Bombs? [Archive] - Wizards Community

Post/Author/DateTimePost
pileobone

06-22-06, 10:28 AM
Hi, I've got an upcoming game where I will be playing a Dwarven Demolitions expert. His specialty will be in home-made bombs, and other explosives.

I was hoping somebody here had some stats on bombs and explosives, or maybe a link to some. Any help is greatly appreciated. Thanks!
tarkin

06-22-06, 10:39 AM
Classic D20 bomb is called Alchemical fire. Break it and it explodes. Damage is slight.

There are many other magical spell created bombs, from the lower level Fire Trap spell, to the Acorn/berry druid spell whose name slips my mind right now.

And of course, there are LOTS of magic item bombs - try the necklace of fireballs, or Beads of Force.
Planar Wanderer

06-22-06, 11:21 AM
In addition check in the DMG under "advancing the technology level" (I think that's the section title, if not it's very similar) that has rules for bombs but, at the risk of stating the obvous its in that section for a reaon its cnsidered beyond the standard tech level for D&D so do check with the DM prior to using it, failing that there are probably rules in d20 modern, the MSRD might have it I don't yet know but I'll check.

Edited to add yes there are rules for explosives in the d20 modern SRD (http://www.wizards.com/default.asp?x=d20/article/msrd) under "Equipment (weapons and armor)" but do note even more strenuously that above that although d20 modern is made to be more or less compatible with D&D it is still a different game system and anything form it will definitely require DM approval prior to its use
Bismarckghs

06-22-06, 12:16 PM
Doesn't the DM Guide have a section where they have non medival weapons? I think it had French revolutionary rifles and explosives. There was also a Dragon magazine that had guns and explosives. This is the info I wrote down for myself when I was making a seafaring campaign when gunpowder has been discovered for a short time by gnome wizards and dwarves. Therefore the prices of the gun related stuff has been risen due the rarity of the weapons

Gun information can be found in the July 2004 Dragon Magazine, pgs. 30-38. Ask your DM about the use and possible change in stats for all firearms.

Hand Cannon: Exotic Two-Handed ranged weapon. Cost: 500 gp. Dmg(M)= 1d10. Critical x3. Range 50ft. Weight 15lb. Type Piercing. Hand Cannon butt: Exotic Two-handed melee. Dmg(M)=1d4. Critical x2. Type: Blugeoning.
Description: A hand cannon consists of a smooth barrel bound to a wooden stock by tight iron hoops. Due to their simplistic design, hand cannons do not have the range or damgaing capability of more advanced muskets. Uses a matchlock firing mechanism (pg32 July 2004 Dragon magazine)

Bullets: Ammo for Hand Cannons. 50 gp for ten in a leather pouch. Weight 2lb.
Description: Small round balls like those for a sling.

Bomb: Thrown/splash weapon. Cost= 150gp. Dmg= 2d6. Blast radius: 5ft. Range Increment: 15ft. Weight 1lb. Damage type: fire. See rules for splash/ throw weapons, pg. 158 in your player's handbook for rules for thrown/splash weapon. To light a fuse on a bomb is a move action, the fuse can be lit for an explosion from 1-5 rounds. Anyone caught in the blast radius when the bomb goes off can make a DC 15 reflex save to take half damage.
Description: A round black object about the size of a large fist. There is some rope sticking out of its flat top.

Bandolier: Cost= 2gp. Weight 1lb.
Description: A wide belt worn diagonally across the chest. A bandolier has space for five items about the size of a potion, powderhorn, or dagger. These items are readily available, allowing an item on a bandolier to be retrieved as a move action that does not provoke an attack of opportunity. A character may wear a maximum of two bandoliers at once, although the second holds only four items ( a space is lost where one gunman's bandolier over laps the other.

Powderhorn: Cost= 35gp. Weight 1.5lb. If a powderhorn catches on fire, the powder explodes, causing 2d4 fire damage to the user.
Description: These shoulder-strung horns or leather flasks are filled with 1.5 pounds of powder. Contains enough powder for 24 shots. Drawing powder from a powderhorn to reload a weapon is a free action.

Eyesting Cylinder: Cost= 40gp. Weight 1lb. Chances of it breaking is the same for all other fragile thrown potions. Considered a thrown/splash weapon, see page 158 in the player's handbook. Upon striking the target, the cylinder breaks, filling the adjacent squares with a cloud of dust. Anyone caught in or entering this area must make a DC 15 Fortitude save or be blinded for 1d6 rounds. A moderate or stronger wind dissipates the clound in 1 round, otherwise the cloud dissipates in 4 rounds on its own.
Description: Eysting Cylinders are fragile tubes filled with an airborne irritant that causes the eyes to fill with tears and reflexively close.

Hope this helps!
**Edit
I also found cannon information and firebombs in Stormwrack. A firebomb is special ammo for catapults (think Lord of the Rings two towers) that deals 3d6 fire, but these things are big. Of course if anyone is doing something with heavy fortifications and warfare, Heroes of Battle is a great help. It has rules for explosive weapons (works like adding Frost burst to a magic weapon.).
pileobone

06-22-06, 12:24 PM
Thats great! Thanks, should be a big help :)
Vaalingrade Ashland

06-22-06, 12:35 PM
http://www.worldofere.com/equipment/mundane.htm#bomblet

Boom, baby.
pileobone

06-22-06, 01:11 PM
:w00t: :dancin: :evillaugh :cheer: :dancin: :w00t: