM.

  20. - Top - End - #20
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    You know what's just as much fun as Grenades? Mines! Which to my mind are basically just grenades that've been laid as traps.
    Edit: Was going to price every mine based on a grenade seperately but realized pricing mines by CR would make cause one to pay for the item twice, once as a one-use magic item and again as a one-use trap.

    Variable Mine Housing Price by CR
    Mine Price Formula: Cost: 1,000 gp × CR /2
    CR Formula: Perception DC 25 = CR +1; Disable Device DC 25 = CR +1; Save dependent varies (DC 15 or lower = –1, DC 16–20 = +0, DC 21–25 = +1, DC 26–29 = +2, DC 30 or higher = +3); +1 CR per 10 points of average damage x2 OR +1 CR per level of spell mimicked.
    -OR-
    (Scrapped because buying a grenade then also buying a mine of it would be redundant.)
    Set Mine Housing Pricing
    Mine Price Formula: Cost: 1,000 gp × CR /2
    Perception DC 25 = CR +1; Disable Device DC 25 = CR +1; Save DC 15 or lower = –1; +2 CR for average damage (average damage 17, average damage based on Tech. Guide Grenades)

    Spoiler: Existing PF Land Mines
    Show

    Levitating Land Mine
    Source Kobolds of Golarion pg. 31
    Aura faint transmutation; CL 5th
    Slot none; Price 750 gp; Weight 3 lbs.
    Description
    Once the command word is spoken, this steel disc burrows 3 inches into the ground. To find it, a character with the trapfinding ability must succeed at a DC 25 Perception check. Planting the mine is a full-round action that provokes attacks of opportunity.

    Once the mine is set, any creature that steps into its square must succeed at a DC 14 Will save or the mine levitates the creature 5 inches above the ground. A levitated creature can attack but not move, is denied its Dexterity bonus to AC, and takes a –4 penalty to CMD against bull rush, drag, and reposition combat maneuvers. Flying creatures are immune. The creature can attempt a new save each round to end the effect. The effect ends after 5 rounds, with a successful DC 25 Disable Device check, or with a successful saving throw. The land mine is destroyed when the effect ends.
    Construction
    Requirements Craft Wondrous Item, hostile levitation, snare; Cost 375 gp
    Trap Breaker, Alchemist Archetype
    Source Dungeoneer's Handbook pg. 23
    Land Mine (Ex)

    At 6th level, a trap breaker can turn his bombs into land mines. Setting a land mine is a full-round action that provokes attacks of opportunity. The land mine fills a single 5-foot square, and can't be placed in the same space as another trap, land mine, or magic trap. The trap breaker can arm the land mine with any bomb he is eligible to use, and the effects of this bomb are immediately transferred to the land mine. Creating a land mine uses up two of the alchemist's bombs per day. The DCs for Perception checks to notice the land mine, Disable Device checks to disable it, and saving throws to avoid its effects are equal to 10 + 1/2 the alchemist's level + his Intelligence modifier. All alchemist land mines are mechanical traps with the qualities Trigger: location and Reset: none. Land mines last for 1 day per alchemist level or until they are triggered, whichever comes first.
    Land Mine CR 11
    Source Pathfinder Adventure Path #71: Rasputin Must Die!
    XP 12,800
    Type mechanical; Perception DC 29; Disable Device DC 29
    EFFECTS

    Trigger location; Reset none Effect explosion (8d6 bludgeoning, piercing, and slashing damage, Reflex DC 21 half); multiple targets (all targets in a 20-ft. radius)

    Each round when moving through a minefields there is a cumulative 20% chance of setting off one of the buried land mines. If the PCs realize the danger the minefields present, however (either by setting off one of the land mines or by discovering or disabling one), they have a chance to avoid other mines. Each time a PC is about to trigger a mine, allow that PC to attempt a DC 29 Perception check. If successful, the PC notices the mine and can avoid it without triggering it. If the check fails, the mine goes off. Regardless of how many mines are triggered or found, award XP only once per minefield (a total of two CR 11 encounters), when a mine either goes off or is found or disabled.


    Here it is, the Grenade Mine. A land-mine (or aquatic mine) trap that houses a grenade for its payload.
    Spoiler: Grenade Mine
    Show

    Grenade Mine
    Source Technology Guide pg. 46, Kobolds of Golarion pg. 31, Dungeoneer's Handbook pg. 23, Pathfinder Adventure Path #71: Rasputin Must Die!
    Price 1,500 gp
    Slot none; Weight 3 lbs.
    Capacity —; Usage disposable
    Description
    A grenade mine is a small, disk-shaped device that is designed to be combined with a grenade and set as a trap. Before being placed by hand, the grenade mine must be primed with a quick twist of a dial on one side and then armed with a click of a button at the center of that dial. Priming and arming a grenade mine is a free action. Planting the grenade mine is a full-round action that provokes attacks of opportunity. Once planted, this steel disc burrows 3 inches into the ground. To find it, a character with the trapfinding ability must succeed at a DC 25 Perception check. All grenade mines are mechanical traps with the qualities Trigger: location and Reset: none.

    Once the grenade mine is set, any creature that steps into its square must succeed at a DC 15 Reflex save or the mine detonates. When a grenade mine detonates, it damages all targets within a 20-foot radius spread. Another DC 15 Reflex save halves any damage dealt by a grenade mine or negates its effects if it does not deal damage. The grenade mine's trigger mechanism is very sensitive and fills a single 5-foot square, and can't be placed in the same space as another trap, mine, or magic trap without immediately detonating the mine.

    Aquatic grenade mines share all qualities of terrestrial mines excepting the following: Aquatic grenade mines are twice as big and are sphere-shaped devices that submerge and float at a depth of three feet when placed on the surface of a sufficiently deep body of water.

    The type of damage dealt by grenade mines varies widely and depends upon the nature of the specific mine. The different types of grenade mines and the damage types they deal (along with any additional effects their damage deals) are listed under Tech Grenades, Wondrous Grenade-Like Grenades, Wondrous Grenades, and S.E.P. Grenades.

    Grenade Mine Trap
    Type mechanical; Perception DC 25; Disable Device DC 25
    Effects
    Trigger location; Reset none
    Effect (effects vary by payload)

    Construction
    Craft DC 20
    Cost 750 gp
    Craft Technological Arms and Armor, military lab


    Edit Again: Hmmm, to add language that allows these to be deployed on vertical surfaces or to make a new item for that purpose...?
    Last edited by unseenmage; 2016-11-03 at 01:19 PM.

  21. - Top - End - #21
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Bear Traps... How could I forget the dumb overpowered Bear Traps. Shame thy name is me for I forgot.

    There WILL be a Bear Trap + Grenade Launcher, just because, and a Chainsaw Grenade Launcher too. Why not. Also gonna work up the Bear Trap Hammer, Nested Sm Med Lrg Bear Traps trap, Bear Trap Net, throwing Bear Traps, resized Bear Traps, etc thanks to this old thread over on the Paizo boards.
    (And also, going to work up that one delightful idea where the hammer is oversized for a giant, the bear trap is equally oversized and attached to the hammer and the giant just grabs a dire bear with the hammer and wields THAT against the party. )

    All of that said, I won't just be smooshing the damage values together, well I might at first, at the least the Bear Trap damage will be priced appropriately. Intend to work up it's value in the Custom Weapon System at first and also price it according to the Custom Mechanical Trap rules. Between the two we'll find a good price for it that works in our games.

    This is gonna be fun.

    -------------------------------------------------------------------------------------------

    First some analysis. (And yes I know this has been done to death, please bear with me.) Red are things that jumped out at me.
    Spoiler: Bear Traps are a mess
    Show

    Bear Trap
    Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 1, Adventurer's Armory pg. 19
    Price 2 gp {even as a one-use item this is way too low}; Weight 10 lbs. {real world bear traps weigh 24 lbs while large ones weigh 48 lbs}
    Category Tools
    Description
    Although intended for trapping large {non-capitalized means not the creature size, right?} animals, bear traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check. {as an ability check requires a standard action does this mean resetting the trap just requires a standard action?}
    Bear Trap - CR 1
    Type mechanical; Perception DC 15; Disable Device DC 20
    Effects
    Trigger location; Reset manual
    Effect Atk +10 melee (2d6+3) {it deals greatsword damage for only 2 gp? without needing martial weapon proficiency}; sharp jaws {what damage type? slashing piercing or both?} spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object) {so it causes part of the entangled condition, weird}; the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Spoiler: Mechanical Trap pricing
    Show

    The cost of a mechanical trap is 1,000 gp × the trap's Challenge Rating. If the trap uses spells in its trigger or reset, add those costs separately. If the trap cannot be reset, divide the cost in half. If the trap has an automatic reset, increase the cost by half (+50%). Particularly simple traps, such as pit traps, might have a greatly reduced cost, subject to GM discretion. Such traps might cost as little as 250 gp × the trap's Challenge Rating.

    Bear Trap CR according to the trap rules: Perception DC 15 = CR -1, Disable DC 20 = CR +0, attack bonus +10 = CR +0, average damag 10 = CR +1.

    So it's CR should be 2 and it's price should be 500 gp according to the trap rules. Though the CR seems right the gp cost is a bit much for a "simple item".
    So let's price it as a Custom Weapon and see where that gets us.
    Looks like if we count it as an exotic, 2-hand, melee weapon it has 6 bDP of which it uses 5 to get its damage up from 1d3 to 2d6 with that last point being effectively used on Weapon Feature (grapple) or at least an analogue Thereof. It's price would be 6 gp. Unless it acting as a trap and it dealing two extra damage types (as a mechanical bite should) has it using Extra Design Points 3 times then its price is 9 gp. Still abysmally low when compared to its price as a trap.

    Strange that the Bear Trap's price is closer to what's printed when worked up as an exotic custom weapon rather than as a trap.

    Edit: Introducing the Venom Trap, an bear trap with slightly higher DCs and an auto-reset poison trap built in. Much more reasonably priced, but still well below what the Trap Rules would have us price it at. Figure I might just price the Bear Trap at half this thing's cost and be done with it.



    -------------------------------------------------------------------------------------------------------------------------------

    So looking at my options for keeping an enemy in place so Grenades are more useful there looks to be a hierarchy of effects:

    Bear Trap - immobilized, half movement, part of the entangled condition, lots of damage
    Lasso - entangled, low DCs to escape, no damage
    Net - entangled, medium DCs to escape, no damage
    Net, Snag - entangled + trip, higher DCs to escape, no damage
    Tanglefoot Bag - entangled, solidifies around grenade, no damage
    Tangleburn Bag - entangled, solidifies around grenade, sets them on fire
    Harpoon - grappling, damaging, can a trap grapple?
    Barbed Arrow/Bolt - grappling, damaging, can a trap grapple?
    Tanglefoot/Tangleburn bags still look like my go-to due to their actually sticking the grenade to the enemy but it is neat to have other options for mines, grenades, and what not.

    (need to find knock-out gas/darts to add to this list)

    -------------------------------------------------------------------

    Lastly an update, our Pathfinder group has had to cancel for what? 4 weeks at this point due to illness. DM was sick twice, host was sick once, and we cancelled this game due to nonattendance once as well.

    At this point I am just bored and fiddling with non-optimal subsystems to amuse myself.

    So, my apologies for there being less Mundane Item Combining and more Mundane-Items-That're-Priced-Like-Magic-Item Creating than originally advertised. Turns out that when you combine mundane items to perform a task greater than the sum of its parts you're doing technology. And in PF tech is priced as magic. My bad.
    Last edited by unseenmage; 2016-11-06 at 01:17 PM.

  22. - Top - End - #22
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    And here they are! Assorted Bear Trap combined items! The term 'bear trap' bugged me so I renamed them 'limbhold traps' for naming convention convenience.

