
Memento Corgi |
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The CRB defines the "explode" property as:
"Explosives have the explode special property, which lists the amount of damage the explosion deals and the damage type (if any), special effects (with a duration, if necessary), and the radius of the explosion. When you attack with this type of weapon or ammunition, aim at a grid intersection. Each creature within the blast radius takes the listed damage but can attempt a Reflex saving throw for half damage. If you score a critical hit, it applies only to the creature closest to the targeted intersection (you choose the creature if several are equally close). If the explode special property has any special effects other than damage, they are negated with a successful saving throw."
So as an example I see the entry for Incendiary Grenade I as:
"Explode (1d6 F, burning 1d4, 5 ft.)"
While burn is often a crit effect from a weapon, here it is a special effect. In this case, toss the grenade; any creature within the 5' blast radius takes 1d6 fire damage but can attempt a reflex save for half damage. Any creature that fails its reflex save *also* suffers burning 1d4. If you crit, you roll twice the initial damage (1d6, now 2d6) against the creature closest to the targeted intersection.

ThermalCat |
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Note that for grenades, in addition to the Explode property description on CRB p.181, also apply the first paragraph on Grenades on page 183. The DC for the reflex save is harder if the thrower has high dex, and easier for every range increment beyond 20'.
If you are the type that has a computer handy while you game, I created a table of DC's and grenade type stats, which saves some calculation time during our combats.