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View Full Version : Grenades (yay magic items!)



arkanis
2008-05-31, 01:39 PM
So we all know potions and exlixirs are drunk and bestow a benefit to the drinker.

Poisons and oils are drunk or added to weapons to hurt and inflict more damage.

That leaves a lot of spells outside the brewing business and gives an advantage to the scroll scribers, wand whittlers, and staff crafters.

Well, not anymore!


GRENADE
A grenade is a magical brew designed to be throw on a target or on the ground to create the effects of any spell targeting an area or hit target. The shattering of the vial activates the spells (throwing/breaking it is a standard action). Spells which have more than a standard action casting time can't be brewed. Brewing a grenade has the same cost as a potion according to spell level.

Note: Grenades can be used as bullets in a sling at a -4 attack penalty.

The ground's AC is 2 unless otherwise noted.

Aleron
2008-05-31, 01:45 PM
Heh, add light/daylight to a "grenade", along with a sonic spell, say Sound Burst and you have your verry own flash bang grenade!

UserClone
2008-05-31, 01:52 PM
I would say a combo of Flare and Sonic Snap would do the trick, possibly with Daze thrown in.

Daracaex
2008-05-31, 02:02 PM
So when are ya going to stat up the Holy Hand Grenade of Antioch?:smallbiggrin:

Daracaex
2008-05-31, 02:08 PM
Woops, sorry for the double post.

Siosilvar
2008-05-31, 02:42 PM
So these function as splash weapons (http://www.d20srd.org/srd/combat/specialAttacks.htm#throwSplashWeapon) (like alchemist's fire (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#alchemistsFire) and acid (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#acid))?
If so, then a square's AC would be 5 (AC 10 - 5 Dex).

Gwyn chan 'r Gwyll
2008-05-31, 08:41 PM
Holy Hand Grenade of Antioch is easy.

It's just fireball, plus some other thing.

Silence
2008-05-31, 09:01 PM
The ground's AC is 2 unless otherwise noted.

"Ok, so my first level rouge throws the potion."
"Hmmmm.... roll attack."
"OK *rolls* s***, I rolled a 1..."
"You miss the ground."
".... What the f***?"

Jack_Simth
2008-05-31, 09:50 PM
"Ok, so my first level rouge throws the potion."
"Hmmmm.... roll attack."
"OK *rolls* s***, I rolled a 1..."
"You miss the ground."
".... What the f***?"
You missed the intended square. Depending on the DM, that could get... ugly.

Or it just means the angle was wrong, and the silly thing didn't break....

jindra34
2008-05-31, 10:05 PM
You missed the intended square. Depending on the DM, that could get... ugly.

Or it just means the angle was wrong, and the silly thing didn't break....

Depending on the DM a one could always be messy...

Silence
2008-05-31, 10:49 PM
You missed the intended square. Depending on the DM, that could get... ugly.

Or it just means the angle was wrong, and the silly thing didn't break....
I know, but it's kinda funny to think about it....

Guyr Adamantine
2008-06-01, 12:07 AM
Well, it was already an old joke about "How to fly without casting a spell".

1) Jump on a square, aiming for a spot.

2) Miss on purpose.

3) Get launched to the stratosphere.

ahzreal
2008-06-03, 12:34 AM
Holy Hand Grenade of Antioch = Sunlight + Hallow

Summon Capsule = Any Summon Spell

Marbit Muncher
2008-06-03, 12:39 AM
sleeping ouch= Nightmare Lullaby

Negative energy aura in a bottle=Negative energy aura (duh :tongue:)

FlyMolo
2008-06-03, 12:43 AM
Crawling tats, my friend. Like these, but psionic and homing. Have a cookie.

BizzaroStormy
2008-06-03, 01:54 AM
Ninja Grenade = Invisibility + Obscuring Mist

Portable Wall = Wall of Stone grenade

WTF? Grenade = Grenade of Cure serious Wounds

Aleron
2008-06-03, 06:58 AM
Dang it, I'm so using grenades in my games!

Zenos
2008-06-03, 10:23 AM
What about cone shaped spells? We need spellthrowers.

Silence
2008-06-03, 10:41 AM
This brings up the possibility of putting pretty much any spell in a potion.

Any spell at all.

ahzreal
2008-06-03, 11:58 AM
This brings up the possibility of putting pretty much any spell in a potion.

Any spell at all.


Possibly even new spells altogether. Think about it. What if you could add in an aura spell with say.. Slay Living? Could that possibly be an aura of Slay Living?

arkanis
2008-06-03, 02:21 PM
Well a grenade should work for all area-affecting (centered on the square hit with the grenade) and single target affecting spells (targeting who or whatever is hit with the grenade). Acid flasks and alchemist fires are simply the same thing only they haven't made their spells:

ACID FLASK
Conjuration [Acid]
Level: Drd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One glob of acid
Duration: Instantaneous
Saving Throw: None; Reflex (see text)
Spell Resistance: No
You fire a small glob of acid at a target. You must succeed on a ranged touch attack to hit your target. The acid deals 1d6 points of acid damage per three caster levels (minimum 1d6) and 1 point of acid damage per three caster levels to all surrounding squares (Reflex for half).

