Archives of Nethys

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Advanced Melee | Ammunition | Basic Melee | Grenade | Heavy | Longarms | Small Arms | Sniper | Solarian | Special
Critical Hit Effects | Special Properties | Weapon Accessories | Weapon Fusions


Dye Grenade

Lumocantha dye can be weaponized easily. A creature that fails its Reflex saving throw against a dye grenade takes additional damage from laser weapons equal to half the dye grenade’s item level (minimum 1). This lasts until the dye is removed, usually by changing armor or clothing or by spending 1d4 hours cleaning off the stain.

Dye Grenade, IV

Source Alien Archive 4 pg. 69
Level 12; Price 5,100
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical
Capacity Drawn
Bulk L; Special Explode (6d4 A, dye-stained, 10 ft.)

Dye Grenade, I

Source Alien Archive 4 pg. 69
Level 1; Price 50
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical
Capacity Drawn
Bulk L; Special Explode (1d4 A, dye-stained, 10 ft.)

Dye Grenade, II

Source Alien Archive 4 pg. 69
Level 4; Price 320
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical
Capacity Drawn
Bulk L; Special Explode (2d4 A, dye-stained, 10 ft.)

Dye Grenade, III

Source Alien Archive 4 pg. 69
Level 8; Price 1,300
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical
Capacity Drawn
Bulk L; Special Explode (4d4 A, dye-stained, 10 ft.)