Explosives: the Reflex save DC is also the Knowledge (Engineering) check to set them correctly; failure by 10 or more means accidental trigger, failure by 9 to 5 it has not been set right: you can reroll or let it be, but if you attempt to reroll it has a 20% chance of going off unless it is first disarmed. Failure by 5 or less, you can try again at no penalty.
Basic Claymore (2500gp) - Reflex save DC 17 for half damage; (8d6)5d6 fire and piercing damage within (10ft)30ft radius.
Shrapnel (4000gp) - Reflex save DC 18 for half damage; (5d8)3d8 piercing and slashing damage and (1d8)1d6 bleed damage within (10ft)30ft radius.
Wreckers (6000gp) - Reflex save DC 20 for half damage; 10d10 force and sonic damage within 30ft radius. If you are in the blast radius you must also make a DC 20 Fort save to avoid being stunned for 1d6 rounds.
Grenades - A grenade is a small, cylindrical device that is designed to be thrown as a splash weapon or fired from a grenade launcher. 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.
Fragmentation Grenade (750gp) - 20ft radius - 5d6 slashing damage, DC 15 Reflex save for half.
Concussion Grenade (750gp) - 20ft radius - 5d6 bludgeoning damage, DC 15 Fortitude save for half.
Shield Grenade (300gp) - 20ft radius - Shield 3d6 for 1d4+1 rounds to all creatures in the area.
Doubt Bomb (300gp) - 10ft radius - DC 16 Will save, otherwise divine casters cannot access spells or channel powers for 1d6+1 rounds.
EMP Grenade -
Lesser - (250gp) - 20ft burst - Remove 1d6 charges from each item in the area. Androids and people with cybernetics make a fort save DC 13 or they are sickened for a number of rounds equal to charges lost.
Major - (400gp) - 20ft burst - Remove 1d8 charges from each item in the area. Androids and people with cybernetics make a fort save DC 16 or they are sickened for a number of rounds equal to charges lost.
Greater - (600gp) - 30ft burst - Remove 1d10 charges from each item in the area. Androids and people with cybernetics make a fort save DC 20 or they are sickened for a number of rounds equal to charges lost.
Flashbang Grenade (150gp) - 20ft radius, 2x DC 15 Fort save. The flashbang blinds creatures for 1d4 rounds; the first Fort save negates this, but creatures with low-light vision (or those using the low-light mode on Peekers) take a -2 penalty to the save, and those with darkvision take a -4 penalty to the save. The flashbang also staggers creatures for 1 round and deafens them for 1d4 rounds; the second Fort save negates both effects. Creatures who are already deaf or blind avoid the relevant effects. Creatures who shield their eyes and/or cover their ears prior to the grenade going off grant themselves a +4 circumstance bonus to the relevant Fort save, but also suffer a -8 penalty to sight and/or hearing-based Perception checks and are considered flat-footed until the grenade explodes. Cover can also provide some protection from the effects (DM’s discretion).
Smoke Grenade (150 gp) - 10ft / 20ft radius, no save. The smoke grenade creates a thick cloud of smoke that obscures all sight, including darkvision, within a 10ft radius of the grenade. Creatures within this radius are treated as effectively blind while this close to the grenade, though they also have total concealment (50% miss chance) against any attacks originating from farther than 5ft away, and concealment (20% miss chance) from attacks originating 5ft away. At a distance of 10-20ft from the grenade, creatures suffer a -10 penalty to all vision- and scent-based Perception checks; they have concealment (20% miss chance) against attacks originating from farther than 5ft way. A moderate wind (11+mph) disperses the smoke in 2 rounds, a strong wind forces the smoke into a cone shape rather than a standard radius for 2 rounds, after which it is dispersed. Smoke grenades can be issued in a variety of colors to be used as signalling devices.
LS Grenade (1000gp)
20ft radius - dc 15 reflex save
Creates a 20ft radius of living steel latice that entangles creatures that failed their reflex saves, and the ground is considered difficult terrain.
If hit with at least 5 points of electricity, it constricts on one of the targets that are entangled, if they fail this reflex save they are restrained.
Another 5 damage returns it to a grenade state where it landed, it is a DC 20 standard action strength check to remove this status, creatures made of metal or wearing significant metal take a -3 to this save.
Void-Grenades (3000gp)
Astral - 15ft radius, Fort save DC 18. All targets that fail are pulled to the square where the explosion initiated; characters moved in this way fall prone in the square and take a full round to stand up. If a unit is hit by the grenade directly, they must make a Fort save DC 20 to resist the effects.
Planar - 30ft radius, Reflex save DC 20 for half. 5d6 Energy damage, and if the target is within a 15ft radius they also must save against the additional listed effect.
Fire: Reflex save DC 20 to not catch on fire for 1d4+1 rounds at 3d6 a round.
Air: Reflex save DC 20 to not be dazed for 1 round and half speed for 1d6 rounds. Sonic effect - does not function in silence or airless areas.
Water: Fort save DC 20 to not be fatigued for 1 min, if already fatigued then exhausted.
Earth: Fort save DC 20 to not be knocked prone and nauseated for 1d4+1 rounds.
Time - 20ft radius, Will save DC 17. Creatures in the area flicker in and out of reality and are invulnerable to all damage and effects and cannot affect their surroundings for 2d6 rounds, after which they resume their location on the plane. If area effects have changed then they will interact with those effects as normal.