    Spoiler: Autobeartrap
    Show

    Autolimbhold
    Autograpnel + Bear Trap + Venom Trap
    Source Technology Guide pg. 21 (autograpnel), Ultimate Equipment pg. 77, Advanced Player's Guide pg. 1, Adventurer's Armory pg. 19 (bear trap), Dirty Tactics Toolbox pg. 21 (venom trap)
    Statistics
    Cost 4,006 gp (autolimbhold), 4,900 gp (venomous autolimbhold)
    Type two-handed ranged; Proficiency exotic (firearms); Weight 40 lbs.
    Damage 1d8+6/1d8+6 plus poison (small), 2d6+6/2d6+6 plus poison (medium); Damage Type P; Critical x3
    Range 30 ft.; Capacity 20; Usage 1 charge
    Description
    An autolimbhold looks like a rifle with a small adamantine limb-hold trap protruding from its barrel. When fired, an autolimbhold launches the limb-hold trap with a muffled bang. The limb-hold trap trails an incredibly strong and thin metal cable behind it. An instant after the limb-hold trap punches into a solid target, a tiny spring is depressed and its jaws snap shut, anchoring the limb-hold trap in place. An autolimbhold’s cord is long enough to allow the limb-hold trap to reach its maximum range of 300 feet, and the internal retraction motors are strong enough to hold up to 500 pounds of weight. If the limb-hold trap misses its target, it can be rewound into the gun as a standard action; opening and reattaching the limb-hold trap to the gun barrel is a standard then a move action respectively.

    An autolimbhold strikes with an effective Strength score of 22 for the purposes of determining damage. If it strikes a creature, it remains lodged on the target and connected to the rifle and its wielder by the metal cord. This cord has AC 12, hardness 10, and 20 hp. A successful DC 32 Strength check is required to snap the cord. If the wielder retracts the cord while it’s attached to a creature, the autolimbhold attempts a pull combat maneuver check with a CMB of +16. If used against objects, an autolimbhold can pull an item that weighs 25 pounds or less back to the user as a full-round action, or it can pull a heavier object that weighs no more than 100 pounds back to the user at a speed of 20 feet.

    When attached to a solid object, the gun’s retraction rate can be set to maintain a taut line while the gun is attached to a harness worn to aid climbing checks.

    Autolimbhold: Although intended for trapping larger animals, limb-hold traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a tether, which in turn is secured to the autolimbhold to ensure that the victim cannot simply crawl away. Prying open the jaws to escape or rearm the autolimbhold requires a DC 20 Strength check.
    Its sharp jaws spring shut around the creature’s limb and halve the creature’s base speed, or hold the creature immobile if the autolimbhold is attached to a solid object; the creature can escape the jaws with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Venomous Autolimbhold: A venomous limb-hold is a special limb-hold trap that includes a reservoir that can hold up to 3 doses of injury poison, and a pump system designed to recoat the limb-hold as a trapped target struggles to escape it. The spring-loaded, hinged jaws of the limb-hold are attached to a tether, which in turn is secured to the venomous autolimbhold to ensure that the victim cannot simply crawl away. Prying open the jaws to escape or rearm the venomous autolimbhold requires a successful DC 21 Strength check. On a failed check, the jaws are coated in a dose of poison from the reservoir and clamp back shut, making another attack against the wielder or the trapped target. The venomous autolimbhold's jaws can make only one attack each round in this fashion.
    Its sharp jaws spring shut around the creature’s limb and halve the creature’s base speed, or hold the creature immobile if the venemous autolimbhold is attached to a solid object; the creature can escape with a successful DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Construction
    Craft DC 20; Cost 2,003 gp (autolimbhold), 2,450 gp (venomous autolimbhold)
    Craft Technological Arms and Armor, military lab

    Notes For now simply added the two as though they were tools. The price of the base autolimbhold should likely be higher due to the damage increase. On the other hand tech is already overpriced so it might be a wash.



    Spoiler: Bear Trap, Nested
    Show

    Nested Bear Trap
    (Bear Trap + Venom Trap + Damage Dice Progression Chart)
    Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 1, Adventurer's Armory pg. 19 (bear trap), Dirty Tactics Toolbox pg. 21 (venom trap), the Paizo FAQ (damage dice progression chart)
    Price 6,000 gp (bear trap, nested), 8,000 gp (venom trap, nested); Weight 60 lbs.
    Category Tools
    Description

    Nested Bear Trap: Although intended for trapping larger animals, nested bear traps work as well for trapping humanoids or monsters. The three nested, hinged jaws of the trap are attached to a single chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws to, either to escape or reset the trap, or pulling the spike from the ground requires a separate DC 20 Strength check for each set of jaws.
    Bear Trap, Nested - CR 6
    Type mechanical; Perception DC 15; Disable Device DC 20
    Effects
    Trigger location; Reset manual
    Effect Atk +8 melee (1d8+1), atk +10 (2d6+3), and atk +12 (3d6+5); three differently sized sets of sharp jaws spring shut around the creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape a single set of jaws with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Nested Venom Trap: A nested venom trap is a special bear trap whose three sets of jaws each include their own reservoir that can hold up to 3 doses of injury poison apiece, and a pump system designed to recoat the trap as a trapped target struggles to escape it. The three differently sized spring-loaded, hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws to, either to escape or reset the trap, or pulling the spike from the ground requires a separate DC 21 Strength check for each set of jaws. On a failed check, the jaws are coated in a dose of poison from the reservoir and clamp back shut, making another attack against the trapped target. Each set of jaws can make only one attack in this manner each round. The base CR of a nested venom trap is 8, but the CR varies depending on the poison used.
    Venom Trap, Nested - CR varies
    Type mechanical; Perception DC 15; Disable Device DC 21
    Effects
    Trigger location; Reset manual
    Effect Atk +11 melee (1d8+2), atk +13 (2d6+4), and atk +15 (3d6+6); sharp jaws spring shut around the creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a successful DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Notes Re-CR-ed and re-priced accordingly. Didn't use the simple price for these, it is three nested traps and a poisoned version of the same so we're definitely not in 'simple' territory any longer. DCs need adjusted for the resized components.



    Spoiler: Bear Trap, Net
    Show

    Limbhold Net Trap
    (Bear Trap + Venom Trap + Net + Snag Net)
    Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 1, Adventurer's Armory pg. 19 (bear trap), Dirty Tactics Toolbox pg. 21 (venom trap), Ranged Tactics Toolbox pg. 33, PRPG Core Rulebook pg. 143, Ultimate Equipment pg. 21 (net), Ranged Tactics Toolbox pg. 33, Ultimate Equipment pg. 21, Advanced Race Guide pg. 1 (snag net)
    Price 310 gp (limbhold net trap), 340 gp (limbhold snagnet trap), 360 (venomous limbhold net trap), 390 gp (venomous limbhold snagnet trap)
    Weight 22 lbs. (limbhold net trap), 26 lbs. (limbhold snagnet trap), 22 lbs. (venomous limbhold net trap), 26 lbs. (venomous limbhold snagnet trap)
    Category Tools
    Description

    Limbhold Net Trap: Although intended for trapping larger animals, limbhold net traps work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.

    A limbhold net trap is used to entangle enemies. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. The net's trailing rope is controlled by the trap (with a +5 Strength bonus). Control of the trailing rope is achieved by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.
    An entangled creature can escape the net with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). The limbhold net trap's net is useful only against small, medium, or large creatures.
    A net must be folded to be deployed effectively. When resetting this trap it takes 2 rounds for a proficient user to fold this trap's net and twice that long for a nonproficient one to do so.
    Limbhold Net Trap - CR 1
    Type mechanical; Perception DC 15; Disable Device DC 20
    Effects
    Trigger location; Reset manual
    Effect Atk +10 melee (2d6+3), Atk +6 melee (targets are hit by a net as the exotic ranged weapon); Sharp jaws spring shut around the creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape the jaws with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check; The net affects multiple targets (all targets in a 5-ft.-square area), caught creatures can escape the net with a DC 20 Escape Artist check (a full-round action) or the net can be burst with a DC 25 Strength check (also a full-round action).

    Limbhold Snagnet Trap: Although intended for trapping larger animals, limbhold snagnets work as well for trapping humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.

    A limbhold snagnet is used to entangle and trip enemies. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. The net's trailing rope is controlled by the trap (with a +5 Strength bonus). Control the trailing rope is achieved by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 17 + the spell’s level or be unable to cast the spell.
    An entangled creature can escape the net with a successful DC 22 Escape Artist check (a full-round action). The snagnet has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). The limbhold snagnet's net is useful only against small, medium, or large creatures.
    A snagnet must be folded to be deployed effectively. When resetting this trap it takes 2 rounds for a proficient user to fold this trap's net and twice that long for a nonproficient one to do so.
    Snagnet Limbhold Trap - CR 1
    Type mechanical; Perception DC 15; Disable Device DC 20
    Effects
    Trigger location; Reset manual
    Effect Atk +10 melee (2d6+3), Atk +6 melee (entangle, trip); Sharp jaws spring shut around the creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape the jaws with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check. The net affects multiple targets (all targets in a 5-ft.-square area), caught creatures can escape the net with a DC 22 Escape Artist check (a full-round action) or the net can be burst with a DC 25 Strength check (also a full-round action). The trap makes a combat maneuver check to trip against the netted creature; if it succeeds, it trips the creature and deals 1 point of piercing damage to it.

    Venomous Limbhold Net Trap: A venomous limbhold net trap is a special bear trap that includes a net and a reservoir that can hold up to 3 doses of injury poison, and a pump system designed to recoat the jaws as a trapped target struggles to escape them. The spring-loaded, hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a successful DC 21 Strength check. On a failed check, the jaws are coated in a dose of poison from the reservoir and clamp back shut, making another attack against the trapped target. The venomous limbhold net trap can make only one attack in this manner each round. The base CR of a venomous limbhold net trap is 2, but the CR varies depending on the poison used.

    A venomous limbhold net trap is used to entangle enemies. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. The net's trailing rope is controlled by the trap (with a +5 Strength bonus). Control of the trailing rope is achieved by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.
    An entangled creature can escape the net with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). The venomous limbhold net trap's net is useful only against small, medium, or large creatures.
    A net must be folded to be deployed effectively. When resetting this trap it takes 2 rounds for a proficient user to fold this trap's net and twice that long for a nonproficient one to do so.
    Venomous Limbhold Net Trap - CR 2 or varies
    Type mechanical; Perception DC 15; Disable Device DC 21
    Effects
    Trigger location; Reset manual
    Effect Atk +11 melee (2d6+4 plus poison), Atk +6 melee (targets are hit by a net as the exotic ranged weapon); Sharp jaws spring shut around the creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape the jaws with a successful DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check. The net affects multiple targets (all targets in a 5-ft.-square area), caught creatures can escape the net with a DC 20 Escape Artist check (a full-round action) or the net can be burst with a DC 25 Strength check (also a full-round action).


    Venomous Limbhold Snagnet Trap: A venomous limbhold snagnet trap is a special bear trap that includes a barbed net and a reservoir that can hold up to 3 doses of injury poison, and a pump system designed to recoat the jaws as a trapped target struggles to escape them. The spring-loaded, hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a successful DC 21 Strength check. On a failed check, the jaws are coated in a dose of poison from the reservoir and clamp back shut, making another attack against the trapped target. The venomous limbhold net trap can make only one attack in this manner each round. The base CR of a venomous limbhold net trap is 2, but the CR varies depending on the poison used.

