Pellet Grenade


Rules Questions


Hello.

This item has raised som questions on our group.

1. The rules say it's a variant of a fuse grenade. Does this mean that it follows all the rules below fuse grenade?

2. UE says that an iron pellet grenade costs 50gp, and a fuse grenade 100gp. This seems odd to me. Is pellet grenade supposed to be an upgrade to a fuse grenade, making it cost 150gp, even if it doesn't say "+50gp", only the flat cost?

3. I light up a pellet/fuse grenade on rd1 and roll 1 for the duration. Can I "hatch" it and throw it the next round without it exploding in my hand?

4. Is a fuse/pellet grenade considered a light weapon for TWF?

Thank you in advance!

The Exchange

Datsi wrote:
1. The rules say it's a variant of a fuse grenade. Does this mean that it follows all the rules below fuse grenade?

Yes

Quote:
2. UE says that an iron pellet grenade costs 50gp, and a fuse grenade 100gp. This seems odd to me. Is pellet grenade supposed to be an upgrade to a fuse grenade, making it cost 150gp, even if it doesn't say "+50gp", only the flat cost?

Nope, it's the price listed. It is indeed odd, making the pellet grenade the more "efficient" choice in any situation except against a monster with DR/bludgeoning. The only explanation I have for this is that gunpowder is relatively rare and expensive in Golarion and the pellet grenade uses less gunpowder than the fuse grenade.

Quote:
3. I light up a pellet/fuse grenade on rd1 and roll 1 for the duration. Can I "hatch" it and throw it the next round without it exploding in my hand?

This varies from GM to GM. Most will say that an item that any effect that refers to "rounds" takes affect (or ends) at the start of your turn in that round. (So if you didn't get rid of it the first round it would blow up in your hand.)

Also, a lot of GMs will treat the delay as a "secret" and roll it themselves. These aren't modern, quality controlled, standardized grenades. You don't know how long your fuse will last - just that it will be somewhere between 6 and 18 seconds. Expect table variation.

Quote:
4. Is a fuse/pellet grenade considered a light weapon for TWF?

Definitely going to see variation here. I've seen some GMs say that splash weapons don't actually have a category, they are just a "special case" that always takes a standard to throw. Plenty of others treat them as light weapons, though. In this particular case I would rule that although the description doesn't specify it, you need two free hands to light a fuse/pellet grenade - which makes TWF problematic for anyone with less than three arms. Even if you could TWF, you have a very good chance of at least one blowing up in your hands while you wait to have a full-attack action available. (You also can't quickdraw grenades because they are alchemical items.)

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