Grenado (3.5e Equipment)
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Size | Cost1 | Damage | Weight1 | hp | |||||||
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Fine | * | * | 1 | ||||||||
Diminutive | * | * | 1 | ||||||||
Tiny | * | * | 1 | ||||||||
Small | 50 sp | 1d4 fire + 1d2 piercing | 1 pound | 2 | |||||||
Medium | 50 sp | 1d6 fire + 1d4 piercing | 2 pounds | 5 | |||||||
Large | 1 gp | 1d8 fire + 1d6 piercing | 4 pounds | 10 | |||||||
Huge | * | * | 20 | ||||||||
Gargantuan | * | * | 40 | ||||||||
Colossal | * | * | 80 | ||||||||
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A small, spherical ball filled with gunpowder, nails, and lead shot. This is a favorite weapon of the pirate, as it can cause distractions and damage all at once. The range of this weapon is fairly small, as it is often tossed underhand and has a relatively short fuse. The range is a base of 20 ft., with a bonus 5 ft. every +2 strength modifier. The grenado explodes in a 5' radius, dealing damage based upon it's size to that entire area. It requires a DC 15 Reflex save to avoid the shrapnel (piercing damage), and a DC 15 Reflex save to halve the fire damage.
Pirates hold the creation of the grenado dear, but do sell them on the black market for fairly cheap. In order to make a functioning grenado, one must succeed on a DC 20 craft (explosives) twice. If failure occurs both times, the grenado explodes and deals the damage it normally would to the area around it.
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