(General)
You are skilled at both manufacturing and using alchemical grenades.
Prerequisites
Throw Anything.
Benefit
When you light an alchemical grenade (such as a fuse grenade, pellet grenade, or sting grenade) you select how many rounds later the grenade explodes (minimum 1 round, maximum 3 rounds). In addition, you gain a +4 bonus on
Craft (alchemy) checks to
Craft grenades.
Normal
Alchemical grenades explode 1d3 rounds after the fuse is lit.