    A venomous limbhold net trap is used to entangle and trip enemies. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. The net's trailing rope is controlled by the trap (with a +5 Strength bonus). Control of the trailing rope is achieved by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 17 + the spell’s level or be unable to cast the spell.
    An entangled creature can escape the net with a successful DC 22 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). The venomous limbhold net trap's net is useful only against small, medium, or large creatures.
    A net must be folded to be deployed effectively. When resetting this trap it takes 2 rounds for a proficient user to fold this trap's net and twice that long for a nonproficient one to do so.
    Venomous Limbhold snagnet Trap - CR 2 or varies
    Type mechanical; Perception DC 15; Disable Device DC 21
    Effects
    Trigger location; Reset manual
    Effect Atk +11 melee (2d6+4 plus poison), Atk +6 melee (targets are hit by a net as the exotic ranged weapon); Sharp jaws spring shut around the creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape the jaws with a successful DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check. The net affects multiple targets (all targets in a 5-ft.-square area), caught creatures can escape the net with a DC 22 Escape Artist check (a full-round action) or the net can be burst with a DC 25 Strength check (also a full-round action).

    Notes Bear trap that nets caught creature. A little redundant as the effects of the bear trap are already contained in the entangled condition granted by the net. Repriced and re-CR-ed them all. Ugh, this one was a pain. Cribbed some language from the Lifting Net Trap too. Then deleted that, then added some back... Like I said, a pain.



    Spoiler: Bear Trap, Resized
    Show

    Bear Trap, Resized
    (Bear Trap + Venom Trap + Damage Dice Progression Chart)
    Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 1, Adventurer's Armory pg. 19 (bear trap), Dirty Tactics Toolbox pg. 21 (venom trap), the Paizo FAQ (damage dice progression chart)
    Price 250 gp (bear trap, tiny), 1,000 gp (bear trap, large), 500 gp (venom trap, tiny), 1,000 gp (venom trap, large)
    Weight 5 lbs. (bear trap, tiny), 5 lbs. (venom trap, tiny), 20 lbs. (bear trap, large), 20 lbs. (venom trap, large)
    Category Tools
    Description

    Bear Trap, Tiny: Although intended for trapping littler animals, tiny bear traps work as well for trapping miniscule humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.
    Bear Trap, Tiny - CR 1
    Type mechanical; Perception DC 15; Disable Device DC 20
    Effects
    Trigger location; Reset manual
    Effect Atk +8 melee (1d8+1); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Bear Trap, Large: Although intended for trapping larger animals, large bear traps work as well for trapping humanoids or larger monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.
    Bear Trap - CR 3
    Type mechanical; Perception DC 15; Disable Device DC 20
    Effects
    Trigger location; Reset manual
    Effect Atk +12 melee (3d6+5); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Venom Trap, Tiny: A tiny venom trap is a special bear trap that includes a reservoir that can hold up to 3 doses of injury poison, and a pump system designed to recoat the trap as a trapped target struggles to escape it. The spring-loaded, hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a successful DC 21 Strength check. On a failed check, the jaws are coated in a dose of poison from the reservoir and clamp back shut, making another attack against the trapped target. The tiny venom trap can make only one attack in this manner each round. The base CR of a tiny venom trap is 2, but the CR varies depending on the poison used.
    Venom Trap - CR varies
    Type mechanical; Perception DC 15; Disable Device DC 21
    Effects
    Trigger location; Reset manual
    Effect Atk +9 melee (1d8+2 plus poison); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a successful DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Venom Trap, Large: A large venom trap is a special bear trap that includes a reservoir that can hold up to 3 doses of injury poison, and a pump system designed to recoat the trap as a trapped target struggles to escape it. The spring-loaded, hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a successful DC 21 Strength check. On a failed check, the jaws are coated in a dose of poison from the reservoir and clamp back shut, making another attack against the trapped target. The large venom trap can make only one attack in this manner each round. The base CR of a large venom trap is 4, but the CR varies depending on the poison used.
    Venom Trap - CR varies
    Type mechanical; Perception DC 15; Disable Device DC 21
    Effects
    Trigger location; Reset manual
    Effect Atk +13 melee (3d6+6 plus poison); sharp jaws spring shut around the creature’s ankle and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a successful DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Notes Repriced all of them according to the simple trap price. DCs still need adjusted for size.



    Spoiler: Bear Trap, Throwing
    Show

    Throwing Limbhold
    (Bear Trap + Venom Trap + Damage Dice Progression Chart)
    Source Ultimate Equipment pg. 77, Advanced Player's Guide pg. 1, Adventurer's Armory pg. 19 (bear trap), Dirty Tactics Toolbox pg. 21 (venom trap), the Paizo FAQ (damage dice progression chart)
    Price 310 gp (throwing limbhold), 560 gp (throwing venomous limbhold) Weight 17 lbs. (throwing limbhold), 17 lbs. (throwing venomous limbhold)
    Damage 1d4 (small), 1d8+1 (medium); Critical x2; Range 10 ft.; Type B, or P and S; Special see text
    Category Tools
    Description
    Throwing limbholds are exotic thrown weapons which can also be set as traps. Treat attacking with a throwing limbhold trap whose jaws are closed as attacking with an improvised weapon which deals bludgeoning damage. The type of damage a throwing limbhold deals depends on its jaws. Some limbhold traps have blunt jaws while others have sharp tooth-like protrusions.

    Throwing Limbhold: A throwing limbhold is used to slow or immobilize enemies. When you throw a limbhold, you make a ranged touch attack against your target. A throwing limbhold’s maximum range is 10 feet. If you hit, the target's limb is caught by the trap. Sharp jaws spring shut around the caught creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object). If you control the trailing chain by succeeding at an opposed Strength check while holding it, the caught creature can move only within the limits that the chain allows. If the caught creature attempts to cast a spell with a somatic component, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.

    A caught creature can escape with a successful DC 20 Disable Device check or DC 22 Escape Artist check. The throwing limbhold has 10 hit points and can be burst with a successful DC 26 Strength check. A throwing limbhold is useful only against creatures within one size category of you.
    A throwing limbhold's chain must be coiled to be thrown effectively. The first time you throw your throwing limbhold in a fight, you make a normal ranged touch attack roll. After the throwing limbhold's chain is uncoiled, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to coil a throwing limbhold's chain and twice that long for a nonproficient one to do so.

    Throwing limbholds can also be set as traps.
    Although intended for trapping littler animals, throwing limbhold traps work as well for trapping miniscule humanoids or monsters. The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike which can be driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.
    Throwing Limbhold Trap - CR 1
    Type mechanical; Perception DC 15; Disable Device DC 20
    Effects
    Trigger location; Reset manual
    Effect Atk +8 melee (1d8+1); sharp jaws spring shut around the creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Throwing Venomous Limbhold: A throwing venomous limbhold is used to slow or immobilize enemies and poison them. When you throw a venomous limbhold, you make a ranged touch attack against your target. A throwing venomous limbhold’s maximum range is 10 feet. If you hit, the target's limb is caught by the trap. Sharp jaws spring shut around the caught creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object). If you control the trailing chain by succeeding at an opposed Strength check while holding it, the caught creature can move only within the limits that the chain allows. If the caught creature attempts to cast a spell with a somatic component, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.

    A caught creature can escape with a successful DC 20 Disable Device check or DC 22 Escape Artist check. The throwing venomous limbhold has 12 hit points and can be burst with a successful DC 26 Strength check. A throwing venomous limbhold is useful only against creatures within one size category of you.
    A throwing venomous limbhold's chain must be coiled to be thrown effectively. The first time you throw your throwing venomous limbhold in a fight, you make a normal ranged touch attack roll. After the throwing venomous limbhold's chain is uncoiled, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to coil a throwing venomous limbhold's chain and twice that long for a nonproficient one to do so.

    Throwing venomous limbholds can also be set as traps.
    A throwing venomous limbhold trap is a special tiny bear trap that includes a reservoir that can hold up to 3 doses of injury poison, and a pump system designed to recoat the trap as a trapped target struggles to escape it. The spring-loaded, hinged jaws of the trap are attached to a chain, which in turn can be secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a successful DC 21 Strength check. On a failed check, the jaws are coated in a dose of poison from the reservoir and clamp back shut, making another attack against the trapped target. The throwing venomous limbhold trap can make only one attack in this manner each round. The base CR of a throwing venomous limbhold trap is 2, but the CR varies depending on the poison used.
    Throwing Venomous Limbhold Trap - CR varies
    Type mechanical; Perception DC 15; Disable Device DC 21
    Effects
    Trigger location; Reset manual
    Effect Atk +9 melee (1d8+2 plus poison); sharp jaws spring shut around the creature’s limb and halve the creature’s base speed (or hold the creature immobile if the trap is attached to a solid object); the creature can escape with a successful DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Notes Is the Tiny Bear Trap given a range as a thrown weapon. Used Net's capture mechanics as well. Like the resized version the DCs need adjusted for size. Incorporated the net's price to account for incorporating the net's utility.



    Spoiler: Grenade Launcher, Bear Trap
    Show

    Limbhold Grenade Launchers
    (Grenade Launcher + Bear Trap + Venom Trap)
    Source Technology Guide pg. 21 (grenade launcher), Ultimate Equipment pg. 77, Advanced Player's Guide pg. 1, Adventurer's Armory pg. 19 (bear trap), Dirty Tactics Toolbox pg. 21 (venom trap)
    Statistics
    Cost 12,000 gp (bear trap launcher); 20,000 gp (venom trap launcher)
    Type two-handed ranged; Proficiency exotic (heavy weaponry); Weight 9 lbs.
    Damage 1d8 plus Varies (small), 2d6 plus Varies (medium); Damage Type P plus Varies; Critical x3 plus --
    Range 100 ft.; Capacity 20 (5 grenades); Usage 1 grenade and 1 charge or 1 limbhold grenade and 2 charges
    Description
    A grenade launcher is a bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder’s next turn. A grenade launcher requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. A grenade launcher can hold up to 5 grenades at a time. Loading a single grenade into a grenade launcher is a move action.

    A limbhold grenade launcher acts as a grenade launcher except it requires an extra charge and an extra standard action to prime the launcher to fire a limbhold grenade which acts like a bear trap or venom trap respectively in addition to the grenade's effects. The trap's spike is driven into the ground as part of accurately firing the limbhold grenade launcher.

    and the damage types they deal (along with any additional effects their damage deals) are listed below.

    Bear Trap Grenade: The hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a DC 20 Strength check.
    Bear Trap - CR 2
    Type mechanical; Perception DC 15; Disable Device DC 20
    Effects
    Trigger location; Reset manual
    Effect Atk +10 melee (2d6+3 piercing); sharp jaws spring shut around the creature’s limb and halve the creature’s base speed and hold the creature immobile if the trap is attached to a solid object; the creature can escape with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Venom Trap Grenade: A venom trap is a special bear trap that includes a reservoir that can hold up to 3 doses of injury poison, and a pump system designed to recoat the trap as a trapped target struggles to escape it. The spring-loaded, hinged jaws of the trap are attached to a chain, which in turn is secured to a spike driven into the ground to ensure that the victim cannot simply crawl away. Prying open the jaws or pulling the spike from the ground requires a successful DC 21 Strength check. On a failed check, the jaws are coated in a dose of poison from the reservoir and clamp back shut, making another attack against the trapped target. The venom trap can make only one attack each round. The base CR of a venom trap is 2, but the CR varies depending on the poison used.
    Venom Trap - CR varies
    Type mechanical; Perception DC 15; Disable Device DC 21
    Effects
    Trigger location; Reset manual
    Effect Atk +11 melee (2d6+4 piercing plus poison); sharp jaws spring shut around the creature’s limb and halve the creature’s base speed, or hold the creature immobile if the trap is attached to a solid object; the creature can escape with a successful DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Construction
    Craft DC 28 (bear trap grenade launcher) DC 29 (venom trap grenade launcher); Cost 6,000 gp (bear trap grenade launcher); 10,000 gp (venom trap grenade launcher)
    Craft Technological Arms and Armor, military lab

    Notes Sticky Launcher prices for now as a placeholder. Added Venom Trap version.



