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| Twylyght06-10-07, 05:00 AM | Something I have been tinkering with for a bit, thought Id see what some of you thought about it. Craft(fireworks) (Int)The character is skilled in the art of pyrotechnics, crafting various flammable and explosive devices. The base DC to craft a firework is DC 10. The base firework has a loud but harmless report that is audible for a good distance. This DC can be modified to add a number of effects. Using a firework is a standard action that provokes an attack of opportuninty. You need a way to ignite them to use them, typically a torch or tindertwig or other open flame. The market price of a firework is its DC in silver pieces. +1 DC Additional Sound Effect(whistle, crackle, ect) +1 DC Non damage visual effect (Sparks, flash, ect) +1 DC Extended Effect (non damaging effects extended 1 round each time this is added. The damage may be at the begining or end of the duration at creators choice. +2 DC Flare (A burning effect bright enough to illuminate an area, 30 feet of bright illumination and 60 feet of shadowy illumination, this ability may be added to multiple times, adding +1 DC per additional 15 feet to bright, and 30 feet to shadowy illumination. For an additional +2 DC the firework while flaring has a slow fall effect falling only 10 feet a round, it will also drift in the direction of any present wind at 5 feet per 5 mph of the wind). The standard life of the flare is 3 rounds, and can be extended with the Extend Effect trait. +3 DC Rocket (Makes the firework a ranged weapon with a range increment of 30 feet, which can be extended at +1 DC per 10 extra feet. A direct hit deal 1d4(+1 per extra range purchased) damage and x2 on a critical. Attacking with a rocket is a full round action and is at -4 unless the user has Exotic Weapon Proficiency (rockets). A rocket that does not strike an object detonates after traveling 5 increments (the user may "hit" an empty space closer than 5 increments that is not occupied by hitting AC 5, success means the character correctly timed the fuse. Any of the effects on a rocket firework are applied after the rocket detonates unless specified otherwise) +3 DC Paint (The firework contains a wet paint or dye, invisble creatures in the radius can become coated in it, needing a reflex save to avoid. The target can make an additional save as a full round action to wipe the substance off. The base radius is 5 feet and may be increased at +2 per 5 feet) +3 DC Strobe (A rapid flash that cause all those within 50 feet that can see it to take a -4 penalty to spot checks for 1 round. This penalty duration is extended by the Extend Effect trait.) +3 DC Screech (A loud whistle that cause all those within 50 feet to take a -4 penalty to listen checks for 1 round. This penalty duration is extended by the Extend Effect trait.) +5 DC Deafening Bang (Those in radius Deafened for d3 rounds, Fortitude save negates, base radius 5 feet. This radius can be increased at +2 dc per 5 feet) +5 DC Blinding Flash (Those in radius Blinded for 1 round, then dazzled a d3 rounds after that. Reflex save negates this effect and the target is instead only dazzled for a single round, base radius 5 feet. This radius can be increased at +2 dc per 5 feet. Any improvements to the duration of this effect apply to the dazzled state only.0 +5 DC Damageing blast (The firework deals 1d6 fire damage to a target directly hit with it. This damage can be increased at +5 DC per 1d6. Fireworks dealing more than 1d6 damage gain a blast radius of 5 feet per 1d6 past the first stagered from the target. For example a 3d6 fire work would deal 3d6 to a target directly hit, 2d6 to each target within 5 feet, and 1d6 to each target within 10 feet but further than 5 feet. A target affected by multiple damage zones, a large monster for example, takes only the damge from the highest effect). Any targets not directly hit by the firework are allowed a reflex save for half damage. Example of use: The crafter wishes to make a sky flare to illuminate the battlefield at night. he begins with the base DC of 10. he wants it to be a rocket (+3) the base range is fine so he moves on to the flare effect(+2) increases the flare radius twice (+2) and gives it slowfall (+2) and a duration of 5 rounds (+4). The DC of the firework would be 23, when fired it would travel up to 150 feet, begin to flare illuminating a 60 foot radius brightly, and a 120 foot radius dimly, and last for 5 rounds drifting slowly to the ground at 10 feet a round. Firework Saves:Effects caused by firework abilities that allow saving throws are against DC = Crafters ranks in the Craft(fireworks) skill or 10, whichever is Higher. Any creature