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: | + | *'''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. | + | 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
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Crazy Gadget (Strike) [Acid, Cold, Electricity, Fire] | |
Level: | 2 |
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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:
- 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.
- Electricity: Reflex save vs deafness for 5 rounds.
- Fire: Reflex save vs catching on fire until smothered, or 5 rounds.
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.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Martial Disciplines → Crazy Gadget
Eiji-kunv |
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Facts about "Chem Grenade (3.5e Maneuver)"
Article Balance | High + |
Author | Eiji-kun + |
Descriptor | Acid +, Cold +, Electricity + and Fire + |
Discipline | Crazy Gadget + |
Identifier | 3.5e Maneuver + |
Level | 2 + |
Rating | Undiscussed + |
Summary | Throw an advanced alchemical grenade to explode in the enemy's face. + |
Title | Chem Grenade + |
Type | Strike + |