    Spoiler: Bear Trap Hammer
    Show

    Limbhold Hammer
    Warhammer + Bear Trap + Venom Trap
    Source Ultimate Equipment pg. 18, PRPG Core Rulebook pg. 142 (warhammer), Ultimate Equipment pg. 77, Advanced Player's Guide pg. 1, Adventurer's Armory pg. 19 (bear trap), Dirty Tactics Toolbox pg. 21 (venom trap)
    Statistics
    Cost 18 gp (limbhold hammer), 912 gp (venomous limbhold hammer) Weight 25 lbs.
    Damage 1d6/1d8 (small), 1d8/2d6 (medium) (limbhold hammer); normal damage plus poison (venomous limbhold hammer); Critical x3; Range —; Type B or P, see text; Special double, see text
    Description
    A cruel weapon with a limb-hold trap affixed to one face of a warhammer, a limbhold hammer is a double weapon. This weapon consists of a wooden haft and a heavy, metal head which has had a limb-hold trap affixed to one side. The head may be single (like a carpenter’s hammer) or double (like a sledgehammer); in either case the limb-hold trap has been affixed to one face of the hammer. The haft is long enough that you may wield it one- or two-handed. Though heavy and relatively slow to wield, limbhold hammers are capable of delivering immense blows, crushing armor and flesh alike.

    When making an attack with a limbhold hammer its wielder chooses to either strike with the unmodified face of the hammer as though it were a warhammer or to strike with the modified face of the hammer. Once deployed the limb-hold trap side of the hammer requires resetting before it can cause damage again. Treat attacking with the closed limb-hold trap as if it were an improvised weapon.
    The limbhold hammer is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. If this weapon gains the broken condition, both the hammer component and the trap component are considered broken.

    Limbhold Hammer: Although intended for trapping larger animals, limb-hold traps work as well for trapping humanoids or monsters. The spring-loaded, hinged jaws of the trap are attached to one face of the hammer to ensure that the victim cannot simply crawl away. Prying open the jaws to either escape or rearm the jaws requires a DC 20 Strength check.
    Its sharp jaws spring shut around the creature’s limb and, if the wielder succeeds at an opposed Strength check, halve the creature’s base speed, or hold the creature immobile; the creature can escape the jaws with a DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Venomous Limbhold Hammer: A venomous limbhold hammer is equipped with a special limb-hold trap that includes a reservoir that can hold up to 3 doses of injury poison, and a pump system designed to recoat the trap as a trapped target struggles to escape it. The spring-loaded, hinged jaws of the trap are attached to one face of the hammer to ensure that the victim cannot simply crawl away. Prying open the jaws either to escape or rearm the jaws requires a successful DC 21 Strength check. On a failed check, the jaws are coated in a dose of poison from the reservoir and clamp back shut, making an attack against the trapped target or whoever is rearming them. The venom trap can make only one attack each round in this manner.
    Its sharp jaws spring shut around the creature’s limb and, if the wielder succeeds at an opposed Strength check, halve the creature’s base speed, or hold the creature immobile; the creature can escape the jaws with a successful DC 20 Disable Device check, DC 22 Escape Artist check, or DC 26 Strength check.

    Notes Double weapons are weird. Cool, but weird. For now they are just smooshed together. I can already tell that when adding it to non-tech items the low price of the Bear Trap will need ad hoc adjusted upwards. The Venom Trap's higher price makes it less of an exploit to incorporate.
    I decided against giving the combined item superpowers its component parts lacked. As written the Bear Trap only gives its victims part of the entangled condition. It doesn't Grapple, it doesn't Pull, etc.






    Spoiler: to do list
    Show


    Bear Trap + Grenade Mine

    Camoflage Net + Bear Trap

    Chainsaw Bear Trap - what does PF have to say on limb loss? Ability Score damage.

    Bear Trap + Tanglefoot Bag/Tangleburn Bag

    bear trap meteor hammer

    Giant Bear Hammer - giant oversized lucern hammer + giant oversized bear trap + dire bear + enlarged giant write it up as a pair of summon spells then stuff it in a magic item

    Chainsaw Bear Trap - wasn't initially sure what a chainsaw clamping a foot or leg off would do, then I found the "Peg Legs & Eye Patches" sidebar on page 4 of the Skull & Shackles Player's Guide. Yay dismemberment rules! This item is gonna be !!FUN!!
    Last edited by unseenmage; 2017-01-26 at 05:35 PM.

  23. - Top - End - #23
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Additional non-bear trap combined items...

    Spoiler: Autonet
    Show

    Autonet
    (Autograpnel + Net + Snag Net)
    Source Technology Guide pg. 21 (autograpnel), Ranged Tactics Toolbox pg. 33, PRPG Core Rulebook pg. 143, Ultimate Equipment pg. 21 (net), Ranged Tactics Toolbox pg. 33, Ultimate Equipment pg. 21, Advanced Race Guide pg. 1 (snag net)
    Statistics
    Cost 4,060 gp (autonet); 4,090 gp (autosnagnet)
    Type two-handed ranged; Proficiency exotic (firearms); Weight 28 lbs./40 lbs.
    Damage 1d1+6/1d2+6 (small), 1d2+6/1d3+6 (medium); Damage Type P; Critical x3; Special --/trip, see text
    Range 30 ft.; Capacity 20; Usage 1 charge
    Description
    An autonet looks like a rifle with a small adamantine weights protruding from its barrel. When fired, an autonet launches the weights with a muffled bang. The weights unfurl in flight revealing a net which trails an incredibly strong and thin metal cable behind it. An instant after the weights wrap the net around a solid target, tangles form out of the net, anchoring the net in place. An autonet’s cord is long enough to allow the net to reach its maximum range of 300 feet, and the internal retraction motors are strong enough to hold up to 500 pounds of weight. If the net misses its target, it can be rewound into the gun as a standard action; reattaching the net to the gun barrel requires 2 rounds for a proficient user and twice that long for a nonproficient user.

    An autonet strikes with an effective Strength score of 22 for the purposes of determining damage. If it strikes a creature, it remains wrapped around the target and connected to the rifle and its wielder by the metal cord. This cord has AC 12, hardness 10, and 20 hp. A successful DC 32 Strength check is required to snap the cord. If the wielder retracts the cord while the net is entangling a creature, the autonet attempts a pull combat maneuver check with a CMB of +16. If used against objects, an autonet can pull an item that weighs 25 pounds or less back to the user as a full-round action, or it can pull a heavier object that weighs no more than 100 pounds back to the user at a speed of 20 feet.

    When attached to a solid object, the gun’s retraction rate can be set to maintain a taut line while the gun is attached to a harness worn to aid climbing checks.

    Autonet: An autonet is used to entangle enemies. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). An autonet's net is useful only against creatures within one size category of you.

    Autosnagnet: An autosnagnet's short, wide net is covered in barbed loops and slipknots. It works like a typical autonet's net, except it has the trip weapon special feature. On your turn in place of a melee attack you may make a combat maneuver check to trip against an entangled opponent; if you succeed, you may trip your opponent or deal 1 point of piercing damage to it. The concentration DC to cast while entangled in a snag net is 17 + the spell’s level. The Escape Artist DC to escape a snag net is 22.

    Construction
    Craft DC 20; Cost 2,030 gp (autonet); 2,045 gp (autosnagnet)
    Craft Technological Arms and Armor, military lab

    Notes simply added the one to the other replacing the grapple with a net. Autograpnel deals one step higher damage than the grappling hook. Might have them deal no damage or rework their dealing minimum damage. Then again an Autograpnel that isn't dealing damage should be priced differently too.



    Spoiler: Grenade Launcher Chainsaw
    Show

    Grenade Launcher Chainsaw
    (Grenade Launcher + Chainsaw)
    Source Technology Guide pg. 21
    Statistics
    Cost 16,100 gp
    Type two-handed ranged / two-handed melee; Proficiency exotic; Weight 20 lbs.
    Damage varies/1d12 (small), varies/3d6 (medium); Damage Type varies/S; Critical -- // 18-20/x2; Special double
    Range 100 ft./--; Capacity 20 (5 grenades); Usage 1 grenade and 1 charge // 1 charge/hour
    Description
    A combination of a grenade launcher and a chainsaw, the grenade launcher chainsaw can be used as both weapons. The grenade launcher chainsaw is considered a double weapon for the purpose of creating masterwork or magical versions of this weapon. If this firearm gains the broken condition, both the firearm component and the chainsaw component are considered broken.

    Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. A Numerian chainsaw consists of a weighty housing for the engine and power source that is fitted with two handles, and a 2- to 3-foot-long blade extending from the front, around which a whirling, buzzing chain of razorsharp cutting links spins at blinding speed when the weapon is activated. It’s a standard action to activate a chainsaw, and doing so consumes a charge of power. The chainsaw continues to run constantly after activation, draining an additional charge each hour. A dropped chainsaw automatically turns off unless it is set down carefully as a move action. The buzzing of a chainsaw’s blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a –10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 morale bonus on Intimidate checks.

    A grenade launcher chainsaw is an exceedingly bulky weapon that can fire any grenade a great distance. Grenades propelled by a launcher can be set to detonate upon impact or at the start of the wielder’s next turn. A grenade launcher chainsaw requires charges to fire, but unless the weapon is also loaded with a grenade, any charges that are consumed are wasted. A grenade launcher can hold up to 5 grenades at a time. Loading a single grenade into a grenade launcher is a move action.

    Construction
    Craft DC 28; Cost 8,050 gp
    Craft Technological Arms and Armor, military lab

    Notes This is a chainsaw added to a grenade launcher; because I couldn't for the life of me figure out what a chainsawing grenade would do. I cribbed off the Dagger Pistol for how this thing functions too.



    Spoiler: Ion Tape Lifting Net Trap
    Show

    Ion Tape Lifting Net Trap
    (Lifting Net Trap + Snag Net + Ion Tape) + Zipstick
    Source Pathfinder Player Companion: Heroes of the Wild (lifting net trap), Ranged Tactics Toolbox pg. 33, PRPG Core Rulebook pg. 143, Ultimate Equipment pg. 21 (net), Ranged Tactics Toolbox pg. 33, Ultimate Equipment pg. 21, Advanced Race Guide pg. 1 (snag net), Technology Guide pg. 48 (ion tape), Technology Guide pg. 53 (zipstick)
    Price 1,060 gp (ion tape lifting net trap), 2,060 gp (ion tape lifting snag net trap); Slot none; Weight 2 lb. (ion tape lifting net trap), 3 lb. (ion tape lifting snag net trap)
    Capacity 10; Usage 1 charge
    Category Tools
    Description
    Both the ion tape lifting net trap and the ion tape lifting snag net trap contain a zipstick which automatically electrifies and activates the ion tape when a creature is entangled in the net. A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to cause 1 point of nonlethal damage with a successful touch attack. A zipstick is used most often to activate or deactivate items that function on ion-bonding technology, such as ion tape.

    Ion Tape Lifting Net Trap: An ion tape net is used to entangle enemies. If the trap hits, the targets are entangled. Entangled creatures takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If the trap succeeds at an opposed Strength check, the entangled creature can move only within the limits that the tape allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.

    An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The ion tape net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). When ion tape is exposed to an electrical charge of any power (including a jolt from a zip stick), the tape bonds together into a single mass of plastic-like material, gaining hardness 8 and 30 hit points. A second jolt from an electrical source causes the tape to revert to its weaker ribbon condition, at which point it can be torn free easily. When used to bind a creature, a few strips of activated ion tape require a successful DC 28 Strength check to break. An ion tape net is useful only against creatures within one size category of you.

    An ion tape net must be specially folded to be deployed effectively. It takes 2 rounds for a proficient user to fold an ion tape net and twice that long for a nonproficient one to do so.

