Space: In the Works
Use this skill to create simple explosive devices for maximum impact.
Check: Setting a simple explosive to blow up at a certain time doesn’t require a check, but any attempt to build an explosive device or set an explosive to cause a specific damage effect does.
Set Explosive Device: Placing an explosive in the optimum location for maximum blast efficiency takes skill ad patience. The GM makes the check (so that you don’t know exactly how well you’ve done), compares it to the list of DCs on the table below, and applies the result for the highest DC that’s equal to or less than the check result. For example, a result of 19 provides a -2 penalty to the Reflex save of anyone caught in the blast area. A failed check (a result of 9 or lower) reduces the explosive power by half, and provides a +4 circumstance bonus on Reflex saves to avoid damage, and has a 15% chance of causing the device to explode prematurely. This application of the skill is used to set an explosive device that includes a timer or detonator.
DC ____________ Damage Multiplier _____________ Penalty to Saves
10 ____________________ x1 __________________________ 0
15 ____________________ x2 _________________________ -2
20 ____________________ x3 _________________________ -4
30 ____________________ x4 _________________________ -6
Building Explosive Device from Scratch: Creating a scratch-built explosive device requires the appropriate materials and time. In combat, the best that could be accomplished, regardless of materials or the skill check result, would be an improvised explosive device that’s equivalent of a Molotov cocktail (damage 1d6). In general, building explosive devices happens apart from combat or some other dramatic situation. When building an explosive device from scratch, the character decides what kind of result he or she is after, pays the cost for the raw materials, and tries to achieve the required DC. Adding a trap increases the DC but doesn’t affect the cost (see below).
If the check fails, the device is ruined and the raw materials are wasted. There is a 25% chance that the explosive detonates during construction, dealing one-half of its intended damage to the builder and anyone else in the blast radius.
Type (and Damage) of
*Scratch-Built Explosive ______ Radius ________ DC _________ Cost
Improvised (1d6) _______________ 10ft __________ 5 ___________ 10
Simple (2d6) __________________ 10ft __________ 10 __________ 100
Moderate (4d6+1) ______________ 15ft ___________ 15 __________ 175
Complex (5d6+2) ______________ 20 ft __________ 20 __________ 250
Powerful (6d6+4) ______________ 20ft __________ 25 __________ 500
Devastating (8d6+6) ____________ 25ft __________ 30 ___________ 750
Add trap to disable attempts _______ NA _______ +5, +10, or +15
Special: You can take a 10 when using Demolitions, but you can’t take 20. Disarming explosives requires the use of the Disable Device skill.
IF you have the Cautious feat, you get a bonus on Demotions checks.
Time: Setting an explosive device for maximum blast efficiency takes 1 minute or more, depending on the scope of the job. You can set a simple explosive as a full round action.
Building an explosive from scratch, which includes fashioning the raw materials and combining the chemicals inside a housing of some kind, requires a check that takes one of the following amounts of time: improvised, full-round action; simple, 1 hour; moderate, 12 hours; complex, 1 day; powerful, three days; devastating, one week.