Grenade Feats and Grenade Magic Hacks


Rules Questions

Dataphiles

Hey all,

I was wondering about the interactions of various Grenade Magic Hacks for the Technomancer class and some of the various grenade "feats".

The Feats in question are specifically Cook Grenade, Grenade Mastery and possibly Quick Draw.

The Magic Hacks to consider are Spell Grenade, Shadow Grenade and Fabricate Explosive.

Special Considerations should also go to Bombard Fusion.

So my questions.... (or desire to confirm my theory)

Cook Grenade. Can I use Cook Grenade on a Spell Grenade/Shadow Grenade or Fabricated Explosive?

Example. Shadow Grenade. Standard Action to create and throw a quasi real duplicate of a grenade in your possession. The targets get saves. If I also have the cook grenade feat I can make the DC for their Save more difficult, it just becomes a full action.

Shadow Grenade is the real money maker in my opinion here. A technomancer creates a version of a grenade in their possession. So, I can invest in a level appropriate grenade and even add things like Fusion Seals etc as long as I expend the right level of resource.

It is my belief that the answer to my question is basically YES, these Magic Hacks can take advantage of these feats, just like if I had Weapon Specialization Feat for Heavy Weapons and I used the Technomancer Magic Hack Fabricate weapons to draw forth a Heavy Weapon.


The wordings are sort of ambiguous for Cook Grenade (Grenade Mastery seems clear cut). Personally, I'd allow it to work, but I expect there will be some GM variation.
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That said, I'm not sure why you'd want to use shadow grenade. The item level limits for the feat means that you are choosing between spending a 2nd level slot on a real spell, or on at best duplicating an item level 4 grenade. And by the time you have 3rd level slots, you're choosing between a 9d6 fireball and a 2d10 solar flare grenade with Reflex negates.

Dataphiles

Cellion wrote:

That said, I'm not sure why you'd want to use shadow grenade. The item level limits for the feat means that you are choosing between spending a 2nd level slot on a real spell, or on at best duplicating an item level 4 grenade. And by the time you have 3rd level slots, you're choosing between a 9d6 fireball and a 2d10 solar flare grenade with Reflex negates.

I agree with that point 100%. Grenades and Explosives as a whole seem underwhelming for a Technomancer. RP wise, I love the idea of being able to create magical/grenade/explosive traps and attack vectors, but the amount of work seems to not be worth the payout it offers.

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