    Ion tape is a ribbon of material normally tightly wound around a spindle. A roll of ion tape fits in the palm of a hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. When wrapped around an object, it has a weak adhesive that keeps it in place. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds of weight.
    Ion Tape Lifting Net Trap - CR 1
    Type mechanical; Perception DC 20; Disable Device DC 20
    Trigger location; Reset manual
    Effect Atk +6 melee, targets are hit by an ion tape net (as the exotic ranged weapon). The net lifts the targets 10 feet off the ground, and the trailing tape is controlled by the trap (with a +5 Strength bonus); multiple targets (all targets in a 10-ft.-square area)

    Ion Tape Snag Net: This short, wide net is covered in barbed loops and slipknots. It works like a typical ion tape net, except it has the trip weapon special feature. When the trap entangles an opponent it makes a combat maneuver check to trip against that opponent; if it succeeds, it trips that opponent and deals 1 point of piercing damage to it. The concentration DC to cast while entangled in an ion tape snag net is 17 + the spell’s level. The Escape Artist DC to escape an ion tape snag net is 22.
    Ion Tape Lifting Snag Net Trap - CR 2
    Type mechanical; Perception DC 20; Disable Device DC 21
    Trigger location; Reset manual
    Effect Atk +6 melee, targets are hit by an ion tape snag net (as the exotic ranged weapon). The net lifts the targets 10 feet off the ground, and the trailing tape is controlled by the trap (with a +5 Strength bonus); multiple targets (all targets in a 10-ft.-square area)

    Construction
    Craft DC 18; Cost 530 gp (ion tape lifting net trap), 1,030 gp (ion tape lifting snag net trap)
    Craft Technological Item, production lab

    Notes Redesigned to have a purchasable statblock like the bear trap. Repriced and re-CR-ed. Included Zipstick to auto harden the tape on capture.



    Spoiler: Net, Ion Tape
    Show

    Ion Tape Net
    (Net + Snag Net + Ion Tape)
    Source Ranged Tactics Toolbox pg. 33, PRPG Core Rulebook pg. 143, Ultimate Equipment pg. 21 (net), Ranged Tactics Toolbox pg. 33, Ultimate Equipment pg. 21, Advanced Race Guide pg. 1 (snag net), Technology Guide pg. 48 (ion tape)
    Statistics
    Cost 2,060 gp (ion tape net), 3,060 gp (ion tape snag net); Weight 2 lb. (ion tape net), 3 lb. (ion tape snag net)
    Damage — (small), — (medium); Critical —; Range 10 ft.; Type — (ion tape net), P (ion tape snag net); Special see text
    Description
    The ion tape net and ion tape snag net are exotic weapons. Both the ion tape net and the ion tape snag net contain a zipstick which automatically electrifies and activates the ion tape when a creature is entangled in the net. A zipstick is a small pen-like device used to administer a small jolt of electricity. This jolt is enough to cause 1 point of nonlethal damage with a successful touch attack. A zipstick is used most often to activate or deactivate items that function on ion-bonding technology, such as ion tape.

    Ion Tape Net: An ion tape net is used to entangle enemies. When you throw an ion tape net, you make a ranged touch attack against your target. An ion tape net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing tape by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the tape allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.

    An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The ion tape net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). When ion tape is exposed to an electrical charge of any power (including a jolt from a zip stick), the tape bonds together into a single mass of plastic-like material, gaining hardness 8 and 30 hit points. A second jolt from an electrical source causes the tape to revert to its weaker ribbon condition, at which point it can be torn free easily. When used to bind a creature, a few strips of activated ion tape require a successful DC 28 Strength check to break. An ion tape net is useful only against creatures within one size category of you.

    An ion tape net must be specially folded to be thrown effectively. The first time you throw your ion tape net in a fight, you make a normal ranged touch attack roll. After the ion tape net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold an ion tape net and twice that long for a nonproficient one to do so.

    Ion tape is a ribbon of material normally tightly wound around a spindle. A roll of ion tape fits in the palm of a hand and comes in a wide range of colors. A single roll contains 50 feet of tape. A single strip of tape is easy to cut through or tear. When wrapped around an object, it has a weak adhesive that keeps it in place. A strip of ion tape can hold about 5 pounds of weight normally, but when activated via a jolt, a single hardened strip can support up to 300 pounds of weight.

    Ion Tape Snag Net: This short, wide net is covered in barbed loops and slipknots. It works like a typical ion tape net, except it has the trip weapon special feature. When the trap entangles an opponent it makes a combat maneuver check to trip against that opponent; if it succeeds, it trips that opponent and deals 1 point of piercing damage to it. The concentration DC to cast while entangled in an ion tape snag net is 17 + the spell’s level. The Escape Artist DC to escape an ion tape snag net is 22.

    Construction
    Craft DC 14; Cost 1,030 gp (ion tape net), 1,530 gp (ion tape snag net)
    Craft Technological Item, production lab

    Notes Rope and Ion Tape are 1gp/10lbs and 100gp/1lb respectively, so I extrapolated. Included the zipstick as this is supposed to be the exotic weapon version.






    Spoiler: to do list
    Show


    Ion Tape Net Trap Gun

    Net Grenade

    Net Grenade Launcher

    Ion Tape Net Grenade

    Ion Tape Net Grenade Launcher

    Contracting Rope Ladder

    Contracting Rope Net

    Contracting String

    Ion Tape String

    Contracting Rope snare trap - Lifting Net Trap but with a snare and higher so the contracting rope can raise them higher over time

    Contracting Rope net snare trap that swings its victim over the campfire so the rope squeezes

    combo of ion tape and contracting rope

    combo ion tape/contracting rope net

    combo ion tape/contracting rope net trap

    chainsaw meteor hammer

    maze sep grenade

    world wave sep grenade

    Last edited by unseenmage; 2017-01-01 at 01:44 PM.

  24. - Top - End - #24
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Found a neat relevant idea over in this thread...
    Quote Originally Posted by Coidzor View Post
    ...
    Hoo, I just had a sick thought about using a Hybridization Funnel to make 3 of the same kind of hybrid substance and then putting it into a Focusing Flask and then following up with Alchemical Weapon using a substance made with a Hybridization Funnel on top of that, condensing 8 alchemical weapons and a bunch of preparation into one attack.
    Last edited by unseenmage; 2016-11-17 at 07:58 AM.

  25. - Top - End - #25
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    It occurs to me that I bought only one Journal for this character at the outset and that even at a conservative guesstimate of one-page-per-custom-idea there have been far more than the allotted 50 pages worth of stuff worked up here.

    So I counted and there's 102 statted up ideas here. Whew! Prolific little bugger ain't she.

    And after this post it'll be 104... at least. Presenting her solution to not lugging around so much analogue recording supplies... the Journal Camera!
    Camera Journal
    (Journal + Camera)
    Source Technology Guide pg. 40, Ultimate Equipment pg. 57
    Price 3,030 gp
    Slot none; Weight 5 lbs.
    Capacity 20; Usage 1 charge/hour
    Description
    The camera journal is a lightweight book-like device with an oil-stained casing. Using the included electronic stylus it can record up to the equivalent of 50 paper pages worth of handwritten information.
    This handheld device can capture still photographs or record video. The device uses a charge when activated and consumes an additional charge each hour; during that hour, individual photographs or video recordings do not consume additional charges. Images and videos captured by a camera can be displayed on the camera’s palm-sized screen. A camera can hold up to 20 hours of video footage and 200 photographs.
    Construction
    Craft DC 25; Cost 1,515 gp
    Craft Technological Item, production lab
    Notes: Just combined the Camera with the Journal, refluffed it as a kindle-like-device and viola. Though at 5 lbs. it's more like a laptop...

    And a bonus because it amused me.
    Pantograph Printing Press
    (Printing Press, Pantograph)
    Source Adventurer's Armory pg. 19, Seekers of Secrets pg. 42
    Price 400 gp; Weight 154 lbs.
    Category Tools
    Description
    A hand-cranked press uses a plate on which all of the text on a page is carved in reverse. Changing the plate is a simple process, but creating a new one is expensive and labor intensive. The press prints one page at a time, at a rate of about five pages per minute. A stationer then needs to cut and trim the pages and bind the book.

    This press includes a metal framework of parallel strips is used to duplicate drawings, allowing enlarging (up to twice the original size) or shrinking (down to half the original size) of the copy in the process. The pantograph framework is anchored, then fitted with a stylus and a writing implement such as chalk, an ink pen, or a pencil. As the stylus is traced over the drawing or other item to be duplicated, the pantograph reproduces the motions, creating a copy. While handy for making quick, accurate copies of ancient carvings, runes, and drawings, a pantograph is unable to produce a convincing forgery. More elaborate and expensive pantographs allow even larger or smaller copies to be made, or multiple copies to be made at the same time.
    Notes: One imagines combining this with the Camera could be amusing. GM's prerogative for how "expensive and labor intensive" changing plates, especially pantograph style plates, would be for using this thing.

  26. - Top - End - #26
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Tech versions of magic items. In this case, tech guns of magic spells. They are priced and activated as use-activated custom magic items. The expenditure of technological charges does not mitigate their prices at all. We avoided spells with touch range, that had weird targeting, had beneficial effects, or had costly material or focus components. There are pistol, rifle, and cannon versions of each. Siege bombard versions too. Maybe some spell combo versions eventually.
    As technological effects these items will not allow Spell Resistance even though the effects are based directly on spells; they'll even cut right through a Golem's Magic Immunity. Unless otherwise stated each is designed at minimum effective CL. As siege weapons the spell-effect bombards will deal full damage to objects even with elemental damage type spells.
    The way these are priced the spell effect produced should be the same every time the item is activated. meaning variable effects or spells with multiple choices all have said effects and choices chosen when the item is made and each firing of the weapon will produce a spell effect with the exact same effects/choices every time it is fired.
    The Animate Objects and Fabricate weapons are missing their material components from their pricing. They will likely be repriced so they emulate repeated castings of the spell instead of repeated instances of spell effect.

    They were priced thusly; Use-activated: Spell level × caster level × 2,000 gp; then x2 because an item that does not take up one of the spaces on a body costs double.
    Rifles cost twice what pistols do and cannons twice what rifles do, due to enhanced range and charges. Light Bombards are SL x CL x 16,000; then x2 as above. Standard Bombards cost twice what light bombards do and heavy bombards twice what standard bombards do, due to enhanced range and charges. (light bombard price multiplier is as beam cannon)
    Edit: The above leads to price bloat, especially with the siege weaponry. Though in line with how tech is priced it makes most of the items completely inaccessible to players of nearly any level. As such they have been re-priced using metamagic equivalencies. There are still some truly exorbitant prices, but even those are much more appropriate. Pistol/rifle/cannon beam weapon versions of the spells have an effective metamagic increase of +2/+3/+4 respectively with the same applied to the light/standard/heavy bombard versions.

