Explosives. Using a bit of gunpowder and a handful of hours, you can craft
grenades and other improvised explosive devices, or IEDs.
Each meter of radius for your explosives requires ½ a pound of gunpowder
and 1d6 hours; so for example, if you wanted to create a grenade that
affects a 6m diameter sphere, that would require 1½ pounds of gunpowder
and 3d6 hours. The fuse time – the time it takes for an explosive to
explode – for a standard grenade is a few seconds, but you can specify
a different fuse time for any explosives of your own creation. For a
fuse time of 3 seconds, assume the grenade explodes at the end of
your turn; for 3.1-6 seconds, assume it explodes during your next turn;
for 6.1-9 seconds, assume it explodes during your second next turn, and
so on.
The damage your explosive deals starts at 2d8 burn with ½ a pound of gunpowder, and
increases with additional ½-pounds: specifically, at 1 pound of gunpowder, your
explosive deals 3d8 burn damage, then 3d10 at 1½ pounds, then 4d10 at 2 pounds,
then 4d12 at 2½; each additional ½-pound then increases the damage by 1d12.
Lastly, while crafting an explosive of any kind, you must succeed on a DR 10 DEX +
your Explosives Kits proficiency check to avoid making a mistake and having the
entire thing explode, in which case you and all other creatures in the would-be
area of effect take the damage the finished explosive would have dealt;
you do not reduce this damage by your R-DEF score, only your Armor score.
Smoke bombs. Smoke bombs allow a creature to take the Hide action so long as
they are standing within the area covered by the smoke. The smoke from one of these
bombs lasts for a minute or until a strong wind blows it away. The DR to create a
smoke bomb of a given size is equal to 3 times a single dimension of space that the
smoke would occupy, e.g. the DR to craft a smoke bomb that covers a 6x6x6 area
is 18. These can also be crafted with Alchemy Supplies.