For cones and lines and other such effects one would need to use a wand or a staff or perhaps a special "spellthrower" as Zenos put it.

Spellthrower
This strange-looking rod has a handle and is actually a one-way tube which can be wielded with two hands. The special enchantment on this tool is its effects on grenades which are placed into it. It changes all area affects to cone effects of the same range which burst forth from it the moment a grenade is placed in. It can also launch a grenade much like a crossbow with the same range as a light crossbow. Wielding a spell-thrower works just like loading and firing a heavy crossbow although it requires grenades instead of bolts.
Cost: 1250 gp

And yes, the whole point to this thread was so that nearly ANY spell could be made into a potion, poison, or grenade. I figure its only fair since scrolls, wands, rods, and staffs can be imbued with ANY spell already.

insecure
2008-06-03, 03:13 PM
What about this one?
reverse gravity+delayed stone wall

1. You begin to fall upwards
2. A stone wall appears over you(takes falling damage from hitting the wall)
3. You fall down again(takes falling damage from, duh, falling)
4. You got hit by a stone wall(takes falling+bludgeoning damage from the stone wall)

That could get nasty...

Zyme
2008-06-03, 05:01 PM
Evil thought, fire these grenades with an atlatl. D&D grenade launcher.

Stycotl
2008-06-04, 04:16 PM
What about this one?
reverse gravity+delayed stone wall

1. You begin to fall upwards
2. A stone wall appears over you(takes falling damage from hitting the wall)
3. You fall down again(takes falling damage from, duh, falling)
4. You got hit by a stone wall(takes falling+bludgeoning damage from the stone wall)

That could get nasty...

i like that one.

arkanis
2008-06-04, 05:00 PM
Try a magetrap grenade:

-Anti-magic field (20ft.)
-Force Cage (20ft.) (just barely an inch outside the field

Hmm hmm. Watch'm squirm.

insecure
2008-06-04, 05:10 PM
Try a magetrap grenade:

-Anti-magic field (20ft.)
-Force Cage (20ft.) (just barely an inch outside the field

Hmm hmm. Watch'm squirm.

Why not add an imprissonment spell? They can't even get you out with a freedom spell, because of the antimagic field...

ahzreal
2008-06-04, 05:47 PM
Why not add an imprissonment spell? They can't even get you out with a freedom spell, because of the antimagic field...

I don't think you could combine any other spell with an antimagic field, because of the spell's nature. :smallconfused: I mean, wouldn't the antimagic just get rid of the other spell in the grenade?

The Necroswanso
2008-06-04, 07:02 PM
"Ok, so my first level rouge throws the potion."
"Hmmmm.... roll attack."
"OK *rolls* s***, I rolled a 1..."
"You miss the ground."
".... What the f***?"

You miss. The grenade floats violently up into the air, flies halfway across the world and kills your future arch nemesis. That's how you miss attacking the ground.

arkanis
2008-06-04, 07:48 PM
I don't think you could combine any other spell with an antimagic field, because of the spell's nature. :smallconfused: I mean, wouldn't the antimagic just get rid of the other spell in the grenade?

Thus why I stated "just barely an inch outside the field." The force cage encompasses the field but isn't actually inside of it. Make sense?

aaron_the_cow
2008-06-04, 11:20 PM
Mage Killer=forgeting poison+antimagic field


curent spell fizzils and they lose their spell slots.:smallbiggrin:

arkanis
2008-06-05, 11:28 AM
If you "missed" the ground you accidently threw it in a random adjacent square (1d8 will determine direction, 1 = north, 2 = northeast, 3 = east, 4 = southeast, 5 = south, 6 = southwest, 7 = west, 8 = northwest).

The effects of the grenade that missed have only a 50% chance of going off if you missed. If the grenade doesn't go off it just lands on the ground unharmed and perfectly available for your targets to pick up and throw back at you.

Destro_Yersul
2008-06-05, 11:40 AM
The possibilities, they are Endless...

Shatter Grenade! Sphere of Annihilation Grenade! Grenade of Magical Nuking (AKA: multiple maximized Orb spells)!

Zyme
2008-06-05, 05:13 PM
delayed blast fireball=cooked HE grenade

ahzreal
2008-06-05, 11:04 PM
Thus why I stated "just barely an inch outside the field." The force cage encompasses the field but isn't actually inside of it. Make sense?

This is understood, but both spells still have to co-exist inside the bottle, yes? Wouldn't the anti-magic destroy or disable the spell then? :smallconfused:

Funkyodor
2008-06-06, 09:27 AM
For flash-bangs I've always just combined the Thunderstone and Flash Pellet.

Dust of Appearance smashed together with Stinking Cloud. (sick bomb).