    Listed here are some of our favorite Spell-Effect Technological Firearms. Enjoy.
    Note: The "cannons" listed are not siege weaponry but instead just larger versions of the rifle with a siege like firing option. For a siege weapon version see the below Bombards.
    Spoiler: Technological Firearms - Thaumaturgy Guns
    Show

    Thaumaturgic Technological Firearms

    Thaumatugic Pistol
    Source homebrew modification of Technology Guide pg. 21
    Statistics
    Type one-handed ranged; Proficiency exotic (firearms); Weight 2 lbs.
    Damage varies (small), varies (medium); Damage Type varies; Critical x2
    Range 50 ft.; Capacity 10; Usage 1 charge; Effective Metamagic Increase +2
    Description
    A thaumaturgic pistol emits lines of extradimensional particles, creating a crackling beam between it and its target.
    Construction
    Craft DC CL+17; Cost varies
    Craft Technological Arms and Armor, military lab

    Thaumaturgic Rifle
    Source homebrew modification of Technology Guide pg. 21
    Statistics
    Type two-handed ranged; Proficiency exotic (firearms); Weight 6 lbs.
    Damage varies (small), varies (medium); Damage Type varies; Critical x2
    Range 150 ft.; Capacity 20; Usage 1 charge; Effective Metamagic Increase +3
    Description
    A thaumaturgic rifle is a larger, more powerful version of an thaumaturgic pistol, and functions as such except for the differences listed here.
    Construction
    Craft DC CL+19; Cost varies
    Craft Technological Arms and Armor, military lab

    Thaumaturgic Beam Cannon
    Source homebrew of Pathfinder #89: Palace of Fallen Stars pg. 62
    Statistics
    Type two-handed ranged; Proficiency exotic (heavy weaponry); Weight 18 lbs.
    Damage varies (small), varies (medium); Damage Type varies; Critical x2
    Range 300 ft.; Capacity 50; Usage 1 charge; Effective Metamagic Increase +4
    Description
    A thaumaturgic beam cannon is an immense version of one of the six more common beam rifle types. In addition to the standard automatic firing mode options (Pathfinder Campaign Setting: Technology Guide 20), a thaumaturgic beam cannon can be used to launch a devastating blast of energy. This is a full-round action, and these blasts can’t be used to make iterative attacks. When a thaumaturgic beam cannon is used to launch a blast, no attack roll is made—you simply target a 20-foot-radius spread within a maximum range of 300 feet. You must have line of effect to your target when you launch a blast; if the blast impacts a solid object before reaching the target area, it explodes at that point. All creatures caught in the blast radius either take damage of the energy type appropriate to the cannon (Reflex for half) or save against whatever spell effect the cannon emulates. Firing a blast from a thaumaturgic beam cannon consumes 10 charges.
    Construction
    Craft DC CL+21; Cost varies
    Craft Technological Arms and Armor, military lab

    Acid Arrow (SL 2nd, CL 3): Pistol 60,000 gp (SL 4th, CL 7); Rifle 180,000 gp (SL 5th, CL 9); Cannon 308,000 gp (SL 6th, CL 11)
    Animate Objects (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Aqueous Orb (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Baleful Polymorph (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Black Tentacles (SL 4th, CL 7): Pistol 308,000 gp (SL 6th, CL 11); Rifle 364,000 gp (SL 7th, CL 13); Cannon 480,000 gp (SL 8th, CL 15)
    Blindness/Deafness (SL 2nd, CL 3): Pistol 60,000 gp (SL 4th, CL 7); Rifle 180,000 gp (SL 5th, CL 9); Cannon 308,000 gp (SL 6th, CL 11)
    Chain Lightning (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Charm Person (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    Charm Monster (SL 4th, CL 7): Pistol 308,000 gp (SL 6th, CL 11); Rifle 364,000 gp (SL 7th, CL 13); Cannon 480,000 gp (SL 8th, CL 15)
    Charm Monster, Mass (SL 8th, CL 15): Pistol 760,000 gp (SL 10th, CL 19); Rifle 924,000 gp (SL 11th, CL 21); Cannon 1,104,000 gp (SL 12th, CL 23)
    Cloudkill (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Color Spray (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    Command (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    Command, Greater (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Confusion (SL 4th, CL 7): Pistol 308,000 gp (SL 6th, CL 11); Rifle 364,000 gp (SL 7th, CL 13); Cannon 480,000 gp (SL 8th, CL 15)
    Control Construct (SL 7th, CL 13): Pistol 612,000 gp (SL 9th, CL 17); Rifle 760,000 gp (SL 10th, CL 19); Cannon 924,000 gp (SL 11th, CL 21)
    Create Pit (SL 2nd, CL 3): Pistol 60,010 gp (SL 4th, CL 7); Rifle 180,010 gp (SL 5th, CL 9); Cannon 308,010 gp (SL 6th, CL 11)
    Deep Slumber (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Delayed Blast Fireball (SL 7th, CL 13): Pistol 612,000 gp (SL 9th, CL 17); Rifle 760,000 gp (SL 10th, CL 19); Cannon 924,000 gp (SL 11th, CL 21)
    Destroy Robot (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Dimensional Anchor (SL 4th, CL 7): Pistol 308,000 gp (SL 6th, CL 11); Rifle 364,000 gp (SL 7th, CL 13); Cannon 480,000 gp (SL 8th, CL 15)
    Dimensional Lock (SL 8th, CL 15): Pistol 760,000 gp (SL 10th, CL 19); Rifle 924,000 gp (SL 11th, CL 21); Cannon 1,104,000 gp (SL 12th, CL 23)
    Disintegrate (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Dominate Person (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Dominate Monster (SL 9th, CL 17): Pistol 924,000 gp (SL 11th, CL 21); Rifle 1,104,000 gp (SL 12th, CL 23); Cannon 1,300,000 gp (SL 13th, CL 25)
    Fabricate (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Finger of Death (SL 7th, CL 13): Pistol 612,000 gp (SL 9th, CL 17); Rifle 760,000 gp (SL 10th, CL 19); Cannon 924,000 gp (SL 11th, CL 21)
    Fireball (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Flame Strike (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Flesh to Ooze (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Flesh to Stone (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Freezing Sphere (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Glitterdust (SL 2nd, CL 3): Pistol 60,000 gp (SL 4th, CL 7); Rifle 180,000 gp (SL 5th, CL 9); Cannon 308,000 gp (SL 6th, CL 11)
    Glue Seal (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    Grease (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    Haste (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Hideous Laughter (SL 2nd, CL 3): Pistol 60,000 gp (SL 4th, CL 7); Rifle 180,000 gp (SL 5th, CL 9); Cannon 308,000 gp (SL 6th, CL 11)
    Hydraulic Push (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    Incendiary Cloud (SL 8th, CL 15): Pistol 760,000 gp (SL 10th, CL 19); Rifle 924,000 gp (SL 11th, CL 21); Cannon 1,104,000 gp (SL 12th, CL 23)
    Irradiate (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Lightning Bolt (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Mage Hand (SL 0th, CL 1): Pistol 24,000 gp (SL 2nd, CL 3); Rifle 60,000 gp (SL 3rd, CL 5); Cannon 112,000 gp (SL 4th, CL 7)
    Magic Missile (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    Modify Memory (SL 4th {bard}, CL 10): Pistol 384,000 gp (SL 6th, CL 16); Rifle 532,000 gp (SL 7th, CL 19); Cannon 704,000 gp (SL 8th, CL 22)
    Move Earth (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Passwall (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Polar Ray (SL 8th, CL 15): Pistol 760,000 gp (SL 10th, CL 19); Rifle 924,000 gp (SL 11th, CL 21); Cannon 1,104,000 gp (SL 12th, CL 23)
    Polymorph Any Object (SL 8th, CL 15): Pistol 760,000 gp (SL 10th, CL 19); Rifle 924,000 gp (SL 11th, CL 21); Cannon 1,104,000 gp (SL 12th, CL 23)
    Reverse Gravity (SL 7th, CL 13): Pistol 612,000 gp (SL 9th, CL 17); Rifle 760,000 gp (SL 10th, CL 19); Cannon 924,000 gp (SL 11th, CL 21)
    Shatter (SL 2nd, CL 3): Pistol 60,000 gp (SL 4th, CL 7); Rifle 180,000 gp (SL 5th, CL 9); Cannon 308,000 gp (SL 6th, CL 11)
    Shout, Greater (SL 8th, CL 15): Pistol 760,000 gp (SL 10th, CL 19); Rifle 924,000 gp (SL 11th, CL 21); Cannon 1,104,000 gp (SL 12th, CL 23)
    Shrink Item (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Sleep (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    Slow (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Snowball (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    Solid Fog (SL 4th, CL 7): Pistol 308,000 gp (SL 6th, CL 11); Rifle 364,000 gp (SL 7th, CL 13); Cannon 480,000 gp (SL 8th, CL 15)
    Stinking Cloud (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Stone Shape (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Suggestion (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Suggestion, Mass (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Sunburst (SL 8th, CL 15): Pistol 760,000 gp (SL 10th, CL 19); Rifle 924,000 gp (SL 11th, CL 21); Cannon 1,104,000 gp (SL 12th, CL 23)
    Telekinesis (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Transmute Mud to Rock (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Transmute Rock to Mud (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    Web (SL 2nd, CL 3): Pistol 60,000 gp (SL 4th, CL 7); Rifle 180,000 gp (SL 5th, CL 9); Cannon 308,000 gp (SL 6th, CL 11)



    Listed here are some of our favorite Spell-Effect Technological Siege Firearms.
    Note: These are approximations of what a tech bombard could be based on extrapolation from how much better tech guns are than regular firearms.
    Spoiler: Technological Siege Firearms - Thaumaturgy Bombards
    Show

    Thaumaturgic Technological Siege Firearms

    Thaumaturgic Bombard
    Source homebrew, Pathfinder #89: Palace of Fallen Stars pg. 62, Pathfinder Roleplaying Game Ultimate Combat
    Statistics
    Type indirect-fire engines; Proficiency exotic (siege firearms); Weight 25 lbs. (light), 30 lbs. (standard), 50 lbs. (heavy)
    Damage varies; Damage Type varies; Critical x2
    Range 200 ft. (50 ft. min.) (light), 300 ft. (100 ft. min.) (standard), 400 ft. (100 ft. min.) (heavy); Capacity 90 (light), 120 (standard), 150 (heavy); Usage 30 charges (light), 40 charges (standard), 50 charges (heavy); ; Effective Metamagic Increase +2 (light), +3 (standard), +4 (heavy)
    Crew 2 (light & standard), 4 (heavy); Aim 1 (light & standard), 3 (heavy); Load 3 (light & standard), 5 (heavy); Speed 10 ft. (light), 0 ft. (standard & heavy); Size large (light), huge (standard), gargantuan (heavy)
    Description
    Bombard: Resembling either large cauldrons or more traditional cannons, these firearms lob their ammunition in an arc in order to deliver their deadly payloads over troops or castle walls. Bombards are normally fired indirectly, but can also be fired as direct-fire siege engines. When they are used for direct fire, they take a –4 penalty on attack rolls and have their range increment halved, but do not have a minimum range. Unlike regular firearms, technological bombards do not suffer mishaps, or have a misfire chance.

    Light: These bombards resemble cauldrons attached to swivels. Often they are mounted into the ground or into the stone of castle walls because of the mighty power of their recoil. The targeting DC of a light bombard is 15. Light bombards have a hardness of 10 and 70 hit points.

    Standard: These bombards feature the greatest diversity of forms. Many take the cauldron shape of the light bombard, but they may also take the forms of more traditional cannons, albeit featuring stabilizing mechanisms that allow them to fire at a much steeper incline. The targeting DC of a standard bombard is 20. Standard bombards have a hardness of 10 and 140 hit points.

