Difference between revisions of "Greenade (3.5e Equipment)"
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If allowed to dry after 30 minutes, the green dye becomes permanent (though eventually wears off skin after 1d4 weeks) though otherwise washes off with water. | If allowed to dry after 30 minutes, the green dye becomes permanent (though eventually wears off skin after 1d4 weeks) though otherwise washes off with water. | ||
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+ | [[SRD:Craft Skill|Craft]] (Alchemy) DC [[Craft DC::25]]. | ||
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[[Category:Weapon]] | [[Category:Weapon]] | ||
[[Category:Mundane]] | [[Category:Mundane]] | ||
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Revision as of 00:58, 20 July 2015
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Greenade
Light Thrown
Cost: | 50 gp |
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Damage (Small): | — |
Damage (Medium)1: | 1d4 |
Critical: | x2 |
Range Increment: | 10' |
Weight2: | 1 lbs |
Type3: | Bludgeoning |
HP4: | 1 |
Hardness: | 1 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
The greenade is a glass vial loaded with alchemical fertilizers, unstable alchemical propellants and green dyes. When thrown, a direct hit deals 1d4 points of bludgeoning damage from the impact. Everything within a 15 foot area surrounding the impact gets covered in green dye and fertilizers with a saving throw (Reflex DC 10 + thrower's Dexterity modifier) to avoid getting gunked. Plants in the area are affected by an extraordinary "overgrowth" effect of plant growth. Plant creatures in the area who get coated in the gunk instead gain extraordinary fast healing 1 for 1 minute. Plant creatures that simply drink the substance right from the vial gain fast healing 1 for 1 minute.
If allowed to dry after 30 minutes, the green dye becomes permanent (though eventually wears off skin after 1d4 weeks) though otherwise washes off with water.
Craft (Alchemy) DC 25.
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