Stycotl
2008-06-06, 02:38 PM
This is understood, but both spells still have to co-exist inside the bottle, yes? Wouldn't the anti-magic destroy or disable the spell then? :smallconfused:

not neccesarily. you could make a scroll with antimagic sphere and something else on it as well. just the fact that you can make an enchanted item with antimagic sphere in the first place means that it works as an enchantment with other magic--otherwise it would unravel its own permanent enchantment on whatever item it was put.

insecure
2008-06-07, 06:08 AM
I just got a new idea:
Rock to lava+forcecage

arkanis
2008-06-07, 10:50 AM
not neccesarily. you could make a scroll with antimagic sphere and something else on it as well. just the fact that you can make an enchanted item with antimagic sphere in the first place means that it works as an enchantment with other magic--otherwise it would unravel its own permanent enchantment on whatever item it was put.

Yep. You hit the nail on the head.


I just got a new idea:
Rock to lava+forcecage

Truly, you are a master of evil.

But what will you do if a Red Dragon or Azer challenges your Lava Cage 'o Doom?

insecure
2008-06-07, 12:05 PM
That's easy:
Energy substitution

Zenos
2008-06-07, 02:11 PM
What about Control weather/wind grenade? Mess up the battlefield YAYY!

insecure
2008-06-07, 02:52 PM
I think we need some rules about them. I've tried to make a few here:

-You can only store spells from 4th level and down.
-You can have up to 2 spells in the same grenade.
-The spells go of simultaneously, unless one of them are delayed(CA, metamagic feat)
-You can only store AoE spells in a grenade.
-There is a 50% chance that the grenade won't go of if you miss the target.

Are they usefull?

Pie Guy
2008-06-07, 03:56 PM
How about a feat that lets you find the materials (therfore no cost) if you are in a nonurban area, 1/day. And someone make a class that allows to store any spell on the grenade. provided they can make it, or something.

insecure
2008-06-07, 05:39 PM
I'll try to make a prestige class, but it will be my first try at making a prestige class, so please, come with some constructive critique.

Where should i post it? Here, or in a new thread?

arkanis
2008-06-08, 01:08 AM
A magical alchemist/grenadier class? Brilliant!

ahzreal
2008-06-08, 10:05 PM
A magical alchemist/grenadier class? Brilliant!

Indeed. ^_^

Emperor Tippy
2008-06-08, 10:12 PM
Disintegrate Grenades are fun.

insecure
2008-06-09, 02:57 PM
Here is my try at making a prestige class:

The grenadier:
{table]Level|BaB|Fort|Ref|Will|Special|Spells
1|0|0|0|2|Alchemical affinity|+1 level of existing spellcasting class
2|1|0|0|3|Grenade bolt|---
3|2|1|1|3|Improved storing|+1 level of existing spellcasting class
4|3|1|1|4|Enhanced capacity|+1 level of existing spellcasting class
5|3|2|2|4|Master grenadier|---[/table]

Requirements:
Skills: Craft (alchemy) 8 ranks, Knowledge (arcana) 5 ranks, spellcraft 5 ranks
Bab: +2
Feats: Craft magic grenade
Spells: Caster level 5th


Class skills:
Appraise, Concentration, Craft (alchemy), Disable device, Knowledge (arcana), Profession, Spellcraft

Class features:

Weapon and armor proficiency:
Grenadiers gain no proficiency with any weapon and armor, except from the light, heavy and the repeating crossbow, and the dagger.

Hit die: d6

Alchemical affinity:
The grenadier's work with alchemical substances gives him a magical affinity for them. A grenadier gains a bonus to his craft (alchemy) checks equal to his class level.

Grenade bolt:
A grenadier can make grenades that can be fired from crossbows. A grenade bolt cost the same to make that a normal grenade would cost. In addition gains the grenadier a +2 competence bonus to attack rolls when shes firing grenade bolts from a crossbow.

Improved Storing:
A grenadier has learned how to make grenades that can store higher level spells than normal. A grenadier can fill up grenades with 5th level spells, instead of the normal 4th level spells.

Enhanced Capacity:
The grenadier learns how to tweak his grenades, allowing him to store 3 spells, instead of the usual 2.

Master Grenadier:
The grenadier's countless hours making magic grenades has finally paid off, making him a master at his job. The grenadier gains the following benefits:
His improved storing raises to 6th level spells.
His bonus at attack rolls to fire grenade bolts with crossbow raises to +4.
The cost for making grenades lowers. (I don't know how much until we have determined the price for making grenades)
He gains a +2 competence bonus on his knowledge (arcana) checks to identify grenades.
He can add more metamagic feats than normal. (Again, i don't know how many until we have made some more rules)
--------------------------------------------------------------------------

Is there anything i've done wrong? Is it too owerpowered? Underpowered?
What do you think?

arkanis
2008-06-13, 09:48 PM
Looks good. I like it. I don't see why the class has a higher HD than a typical caster though.

insecure
2008-06-15, 04:06 AM
Looks good. I like it. I don't see why the class has a higher HD than a typical caster though.

The d4 is only for all out casters, and this can fire grenades from crossbows.
Many spellcasting classes won't use weapons at all.

arkanis
2008-06-15, 03:18 PM
You may want to remove one of the +1 level of existing class then.

insecure
2008-06-18, 09:32 AM
Removed a +1 level of existing class.