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 Dynamite (Thrown explosive)

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Fencer
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Join date : 2011-07-08

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PostSubject: Dynamite (Thrown explosive)   Dynamite (Thrown explosive) Icon_minitimeMon Jul 25, 2011 12:25 am

Dynamite
Type: Simple Thrown
Damage: 2d6 Concussion
Burst Radius: 5 ft.
Reflex DC: 15
Range Inc: 10 ft.
Size: Tiny
Weight: 1 lb.
Feat: Simple Weapons
Cost: 40 caps

Perhaps one of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet).

It’s possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice).
Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it.

To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse—a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action.
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