| Post/Author/DateTime | Post |
|---|---|
| GhostStepper05-30-06, 05:58 PM | All the arguing on the spiked chain thread has me looking through all these resources on historically acurate chained weapons. Lo and behold i found the coolest real-life exhibition item that was inspired by real chain/rope weapons. Im sure many of you have seen flaming stick demos done by polynesians (hawaiian movies spring to mind). This similar "weapon", known as the fire poi, was devolped by the maori people of new zealand. Another name for for it is the "fire meteor" which sounds much cooler to me. http://upload.wikimedia.org/wikipedia/commons/thumb/e/e3/Firepoi.jpg/180px-Firepoi.jpg Fire Meteor Exotic One-handed weapon Cost: 5 gp Dmg: 1d6 + special Crit: 20/x2 Weight: 1.5 lbs. Type: B Special: The fire meteor consists of a chain 3-4 feet in length with a small wieght attached to the end that is wrapped tightly with a wick made of cloth, hide or other flammable material. As a move action, the wielder of a fire meteor may light the end of his weapon ablaze, sheathing the head of the weapon in fire for 10 rounds. If the wielder has access to an open flame he may light the head of this weapon as a free action. The weapon normally inflicts 1d6 bludgeoning damage, though while alight it inflicts an additional 1d4 points of fire damage as well as lighting on fire any unattented flammble objects it hits. Flammable objects which are worn or held get a Reflex save (DC 15) to resist catching on fire. Once 10 rounds has elapsed, the flame on the end of the weapon dies out, and the cloth around the head must be replaced. Replacing the cloth wick requires 2 full-round actions and one flask of oil. You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the fire meteor to avoid being tripped. If you have the Weapon Finesse feat you can apply your dexterity modifier instead of your strength modifier on attack rolls with a flame meteor. http://upload.wikimedia.org/wikipedia/commons/thumb/1/1b/Feuerpois02.JPG/180px-Feuerpois02.JPG |
| Tony Vargas05-30-06, 06:29 PM | The weapon normally inflicts 1d6 bludgeoning damage, though while alight it inflicts an additional 1d6 fire damage and lights on fire any flammble objects it hits. Dousing someone with a pint of oil and setting them on fire inflicts a d6 fire damage in one round. A high-level character hitting someone with a pair of these (TWF) could inflict something like 8d, just of fire damage. I'd seriously consider dropping that to a point of fire damage, like a splash hit. Also, typically, there's a chance of flammables being set on fire (DC 15 REF save, IIRC) referencing the apropriate rule would make sense. |
| Norsesmithy05-30-06, 06:47 PM | I agree with Vargas, 1d6 fire is too high. One thought though, would this be able to be enchanted with Everburning, as in torch? Looks fun. |
| SilentOne05-30-06, 06:53 PM | I agree with Vargas, 1d6 fire is too high. One thought though, would this be able to be enchanted with Everburning, as in torch? The torch deals no fire damage, which is the point of it. No fuel, no heat, no burning of air, no chance of lighting your bag of holding aflame... etc. No fire. |
| GhostStepper05-30-06, 06:56 PM | ill edited and tone it down a bit. and i ment to include that reflex save but i forgot to look it up and hit enter before i did. thanks all |
| Mogarth_Warheart05-30-06, 07:18 PM | Finessable? |
| GhostStepper05-30-06, 08:37 PM | Finessable? ooo, yes. was gonna add that. And now that look at it, i dont know if only 1 point of fire damage is enough. I understand that getting burning alchemists' fire all over does does 1d6 but im thinking that getting hit with a flamming flail head might so more that 1 point from a little splash from alchemist fire. That and the fact that you would gain no more benefit from using a weapon that does 1 fire damage against creatures vulnerable to fire than against any other creature since in D&D 1 point of damage x1.5 still equals 1. I think ill change it to 1d4 and see what people think. |
| AngelDust Anderson05-31-06, 04:10 AM | I like it a lot, got some nice flavor, seems balanced enough. |
| dengarbountyhunter05-31-06, 08:19 PM | What's the lighting radius for such weapon? 5 feet strong/ 5 feet faint like a candle? And what happens if you soak the cloth with holy water and go smack some undead? 1d4 or splash (1 damage)? |
| GhostStepper05-31-06, 08:34 PM | What's the lighting radius for such weapon? 5 feet strong/ 5 feet faint like a candle? And what happens if you soak the cloth with holy water and go smack some undead? 1d4 or splash (1 damage)? Well im glad you asked! I DO have an anti-undead variant based off of something ive seen the catholic church too, i just didnt know if i should bother posting it. But since you specifically mention it... Aspergillum Flail Exotic One-handed weapon Cost: 5 gp Dmg: 1d6 + special Crit: 20/x2 Weight: 1.5 lbs. Type: B Special: The aspergillum flail is a holy water dispenser, adapted from those normally used in religious ceremonies. It consists of a chain 3-4 feet in length with weighted metal vessel on the end. As a move action, the wielder of a aspergillum flail can adjust a mechanical switch on the vessel to open or close tiny holes throughout its surface which slowly seep out it's liquid contents. The weapon normally inflicts 1d6 bludgeoning damage, though while it's vessel's holes are open and it's loaded with holy water it inflicts an additional point of damage to any undead or other creatures effected by holy water. Once a full aspergillum flail has had it's vessel head open for 10 rounds, it has exhausted its holy water resevoir. It takes a full round action and a flask of holy water to refill the flail. You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the aspergillum flail to avoid being tripped. If you have the Weapon Finesse feat you can apply your dexterity modifier instead of your strength modifier on attack rolls with a flame meteor. |
| Tony Vargas05-31-06, 08:35 PM | JMHO, but anything over splash damage is really pushing it. Think about it this way: You've got it burning for 10 rounds. In 10 rounds, you can hit someone 40 times, if you're a highish level fighter or 20 times if you're low-level & TWFing. Each time you hit them, you're transfering a bit of the flaming liquid from the wick to them, and burning them. A pint of oil or alchemist fire usually inflicts 2d6 over two rounds, plus splash damage to up to 8 other critters - that's up to 20 pts of damage in total. |
| GhostStepper05-31-06, 08:52 PM | JMHO, but anything over splash damage is really pushing it. i think your probably right about the holy water dispenser. About the fire meteor im kinda on the fence about the damage. Originally i thought 1d6 since thats how much a magical flamming weapon would do (which seems like the same effect) but theres 2 issues with that: i dont know if its too unbalanced to give it the equivalent of a magic enhancement, even if it is limited in duration, and as you said, being doused in alchemical fire only does 1d6. So i definately see it doing less than 1d6 fire damage. On the other hand, one thing my group has used is bladefire out of the AEG. When you put it on a weapon, the weapon deals and extra 1 point fire damage for 1d6 rounds. Granted the fire meteor's flat 10 rounds is better than 1d6 round but if the FM is only doing the same as any old weapon with bladefire then thats no fun either. And theres the fact i mentioned earlier about creatures vulnerable to fire. Its no fun to do the exact same fire damage to a cold monster as you do to any other creature. So i definately see it doing more than 1 point fire damage extra. So im still thinking damage >1 but <1d6. Maybe 1d3? Is 1d4 still pushing it? |