that fails a saving throw against a firework ability, recieves a +5 circumstance bonus on further saves against the same firework ability for 1 hour. This bonus does not apply to Reflex saves against explosion damage. Malfunctions: When making a attack roll with a firework without Exotic Weapon Proficency(firework), any natural roll of 5 or less results in the firework detonating as if you had been hit with it. Even with Exotic Weapon Proficency(firework), a roll of a natural 1 has the same results. In either case you may attempt saves as normal. Special: Attempting to use a firework of unfamiliar design can be quite risky. When attempting to use a firework that was not created by you, if your own ranks in craft(firework) are lower than those of the creator, you increase your malfunction range by the difference. If you also have the Exotic Weapon Proficiency(Fireworks) you instead add one half this amount to your malfunction range(rounded up) Special: If you have 5 or more ranks in alchemy you recieve +2 to Craft(fireworks) rolls. Special Firework Feats Twitchy Pyro Several close calls have left you twitchy, but prepared to deal with those explosive screw ups. Preqs: Craft(fireworks) 5 ranks Benefit: When saving against the abilities of a firework malfunction(from your own firework) you gain a +5 to the attempt. Paranoid Pyro You have gone way past twitchy, your ability to sense an explosive disaster is nothing short of divination Preqs: Twitchy Pyro, Craft(fireworks) 10 ranks Benefit:You gain an ability simular to a rogues Evasion. When attempting a save against an ability from a fireworks malfunction that grants a lesser effect or lower damage on a successful saving throw, you instead avoid all effects if you succeed. A failed save is handled as normal. unlike Evasion, this abilty applies to any save, not just reflex. |
| Kevin Andrew Murphy06-12-07, 01:18 AM | I like it in general. What could be used is a list of common fireworks and the DC to make each: ie. firecrackers, bottle rocket, signal flare, smoke bomb, etc. Prices would be good as well. It actually makes me think it would be a good fix/update skill for the old unloved Candle Caster from Tome and Blood. She'd be much cooler if, rather than running around waving candles like a new age ren faire witch, she were able to toss bombs and pyrotechnics. |
| Cindre200006-12-07, 08:38 AM | The AC to hit an unoccupied square seems a bit low. An AC of 10, with the appropriate penalties for distance (cumlative -2) would better reflect the difficulty of hitting an exact square. Failure would then use the grenade rules to determine where it really hit. Hitting an individual could be easier since you do not necessarily have to time the fuse. |
| lint trap06-12-07, 09:30 AM | Interesting use, but one question; why shouldn't this fall under the sphere of Craft (alchemy)? |
| jaelis06-12-07, 09:56 AM | +5 DC Deafening Bang (Those in radius Deafened for d3 rounds, Fortitude DC 5+crafters ranks in the skill negates, base radius 5 feet. This radius can be increased at +2 dc per 5 feet) +5 DC Blinding Flash (Those in radius Blinded for d3 rounds, Reflex DC 5+crafters ranks in the skill negates, base radius 5 feet. This radius can be increased at +2 dc per 5 feet) These saves will quickly become very difficult to make, and blindness in particular is a nasty effect. A save DC of half the crafter's check might be more reasonable. |
| Cindre200006-12-07, 03:21 PM | I don't think the DC's are too bad. It is not easy to make them just right. But right now the DC's advance just ahead of the power curve, thus at low levels a low save should beat it over half the time (DC 9 at lvl 1, vs a low save of -1 or +0), and at the higher levels, a high save should beat it over half the time (DC 28 at lvl 20, vs a possible +20 or more). By the time you get to the higher level there are plenty of very effective combos that this one set of items is not going to overshine. |
| Twylyght06-12-07, 04:40 PM | I like it in general. What could be used is a list of common fireworks and the DC to make each: ie. firecrackers, bottle rocket, signal flare, smoke bomb, etc. Prices would be good as well. It actually makes me think it would be a good fix/update skill for the old unloved Candle Caster from Tome and Blood. She'd be much cooler if, rather than running around waving candles like a new age ren faire witch, she were able to toss bombs and pyrotechnics. Thats a good Idea, Think ill get some more baseline example made up. The Candle Caster was actually what made me think of this, always liked the Idea but like you say, waving candles just dont deliver the same "bang". You might enjoy this The Wic Weaver (http://boards1.wizards.com/showthread.php?t=863488). The PrC I made alongside it, which Id love to get some feedback for aswell. The AC to hit an unoccupied square seems a bit low. An AC of 10, with the appropriate penalties for distance (cumlative -2) would better reflect the difficulty of hitting an exact square. Failure would then use the grenade rules to determine where it really hit. Hitting an individual could be easier since you do not necessarily have to time the fuse. This is actually just the same deal as using a grenade like weapon, or attacking an empty space in general. I just added the bit about timing the fuse as context flavor to fireworks. Empty squares have the same base AC 10as anything else, with an applied -5 Dex modifier for a Dex score of 0 (AC 5). Any penalties that would apply to your attack roll normally still apply, so in effect the range penalty is already in effect as the range increment of the firework. Likewise cover, concealment will likely apply often. Interesting use, but one question; why shouldn't this fall under the sphere of Craft (alchemy)? It was when I first started it, but decided it was powerful enough, and diffrent enough to warrant its own dedication of skill points. I did decide the two had enough shareable concept to grant a synergy bonus from alchemy. Also having both at high levels can have some additional benefits, which I plan to expand on later. (read that as tanglefoot mortars, alchemist fire rockets, that type of thing... not to mention what someone with poison making could do) These saves will quickly become very difficult to make, and blindness in particular is a nasty effect. A save DC of half the crafter's check might be more reasonable. I don't think the DC's are too bad. It is not easy to make them just right. But right now the DC's advance just ahead of the power curve, thus at low levels a low save should beat it over half the time (DC 9 at lvl 1, vs a low save of -1 or +0), and at the higher levels, a high save should beat it over half the time (DC 28 at lvl 20, vs a possible +20 or more). By the time you get to the higher level there are plenty of very effective combos that this one set of items is not going to overshine. The save were kind of tricky, I wanted them to be based off skill ranks as that provides a hard cap for the DCs thats not easy to bypass (ability focus i think is all). I also wanted to make sure they stay worth using, allowing more talented crafters to make them harder to resist. Also comapre it to the simular thunderstone. Thunderstone= Save DC 15, deafened for 1 hour. DC to craft 25. Cost 30g well within creation at 1st level. The firework crafter would have to be atleast 7th level to match the DC. Though eventually the firework becomes much harder to resist. However where fireworks really lag behind is when you get to the craft DC to make it last an hour, which would be 614 *ha!* (base 10 + Deafening 5 + additional rounds duration 599) and have a market value of 61 gold 4 silver. All that assuming you left it as a hand thrown device. Thinking about it a bit more, blind might be a bit more potent than deafen it the grand scale of things. Ive decided to tweak that ability a bit. Also added a reflex save to damaging blast for targets not directly hit. The changes should show shortly. The one I fear may get out of hand is the damaging blast, and think it may need downscaled a bit. Thinking of making it into d4s, still enough to be viable for a characters to use fireworks as its main course of offense, but low enough not to step on the toes of casters. Also keep in mind with items created with this skill the risk of toting around powder based explosive in a world with fire based attacks *evil grin*. A friend was helping me test this a while back, and the character was holding a hand tossed firework with 5d6 worth of damaging blast. The leader of the opposing force caught on over a few rounds what these objects the character was tossing were, and made a successful ranged sunder attempt with a scorching ray... that was fun. |
