Rules check: Fuse Grenade use


Rules Questions

The Exchange

So, apart from traps and related fun, am I correct in the sequence to 'sensibly' use a fuse (or pellet) grenade?:

Round One
1. Draw grenade (move)
2. Light grenade (move) - assuming an ignition source to hand, of course.
3. The DM secretly rolls a d3 and the grenade will go off that number of rounds later. My assumption here is that, lacking any other evidence, the grenade will go off in the same 'half' (the 4-6 second part, rather than the 1-3 second part) of the turn that I lit it in - in this case the second 'half' (as it was lit on my second move action).

Round Two (possibly up to Four)
4. Ready an action to throw the grenade when it explodes (standard, but ends your turn). As readied actions go off just before the event that triggers them, this seems the method to use to 'cook-off' a fuse grenade. As this action is taken in the first 'half' of my new turn (i.e. less than a full round since I lit the grenade) I assume there's no chance the grenade will explode before I can do this.
5. If grenade explodes, throw it at the target intersection just before it explodes. If it doesn't explode, then rinse and repeat each round until it does.

This seems logical and fair to me (after all, you could have lobbed up to four flasks of acid in the same time, at less cost than the grenade) but in cases like this I'm a little wary that my assumptions are trumped by some obscure rule hidden in an unrelated part of the book somewhere - hence the request for the rules check.

The Exchange

Actually, thinking about it, things measured in 'rounds' usually expire just before the initiative count on which they were initiated, so the correct sequence is more likely:

Round One
1. Starting with the grenade already in your hand, and an ignition source, light the grenade (move)
2. Ready an action to throw the grenade when it explodes (standard).

If the GM rolled a '1' then the 'fuse is still burning' effect expires, and the grenade explodes, just before your initiative count on the next round (meaning your readied action is still in effect). If the grenade doesn't explode you can do what you want with your next move action, as long as you spend your standard action readying to lob the grenade again.

That makes more sense, and is a bit better for the character too. Does that sound right to everyone?


ProfPotts wrote:
2. Ready an action to throw the grenade when it explodes (standard).

Popcorn dot

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