Fuse Grenade

This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.
CONSTRUCTION REQUIREMENTS
Skill(s) Craft (alchemy) DC 25.
Range increment
Range increment is how far this weapon can be fired or thrown
Range | Without far shot | With far shot feat |
---|---|---|
10 ft. | 0 | 0 |
20 ft. | -2 | -1 |
30 ft. | -4 | -2 |
40 ft. | -6 | -3 |
50 ft. | -8 | -4 |