    Heavy: These massive siege engines are often fixed to positions on high hilltops or atop massive keeps, raining death down on a valley or strait. Often these firearms come in two pieces connected by a screw mechanism. The bombard is unscrewed to be loaded, and then the main part of the muzzle is screwed back on to the barrel section in order to be fired. Heavy bombards are too large and powerful to mount on vehicles. The targeting DC of a heavy bombard is 25. Heavy bombards have a hardness of 10 and 280 hit points.
    Construction
    Craft DC CL+20; Cost varies
    Craft Technological Arms and Armor, military lab

    Acid Arrow (SL 2nd, CL 3): Light 60,000 gp (SL 4th, CL 7); Standard 180,000 gp (SL 5th, CL 9); Heavy 308,000 gp (SL 6th, CL 11)
    Animate Objects (SL 6th, CL 11): Light 480,000 gp (SL 8th, CL 15); Standard 612,000 gp (SL 9th, CL 17); Heavy 760,000 gp (SL 10th, CL 19)
    Aqueous Orb (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    Baleful Polymorph (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Black Tentacles (SL 4th, CL 7): Light 308,000 gp (SL 6th, CL 11); Standard 364,000 gp (SL 7th, CL 13); Heavy 480,000 gp (SL 8th, CL 15)
    Blindness/Deafness (SL 2nd, CL 3): Light 60,000 gp (SL 4th, CL 7); Standard 180,000 gp (SL 5th, CL 9); Heavy 308,000 gp (SL 6th, CL 11)
    Chain Lightning (SL 6th, CL 11): Light 480,000 gp (SL 8th, CL 15); Standard 612,000 gp (SL 9th, CL 17); Heavy 760,000 gp (SL 10th, CL 19)
    Charm Person (SL 1st, CL 1): Light 60,000 gp (SL 3rd, CL 5); Standard 112,000 gp (SL 4th, CL 7); Heavy 180,000 gp (SL 5th, CL 9)
    Charm Monster (SL 4th, CL 7): Light 308,000 gp (SL 6th, CL 11); Standard 364,000 gp (SL 7th, CL 13); Heavy 480,000 gp (SL 8th, CL 15)
    Charm Monster, Mass (SL 8th, CL 15): Light 760,000 gp (SL 10th, CL 19); Standard 924,000 gp (SL 11th, CL 21); Heavy 1,104,000 gp (SL 12th, CL 23)
    Cloudkill (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Color Spray (SL 1st, CL 1): Light 60,000 gp (SL 3rd, CL 5); Standard 112,000 gp (SL 4th, CL 7); Heavy 180,000 gp (SL 5th, CL 9)
    Command (SL 1st, CL 1): Light 60,000 gp (SL 3rd, CL 5); Standard 112,000 gp (SL 4th, CL 7); Heavy 180,000 gp (SL 5th, CL 9)
    Command, Greater (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Confusion (SL 4th, CL 7): Light 308,000 gp (SL 6th, CL 11); Standard 364,000 gp (SL 7th, CL 13); Heavy 480,000 gp (SL 8th, CL 15)
    Control Construct (SL 7th, CL 13): Light 612,000 gp (SL 9th, CL 17); Standard 760,000 gp (SL 10th, CL 19); Heavy 924,000 gp (SL 11th, CL 21)
    Create Pit (SL 2nd, CL 3): Light 60,000 gp (SL 4th, CL 7); Standard 180,000 gp (SL 5th, CL 9); Heavy 308,000 gp (SL 6th, CL 11)
    Deep Slumber (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Delayed Blast Fireball (SL 7th, CL 13): Light 612,000 gp (SL 9th, CL 17); Standard 760,000 gp (SL 10th, CL 19); Heavy 924,000 gp (SL 11th, CL 21)
    Destroy Robot (SL 6th, CL 11): Light 480,000 gp (SL 8th, CL 15); Standard 612,000 gp (SL 9th, CL 17); Heavy 760,000 gp (SL 10th, CL 19)
    Dimensional Anchor (SL 4th, CL 7): Light 308,000 gp (SL 6th, CL 11); Standard 364,000 gp (SL 7th, CL 13); Heavy 480,000 gp (SL 8th, CL 15)
    Dimensional Lock (SL 8th, CL 15): Light 760,000 gp (SL 10th, CL 19); Standard 924,000 gp (SL 11th, CL 21); Heavy 1,104,000 gp (SL 12th, CL 23)
    Disintegrate (SL 6th, CL 11): Light 480,000 gp (SL 8th, CL 15); Standard 612,000 gp (SL 9th, CL 17); Heavy 760,000 gp (SL 10th, CL 19)
    Dominate Person (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Dominate Monster (SL 9th, CL 17): Light 924,000 gp (SL 11th, CL 21); Standard 1,104,000 gp (SL 12th, CL 23); Heavy 1,300,000 gp (SL 13th, CL 25)
    Fabricate (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Finger of Death (SL 7th, CL 13): Light 612,000 gp (SL 9th, CL 17); Standard 760,000 gp (SL 10th, CL 19); Heavy 924,000 gp (SL 11th, CL 21)
    Fireball (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Flame Strike (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Flesh to Ooze (SL 6th, CL 11): Light 480,000 gp (SL 8th, CL 15); Standard 612,000 gp (SL 9th, CL 17); Heavy 760,000 gp (SL 10th, CL 19)
    Flesh to Stone (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    Freezing Sphere (SL 6th, CL 11): Light 480,000 gp (SL 8th, CL 15); Standard 612,000 gp (SL 9th, CL 17); Heavy 760,000 gp (SL 10th, CL 19)
    Glitterdust (SL 2nd, CL 3): Light 60,000 gp (SL 4th, CL 7); Standard 180,000 gp (SL 5th, CL 9); Heavy 308,000 gp (SL 6th, CL 11)
    Glue Seal (SL 1st, CL 1): Light 60,000 gp (SL 3rd, CL 5); Standard 112,000 gp (SL 4th, CL 7); Heavy 180,000 gp (SL 5th, CL 9)
    Grease (SL 1st, CL 1): Light 60,000 gp (SL 3rd, CL 5); Standard 112,000 gp (SL 4th, CL 7); Heavy 180,000 gp (SL 5th, CL 9)
    Haste (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Hideous Laughter (SL 2nd, CL 3): Pistol 60,000 gp (SL 4th, CL 7); Rifle 180,000 gp (SL 5th, CL 9); Cannon 308,000 gp (SL 6th, CL 11)
    Hydraulic Push (SL 1st, CL 1): Light 60,000 gp (SL 3rd, CL 5); Standard 112,000 gp (SL 4th, CL 7); Heavy 180,000 gp (SL 5th, CL 9)
    Incendiary Cloud (SL 8th, CL 15): Light 760,000 gp (SL 10th, CL 19); Standard 924,000 gp (SL 11th, CL 21); Heavy 1,104,000 gp (SL 12th, CL 23)
    Irradiate (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Lightning Bolt (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Mage Hand (SL 0th, CL 1): Light 24,000 gp (SL 2nd, CL 3); Standard 60,000 gp (SL 3rd, CL 5); Heavy 112,000 gp (SL 4th, CL 7)
    Magic Missile (SL 1st, CL 1): Light 60,000 gp (SL 3rd, CL 5); Standard 112,000 gp (SL 4th, CL 7); Heavy 180,000 gp (SL 5th, CL 9)
    Modify Memory (SL 4th {bard}, CL 10): Pistol 384,000 gp (SL 6th, CL 16); Rifle 532,000 gp (SL 7th, CL 19); Cannon 704,000 gp (SL 8th, CL 22)
    Move Earth (SL 6th, CL 11): Light 480,000 gp (SL 8th, CL 15); Standard 612,000 gp (SL 9th, CL 17); Heavy 760,000 gp (SL 10th, CL 19)
    Passwall (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Polar Ray (SL 8th, CL 15): Light 760,000 gp (SL 10th, CL 19); Standard 924,000 gp (SL 11th, CL 21); Heavy 1,104,000 gp (SL 12th, CL 23)
    Polymorph Any Object (SL 8th, CL 15): Light 760,000 gp (SL 10th, CL 19); Standard 924,000 gp (SL 11th, CL 21); Heavy 1,104,000 gp (SL 12th, CL 23)
    Reverse Gravity (SL 7th, CL 13): Light 612,000 gp (SL 9th, CL 17); Standard 760,000 gp (SL 10th, CL 19); Heavy 924,000 gp (SL 11th, CL 21)
    Shatter (SL 2nd, CL 3): Pistol 60,000 gp (SL 4th, CL 7); Rifle 180,000 gp (SL 5th, CL 9); Cannon 308,000 gp (SL 6th, CL 11)
    Shout, Greater (SL 8th, CL 15): Light 760,000 gp (SL 10th, CL 19); Standard 924,000 gp (SL 11th, CL 21); Heavy 1,104,000 gp (SL 12th, CL 23)
    Shrink Item (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Sleep (SL 1st, CL 1): Light 60,000 gp (SL 3rd, CL 5); Standard 112,000 gp (SL 4th, CL 7); Heavy 180,000 gp (SL 5th, CL 9)
    Slow (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Snowball (SL 1st, CL 1): Light 60,000 gp (SL 3rd, CL 5); Standard 112,000 gp (SL 4th, CL 7); Heavy 180,000 gp (SL 5th, CL 9)
    Solid Fog (SL 4th, CL 7): Light 308,000 gp (SL 6th, CL 11); Standard 364,000 gp (SL 7th, CL 13); Heavy 480,000 gp (SL 8th, CL 15)
    Stinking Cloud (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Stone Shape (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Suggestion (SL 3rd, CL 5): Light 180,000 gp (SL 5th, CL 9); Standard 308,000 gp (SL 6th, CL 11); Heavy 364,000 gp (SL 7th, CL 13)
    Suggestion, Mass (SL 6th, CL 11): Light 480,000 gp (SL 8th, CL 15); Standard 612,000 gp (SL 9th, CL 17); Heavy 760,000 gp (SL 10th, CL 19)
    Sunburst (SL 8th, CL 15): Light 760,000 gp (SL 10th, CL 19); Standard 924,000 gp (SL 11th, CL 21); Heavy 1,104,000 gp (SL 12th, CL 23)
    Telekinesis (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Transmute Mud to Rock (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Transmute Rock to Mud (SL 5th, CL 9): Light 364,000 gp (SL 7th, CL 13); Standard 480,000 gp (SL 8th, CL 15); Heavy 612,000 gp (SL 9th, CL 17)
    Web (SL 2nd, CL 3): Light 60,000 gp (SL 4th, CL 7); Standard 180,000 gp (SL 5th, CL 9); Heavy 308,000 gp (SL 6th, CL 11)



    Note: to do: add higher CL versions where useful, add spell effect combos
    Spoiler
    Show

    (SL 0th, CL 1): Pistol 24,000 gp (SL 2nd, CL 3); Rifle 60,000 gp (SL 3rd, CL 5); Cannon 112,000 gp (SL 4th, CL 7)
    (SL 1st, CL 1): Pistol 60,000 gp (SL 3rd, CL 5); Rifle 112,000 gp (SL 4th, CL 7); Cannon 180,000 gp (SL 5th, CL 9)
    (SL 2nd, CL 3): Pistol 60,000 gp (SL 4th, CL 7); Rifle 180,000 gp (SL 5th, CL 9); Cannon 308,000 gp (SL 6th, CL 11)
    (SL 3rd, CL 5): Pistol 180,000 gp (SL 5th, CL 9); Rifle 308,000 gp (SL 6th, CL 11); Cannon 364,000 gp (SL 7th, CL 13)
    (SL 4th, CL 7): Pistol 308,000 gp (SL 6th, CL 11); Rifle 364,000 gp (SL 7th, CL 13); Cannon 480,000 gp (SL 8th, CL 15)
    (SL 5th, CL 9): Pistol 364,000 gp (SL 7th, CL 13); Rifle 480,000 gp (SL 8th, CL 15); Cannon 612,000 gp (SL 9th, CL 17)
    (SL 6th, CL 11): Pistol 480,000 gp (SL 8th, CL 15); Rifle 612,000 gp (SL 9th, CL 17); Cannon 760,000 gp (SL 10th, CL 19)
    (SL 7th, CL 13): Pistol 612,000 gp (SL 9th, CL 17); Rifle 760,000 gp (SL 10th, CL 19); Cannon 924,000 gp (SL 11th, CL 21)
    (SL 8th, CL 15): Pistol 760,000 gp (SL 10th, CL 19); Rifle 924,000 gp (SL 11th, CL 21); Cannon 1,104,000 gp (SL 12th, CL 23)
    (SL 9th, CL 17): Pistol 924,000 gp (SL 11th, CL 21); Rifle 1,104,000 gp (SL 12th, CL 23); Cannon 1,300,000 gp (SL 13th, CL 25)
    Last edited by unseenmage; 2017-04-27 at 10:12 AM.

