A Combat Firework deals fire damage in an area, also creating blinding lights which last several seconds. Treat it as a thrown weapon with a range increment of 10. Upon exploding, the Firework deals 3d6 fire damage to all within 10ft., and 1d6 fire damage to those farther away than 10ft. but within 20ft.. A DC 13 Reflex save halves the damage. Those within 10ft. of the explosion also must must make a DC 13 fortitude save or be blinded for 1d3 rounds. The Fireworks last for 2 rounds, during which time any creature within the area at the end of its turn must make a DC 5 Reflex save or catch fire, and anything within 20ft. of the point of the explosion have concealment (20% miss chance).
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| - Combat Firework (3.5e Equipment)
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| - A Combat Firework deals fire damage in an area, also creating blinding lights which last several seconds. Treat it as a thrown weapon with a range increment of 10. Upon exploding, the Firework deals 3d6 fire damage to all within 10ft., and 1d6 fire damage to those farther away than 10ft. but within 20ft.. A DC 13 Reflex save halves the damage. Those within 10ft. of the explosion also must must make a DC 13 fortitude save or be blinded for 1d3 rounds. The Fireworks last for 2 rounds, during which time any creature within the area at the end of its turn must make a DC 5 Reflex save or catch fire, and anything within 20ft. of the point of the explosion have concealment (20% miss chance).
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| - A Combat Firework deals fire damage in an area, also creating blinding lights which last several seconds. Treat it as a thrown weapon with a range increment of 10. Upon exploding, the Firework deals 3d6 fire damage to all within 10ft., and 1d6 fire damage to those farther away than 10ft. but within 20ft.. A DC 13 Reflex save halves the damage. Those within 10ft. of the explosion also must must make a DC 13 fortitude save or be blinded for 1d3 rounds. The Fireworks last for 2 rounds, during which time any creature within the area at the end of its turn must make a DC 5 Reflex save or catch fire, and anything within 20ft. of the point of the explosion have concealment (20% miss chance). Lighting a Combat Firework requires a flame and a move action. Throwing it is a standard action, and the firework explodes at the beginning of the next turn of the person who lit it. It is difficult, but possible, to have the Combat Firework explode when just hitting a target. To do this, the user must ready an action to throw it at the beginning of his next turn. He then makes an ranged touch attack roll, followed by a DC 20 Dexterity check. If both succeed, then the target takes an additional 2d4 fire damage, which is not subject to a Reflex save. Creating fireworks takes a craft (Pyrotechnics) check. Or a craft (bomb-making) check, or whatever skill your DM says governs creating explosives. Cost: 110gp
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