These weapons explode or burst, dealing damage to creatures or objects within an area.
Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off.
Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from some sort of launcher or other device, in which case the appropriate Weapon Proficiency feat for the launcher is necessary to avoid the -4 nonproficient penalty.
When you attack with a grenade, you make an Athletics check against the Dodge defence against your target and all other creatures in the Blast Radius of your grenades. If you hit, you deal full damage. If you miss, you deal half damage, and, typically, most of a grenade's special abilities do not trigger on that target. If you land a critical hit, increase the damage as listed. If you have a fumble against any target, they take no damage from your attack.
All grenades have a range increment of 1/2/3.
Concussion Grenades: High-powered stun grenades used by military special forces, these grenades release powerful concussive bursts of sound and force. Any target that suffers a critical hit is knocked prone, as if Tripped.
Dye Grenades: Low-powered stun grenades that spray indelible dye over all targets caught in an area. Creatures struck by a dye grenade suffer a -10 to Deception checks to disguise themselves through mundane means for the remainder of the Chapter. In addition, attempting to track creature struck by a dye grenade grants the tracker a +2 circumstance bonus.
EMP Grenade: This grenade releases an electromagnetic pulse that instantly shorts out all electronic devices (including computers} within a close-range burst. Affected devices remain non-functional until repaired.
The EMP grenade deals no damage to most creatures. However, a robot or creature infected with nanites takes 5d6 points of electricity damage.
Fragmentation Grade: The most common military grenade, "frag" grenades spray shrapnel in all directions when it explodes.
Flashbang: A flashbang is a light stun grenade favoured by law enforcement and monster hunters. They explode in a blinding flash and a deafening bang, producing no shrapnel and instead incapacitating targets. Those hit by a flashbangs gain 1d4 applications of both the Blinded and Deafened conditions. Targets who are critically hit double the duration of Blinded and Deafened, and also gain 3 applications of Stunned.
Molotov: A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand . The purchase DC given is for the components. To use it, the rag must first be lit, requiring a single action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first.
Pipe Bomb: A pipe bomb is an improvised bomb or grenade made out of common hardware and electronics. Usually, pipe bombs rely on high pressure to increase the damage these devices can do. While easily concealed, the possession and manufacture of pipe bombs are illegal in most countries.
Smoke Grenade: Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade its blast radius with concealing smoke. The smoke obscures all sight, including darkvision. All creatures within the smoke become concealed, and all creatures outside the smoke become concealed to creatures within it.
The smoke cloud. disperses after 1 Minute, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices.
Tangle Grenade: This grenade explodes in.a 15-foot-radius burst, scattering sticky foam throughout the area. Creatures hit, and cannot move until the foam is dissolves, or it breaks free with a DC 25 Escape Check (Acrobatics, Athletics or Unarmed)
If Blackcloak agents requisition tangier grenades from the organization, they also receive an aerosol canister that contains foam solvent (enough to dissolve all of the foam from one grenade}. Dissolving foam from one creature requires a full-round action.
Tear Gas Grenade: Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a its blast radius with a cloud of irritant that causes eyes to fill with tears. It disperses after 1 minute, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round.
All creatures within the gas become concealed, and all creatures outside the gas become concealed to creatures within it. At the start of their turn, all creatures in the area of the gas must make an Endurance check each turn equal to the DC of the Grenade or gain the sickened condition. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Endurance save.
Thermite Grenade: Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment.
White Phosphorous Grenade: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade also takes 1d6 persistent fire damage. In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade.
Unlike explosives, most bombs require some degree of setup in advance. Bombs rely on the Demolitions skill to be set, and take a full round to set before they can be safely detonated.
When you attack with a bomb, you make an Demolitions check against the Dodge defence all creatures in the Blast radius of your planted bomb. If you hit, you deal full damage. If you miss, you deal half damage, and, typically, most of a bomb's special abilities do not trigger on that target. If you land a critical hit, increase the damage as listed. If you have a fumble against any target, they take no damage from your attack.
Most objects and structures take full damage from bombs.
Det Cord: A det cord is an explosive in ropelike form. Technically, det cord doesn't explode, but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half.
The information on the table represents a 2-Range length. A length of det cord can be spread out and divided into smaller units. When this is the case, it deals the indicated damage to all creatures in melee range of each piece of cord as it explodes.
It can also be doubled up. For each strand of cord in melee range with a target, increase the damage by +1d6 to a maximum of +4d6.
Det cord requires a detonator to set it off.
Dynamite: Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6).
It's possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If you succeed on the check, the damage increases by 50% and the blast radius increases to 1 Range.
To set off dynamite using a fuse, the fuse must first be lit, requiring a single action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse, a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a single action.
If a stick of dynamite is lit then thrown like a grenade, it has a range increment of Close/1/2.
Plastic Explosives: Plastic explosives, such as C4 and Semtex, resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them.
Plastic explosives require a detonator to set off.