  27. - Top - End - #27
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Jan 2013
    Location
    The netherlands
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    i have been thinking of adding magical siege weapons to my campaign. (my pirate PC's want something fancier then regular old balistas)
    What you you posted goes a long way to help me out there, i wont go the tech route, but the stats are awsome!
    Quote Originally Posted by Orderic View Post
    Quote Originally Posted by swaoeaeieu
    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
    If at any point you notice mistakes in my English, please let me know, I am always looking to improve.

  28. - Top - End - #28
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Quote Originally Posted by Swaoeaeieu View Post
    i have been thinking of adding magical siege weapons to my campaign. (my pirate PC's want something fancier then regular old balistas)
    What you you posted goes a long way to help me out there, i wont go the tech route, but the stats are awsome!
    Thank you.

    We were considering adding a Siege Weapon scale version as well. Especially as these will see use in our epic PF space opera campaign.

    There's also a whole slew of spell combination weapons I want to work up. Animate Objects + Fabricate, Reverse Gravity + Telekinesis, that sort of thing.

    Will try to get back to those ideas when I can.

  29. - Top - End - #29
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    And here we have the base Technological Bombards. Tech siege weapons. Extrapolations from tech weapon mechanics.

    Light bombard: 60,000 gp, damage 6d8, crit x2, range 200’ (50’ min), type varies, crew 2, aim 1, load varies, speed 10’, capacity 90 charges, usage 30 charges, large

    Standard bombard: 80,000 gp, damage 8d8, crit x2, range 300’ (100’ min), type varies, crew 2, aim 1, load varies, speed 0’, capacity 120 charges, usage 40 charges, huge

    Heavy bombard: 160,000 gp, damage 12d8, crit x2, range 400’ (100’ min), type varies, crew 4, aim 3, load varies, speed 0’, capacity 150 charges, usage 50 charges, gargantuan

    Reasons: 10x the weapon’s normal gp cost (the techno standard), damage up one size (techno weapon standard), crit reduced to x2 (again, techno standard), range increment doubled (technically, it should vary between 1.5x to 2.5x, but 2x makes the math pretty), enough capacity to fire 3 times without reloading (the techno advantage: multiple pre-loaded shots), and a “rounded up to the nearest multiple of 10” conversion of charge cost to ammo cost. As a tech weapon, load time would be how fast it would take to regain enough charges to fire again (1 standard action per 10 charges if using batteries, or a flat 1 standard action to completely recharge it if it’s directly plugged into a generator that puts out enough power).
    thanks icefur

    Edit: A query. If one were to create a set of metamagic feats that allowed the spell to target areas and distances as the various tech weapons (laser pistol, laser rifle, beam cannon) and siege bombards (light, standard, heavy) what would said feats look like?

    Potential names for said theoretical metamagic feats:
    Beam Pistol Spell
    Beam Rifle Spell
    Beam Cannon Spell
    Tech guns spells would have the rapid fire option and the beam cannon spell would have the lobbed area damage of the beam cannon

    Light Bombard Spell - range increment becomes 100 ft. (50 ft. min.)
    Bombard Spell - range increment becomes 150 ft. (100 ft. min.)
    Heavy Bombard Spell - range increment becomes 200 ft. (100 ft. min.)
    Bombard spells would deal full damage to objects and the feat itself would have a cooldown rate equivalent to the reload/aim speed of the related bombard, possibly even require aid another checks to simulate crew.

    Essentially, what would the metamagic increase be to change spells into tech and siege weapon attack like range and targeting?

    Edit Again: After some discussion our group has decided on a metamagic equivalency of +2/+3/+4 for the pistol/rifle/cannon beam weapon versions and the same for the light/standard/heavy siege bombard versions.

    Am working on a few lists of various useful/interesting spells as tech weapons right now. We were pricing them with doubling cost increases but that makes them completely inaccessible to players rather quickly even if it is in line with how tech got priced. Millions of gp isn't worth it. So I'll be repricing my lists using the new metamagic equivalencies above.
    Last edited by unseenmage; 2017-03-28 at 07:36 AM.

  30. - Top - End - #30
    Firbolg in the Playground
     
    unseenmage's Avatar

    Join Date
    Apr 2013
    Location
    Middle of nowhere USA.
    Gender
    Male

    Default Re: PF - Combining Mundane Items

    Thaumaturgic Firearms prices updated and Siege variants added. Enjoy.

    Am working on the Spell Combo versions now. Whew! These will not be cheap.

    For the more expensive spell we used the formula as normal; Use-activated: Spell level × caster level × 2,000 gp.
    For the second spell we used the previous formula as normal then multiplied the cost of adding it by 1.5.
    Then add the two together, then x2 because an item that does not take up one of the spaces on a body costs double.
    Items that requires a Skill check to use have a reduction to their cost of 10%.
    The first spell that the item requires to happen first is Quickened for a metamagic increase of +4 spell level and priced accordingly.
    Pistol/rifle/cannon beam weapon versions of the spells have an effective metamagic spell level increase of +2/+3/+4 respectively with the same applied to the light/standard/heavy bombard versions.


    Blended Thaumaturgic Firearms
    Blended thaumaturgic firearms combine multiple thaumaturgic effects with each shot of the firearm. Each is different and combines at least two spell effects as detailed in its entry. They are quite rare and few are said to even exist, the technical difficulty in their creation leading to more than a few workshop mishaps.
    One firing of the weapon initiates both spell effects in quick succession. Spell effects have been effectively quicken metamagic-ed (SL +4) where necessary. Blended thaumaturgic firearms which have caster levels above 20th and/or spell levels above 9th are considered technological artifacts.

    Aqueate Laughinator
    Quickened Aqueous Orb + Hideous Laughter (SL 7th/2nd): Pistol / Light Bombard 1,020,000 gp (SL 9th/4th , CL 17); Rifle / Standard Bombard 1,330,000 gp (SL 10th/5th, CL 19); Cannon / Heavy Bombard 1,680,000 gp (SL 11th/6th, CL 21)
    The aqueate laughinator traps victims inside a ball of water then causes them to suffer a fit of uncontrollable laughter which in turn could cause them to drown in addition to the device's intended effects.
    Notes: Saving throws and checks: 6

    Charmicatte Memorizer
    Quickened Charm Person + Modify Memory (SL 5th/4th {bard CL 10}): Pistol / Light Bombard 1,024,000 gp (SL 7th/6th , CL 16); Rifle / Standard Bombard 1,406,000 gp (SL 8th/7th, CL 19); Cannon / Heavy Bombard 1,848,000 gp (SL 9th/8th, CL 22)
    The charmicatte memorizer uses specialized radiation waves to hypnotize the subject with a charm person effect then uses subharmonics to modify their memories to convince them the wielder has been their best friend for life using a modify memory effect.
    Notes: Saving throws and checks: 3

    Fabricatte Animator
    Animate Objects + Quickened Fabricate (SL 6th/9th): Pistol / Light Bombard 1,738,800 gp (SL 8th/11th, CL 21); Rifle / Standard Bombard 2,111,400 gp (SL 9th/12th, CL 23); Cannon / Heavy Bombard 2,520,000 gp (SL 10th/13th, CL 25)
    A fabricatte animator's blended thaumaturgic effect uses a fabricate effect to carve off a roughly humanoid chunk, or chunks, of whatever unattended object it's fired at then an animate objects effect to animate what it's carved.
    Note: Item requires Skill check to use; Saving throws and checks: 1

    Fabricatte Telikinator
    Quickened Fabricate + Telekinesis (SL 9th/5th): Pistol / Light Bombard 1,625,400 gp (SL 11th/7th, CL 21); Rifle / Standard Bombard 1,987,200 gp (SL 12th/8th, CL 23); Cannon / Heavy Bombard 2,385,000 gp (SL 13th/9th, CL 25)
    The fabricatte telikinator utilizes a fabricate effect to shape whatever it is fired at as the user sees fit then a telekinesis effect to move the shaped object where the wielder desires, often with great force.
    Note: Item requires Skill check to use; Saving throws and checks: 2

    Flesh to Shatterizer
    Quickened Flesh to Stone + Shatter (SL 10th/2nd): Pistol / Light Bombard 1,602,000 gp (SL 12th/4th, CL 23); Rifle / Standard Bombard 2,050,000 gp (SL 13th/5th, CL 25); Cannon / Heavy Bombard 2,484,000 gp (SL 14th/6th, CL 27)
    The flesh to shatterizer first rapidly fossilizes the target into a stone statue-like state then uses sonic disruptions to shatter the petrified subject.
    Notes: Saving throws and checks: 2

    Greased Hydropushinator
    Quickened Grease + Hydraulic Push (SL 5th/1st): Pistol / Light Bombard 598,000 gp (SL 7th/3rd, CL 13); Rifle / Standard Bombard 840,000 gp (SL 8th/4th, CL 15); Cannon / Heavy Bombard 1,122,000 gp (SL 9th/5th, CL 17)
    The greased hydropushinator uses a grease effect to slicken the floor then a hydraulic push effect to shove the enemy.
    Notes: Saving throws and checks: 3

    Greased Magehandinator
    Quickened Grease + Mage Hand (SL 5th/0th): Pistol / Light Bombard 520,000 gp (SL 7th/2nd, CL 13); Rifle / Standard Bombard 750,000 gp (SL 8th/3rd, CL 15); Cannon / Heavy Bombard 1,020,000 gp (SL 9th/4th, CL 17)
    The Greased Magehandinator uses a grease effect to disarm the opponent then a mage hand effect to whisk away the now unattended object.
    Notes: Saving throws and checks: 1

    Hyrdo-Push-In-Pit-inator
    Quickened Create Pit + Hydraulic Push (SL 6th/1st): Pistol / Light Bombard 750,010 gp (SL 8th/3rd, CL 15); Rifle / Standard Bombard 1,020,010 gp (SL 9th/4th, CL 17); Cannon / Heavy Bombard 1,330,010 gp (SL 10th/5th, CL 19)
    The stylish hyrdo-push-in-pit-inator uses a create pit effect to create a pit then a hydraulic push effect to shove the enemy into said pit.
    Notes: Saving throws and checks: 3

    Reversal Telekinator
    Quickened Reverse Gravity + Telekinesis (SL 11th/5th): Pistol / Light Bombard 2,350,000 gp (SL 13th/7th, CL 25); Rifle / Standard Bombard 2,808,000 gp (SL 14th/8th, CL 27); Cannon / Heavy Bombard 3,306,000 gp (SL 15th/9th, CL 29)
    The reversal telikinator uses a reverse gravity effect to lift a victim off the ground then applies a telekinesis effect to hurl them a substantial distance.
    Notes: Saving throws and checks: 2

    Shrunken Telikinator
    Quickened Shrink Item + Telekinesis (SL 7th/5th): Pistol / Light Bombard 1,326,000 gp (SL 9th/7th, CL 17); Rifle / Standard Bombard 1,672,000 gp (SL 10th/8th, CL 19); Cannon / Heavy Bombard 2,058,000 gp (SL 11th/9th, CL 21)
    The shrunken telikinator employs a shrink item effect and shrinks whatever it is fired at then applies a telekinesis effect to hurl the shrunken object at or high above the enemy meanwhile the wielder gets a chance to speak the command word to unshrink the item mid-flight allowing the thrown object to deal damage based on its size.
    Notes: Saving throws and checks: 2

    Spoiler
    Show



    SL - min CL
    0 - 1st
    1 - 1st
    2 - 3rd
    3 - 5th
    4 - 7th
    5 - 9th
    6 - 11th
    7 - 13th
    8 - 15th
    9 - 17th
    10 - 19th
    11 - 21st
    12 - 23rd
    13 - 25th
    14 - 27th
    15 - 29th
    16 - 31st
    17 - 33rd


    Last edited by unseenmage; 2017-04-27 at 10:31 AM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •