Telekinetic Projectile and grenades.


Rules Questions

Wayfinders

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Telekinetic projectile says that it deals only 1d6 and nothing else, doesn't matter what you throw. Grenades debate on impact, but would deal damage when detonated. Does that mean telekinetic projectile cancels out the grenade explosion? Doesn't it just hit like a potentially explosive potato that sits at their feat? Or does the impact do telekinetic projectile's 1d6 and then the grenade itself detonated from that impact and do its damage/effect?


I and quite a few others at my local store, at least 10 people, would also like to know

one guy specifically wants to build his character around having token spell to always have a grenade floating near him and then telekinetic projectile it right in the middle of a group of baddies (at least for low level)


5 people marked this as a favorite.

Grenades explode when thrown as a weapon or fired from a grenade launcher, with nothing to suggest they are so unreasonably volatile that a bit of blunt force trauma would detonate them. As a piece of equipment that is not exceptionally sturdy, a grenade has both HP and Hardness equal to its item level +5, as per the rules on P. 409. Telekinetic Projectile is not actually capable of damaging a grenade.

The grenade is launched as a telekinetic projectile, inflicts 1d6 damage as per the spell on a successful hit, and proceeds to do nothing. You, however, are free to have a detonator in hand and to trigger the grenade with a non-action. Its save DC may still be negatively affected if you're trying to use this to get around non-proficiency, per the sidebar on P. 181, but it does avoid the need to take an attack roll penalty simply getting it in place.

And you get to lob a grenade at someone's head with your mind, which is nice.


You could always take a minute to rig your grenade to a press-button detonator and then detonate the grenade as soon as the grenade thunks onto the target.


the rigged grenades with a detonator would be an expensive concept though

grenade launchers on the other hand, generally explode on impact, more or less, which is to say that is fairly volatile


Aetheldrake wrote:

the rigged grenades with a detonator would be an expensive concept though

grenade launchers on the other hand, generally explode on impact, more or less, which is to say that is fairly volatile

Why? Detonators aren't used up after they're triggered.

Grenades are, though.


assuming i understand it correctly...

you can set your detonator for multiple grenades, but they won't go off until their primed.

so you could have all your gren set to the same detonator, and no problem if they aren't all activated at once. No?


I understand what you mean now by detonators aren't used up and their description in the book

we can only set up a single grenade per detonator!


Still an interesting opening volley for a 0-level spell, if you look at it as a free 1d6 damage + a better attack roll on top of the grenade for the first round of combat. More if you have, say 3 detonators keyed to different grenades and use that for 3rds/combat.

Wonder if detonators can be installed into datajacks.


Aerotan wrote:

Still an interesting opening volley for a 0-level spell, if you look at it as a free 1d6 damage + a better attack roll on top of the grenade for the first round of combat. More if you have, say 3 detonators keyed to different grenades and use that for 3rds/combat.

Wonder if detonators can be installed into datajacks.

This could be a good combo for the mechanic's overload weapon trick too. Normally, "the weapon has a range increment of only 10 feet" but otherwise acts as a normal grenade. The telekinetic projectile would remove the range limitation.

Possibly even a reason for a mechanic to take the connection inkling feat?


Hijiggy wrote:
Aerotan wrote:

Still an interesting opening volley for a 0-level spell, if you look at it as a free 1d6 damage + a better attack roll on top of the grenade for the first round of combat. More if you have, say 3 detonators keyed to different grenades and use that for 3rds/combat.

Wonder if detonators can be installed into datajacks.

This could be a good combo for the mechanic's overload weapon trick too. Normally, "the weapon has a range increment of only 10 feet" but otherwise acts as a normal grenade. The telekinetic projectile would remove the range limitation.

Possibly even a reason for a mechanic to take the connection inkling feat?

oh drat I totally thought tk throw was on the technomacer list... just PK hand.. drat... though that could be used to move a whole bucket load of explossives at once. tied together.

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