Difference between revisions of "Chem Grenade (3.5e Maneuver)"

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*'''Acid:''' [[Fortitude]] save against taking the splash damage as additional damage 1 round later.
 
*'''Acid:''' [[Fortitude]] save against taking the splash damage as additional damage 1 round later.
 
*'''Cold:''' [[Fortitude]] save vs reducing speeds by 1/2 for 1 round.
 
*'''Cold:''' [[Fortitude]] save vs reducing speeds by 1/2 for 1 round.
*'''Electricity:''' [[Reflex]] save vs [[SRD:Deafness|deafness]] for 5 rounds.
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*'''Electricity:''' [[Reflex]] save vs [[SRD:Deafened|deafness]] for 5 rounds.
 
*'''Fire:''' [[Reflex]] save vs [[SRD:Environment#Catching_on_Fire|catching on fire]] until smothered, or 5 rounds.
 
*'''Fire:''' [[Reflex]] save vs [[SRD:Environment#Catching_on_Fire|catching on fire]] until smothered, or 5 rounds.
  
If an [[SRD:Acid|acid flask]], [[SRD:Alchemist Fire|alchemist fire]], alchemist's frost<sup>ECS</sup>, or alchemist's spark<sup>ECS</sup> is consumed as part of initiating, the DC and effective initiator level increases by +2.
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If an [[SRD:Acid|acid flask]], [[SRD:Alchemist's Fire|alchemist's fire]], alchemist's frost<sup>ECS</sup>, or alchemist's spark<sup>ECS</sup> is consumed as part of initiating, the DC and effective initiator level increases by +2.
  
 
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Latest revision as of 05:41, 6 January 2020

Homebrew.png
Author: Eiji-kun (talk)
Date Created: 9-6-19
Status: Complete
Editing: Clarity edits only please
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Chem Grenade
Crazy Gadget (Strike) [Acid, Cold, Electricity, Fire]
Level: 2
Initiation Action: Standard
Range: 20 ft range increment
Target or Area: One creature with 5 ft radius splash
Duration: Instantaneous
Saving Throw: See text

You shake up a can and give it a toss. Pop rocks and soda, it never fails.

You throw an alchemical grenade out to a 20 ft range increment as a ranged touch attack, dealing 1d6 points of damage per two initiator levels (round up) of either acid, cold, electrical, or fire damage. Creatures in a 5 ft radius splash take minimum damage as splash damage. Depending on the element chosen, an additional effect occurs with the DC being 12 + Intelligence modifier:

If an acid flask, alchemist's fire, alchemist's frostECS, or alchemist's sparkECS is consumed as part of initiating, the DC and effective initiator level increases by +2.


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Eiji-kun's Homebrew (5652 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
DescriptorAcid +, Cold +, Electricity + and Fire +
DisciplineCrazy Gadget +
Identifier3.5e Maneuver +
Level2 +
RatingUndiscussed +
SummaryThrow an advanced alchemical grenade to explode in the enemy's face. +
TitleChem Grenade +
TypeStrike +