| Cindre200006-13-07, 08:07 AM | This is actually just the same deal as using a grenade like weapon, or attacking an empty space in general. I just added the bit about timing the fuse as context flavor to fireworks. Empty squares have the same base AC 10as anything else, with an applied -5 Dex modifier for a Dex score of 0 (AC 5). Any penalties that would apply to your attack roll normally still apply, so in effect the range penalty is already in effect as the range increment of the firework. Likewise cover, concealment will likely apply often. Who ever made up the rule that empty squares don't try and dodge attacks is stupid! What halfway intelligent empty square wants to get hit by a grenade! :D The only problem I have is that if it is a rocket, then timing the fuse to hit an empty square should be fairly difficult, unless you made the rocket and know the timing on the fuse. This is different than with a grenade weapon because you are not lobbing it into a square, it is passing through the square and it must be timed to detonate in that square- thus more skill is required. I would probably incorporate a feat to represent this skill. Firework Mastery Prerequisites: 5 ranks in Craft [Fireworks], 5 ranks in Disable Device Benefits: You may now reliably cause rockets to prematurely detonate, thus hitting unoccupied squares. Normally: Without this feat you can only cause fireworks to hit an unoccupied square with a successful disable device check. The feat really needs more to it in benefits, but I think that works better, with the rockets. |
| jaelis06-13-07, 08:27 AM | The save were kind of tricky, I wanted them to be based off skill ranks as that provides a hard cap for the DCs thats not easy to bypass (ability focus i think is all). I also wanted to make sure they stay worth using, allowing more talented crafters to make them harder to resist. A DC 28 save is what an Int 28 wizard would have for their 9th level spells. You really think that should be available to anyone for 1 gp or so? I could hire a small army of followers, arm them with a thousand of these to fire round after round. Even with your revised rule, that would mess up any CR 20 opponent who wasn't immune to blinding. Heck, for another few GP you can get a range increment of several hundred feet... the followers don't hardly even have to risk themselves. And a high level crafter could probably add 6d6 damage to that too, and it would still only cost 5 gp or so. I guess the point is that if you really want an item that scales well up to high levels, you need to make the price scale appropriately too. A ranged DC 28 blind-one-round attack should cost hundreds of gp if not more. |
| Prince_of_Parkness06-13-07, 10:45 AM | This could all be settled by a simple: Due to the complexety of this class, any firework requiring a DC of (maybe 25, im not sure) or higher automatically fails unless the maker is of Epic level. A creature that succesfully saves against the blinding or defening afect of a firework recieves a cumulative +5 bonus to saves against the same effect in the next hour. I think that would help balance it out? |
| Prince_of_Parkness06-13-07, 10:47 AM | And give every fire work a base 30%-makers ranks in skill chace of f***ing up and not detonating maybe aswell |
| Cindre200006-13-07, 12:43 PM | I think that it may be easiest to put a set save on the blindness, etc. And then you can raise the DC to increase that save- maybe +2 to the craft check to get +1 DC? And then you could place a cap on that. That ways the price goes up with the increasing DC. I also personally think they are too cheap (at least for my campaign); especially the more powerful effects. |
| Twylyght06-14-07, 01:33 AM | In the big picture I dont think a 1 round blind is overly potent when it gives both a save and requires a full round action to use, even with a save of 28, considering a 2nd level spell can blind permanently. I may lower it a bit anyhow to keep in line with caster baseline. I do see the chaining problem so I think I will add the bonuses to saves for anything thats already suffered them. On the subject of cost, I set the cost as crafting DC x 1 silver for 2 reasons. First its easy to figure out and using gold was to high, even more so when considering the harmless examples. Second, I made this with consideration for characters fully focused on fireworks as their primary weapon. To do so required keeping prices on the lower end. When figured over the cost of an adventure, not to mention even a single combat, it adds up real fast. Sure given a high enough skill you could make a 6d6 exploding bomb, if left hand thrown, for 4 gold and a DC40 craft check, But in the full round action it takes you to attack with it the fighter has swung his greatsword 4 times, the monk has flurried for 6, the wizard has fired of a 40d6 disentigrate, the rogue who was flanking attacked 3-6 times potential of 30-60d6 in sneaks attack damage alone, and the druid has turned someone into a bunny then eaten them, the sorcerer has cast meteor storm, a warlock has fired a 9d6 utterdark chain, ect.. ect... all pretty much without cost. Also consider, that as long as your going by the book, these take time to craft, its not like they spring out of mid air. I can also see the issue with high level fireworks being used by low level characters, so perhap meshing some of the ideas to deal with this. "Firework Saves:Effects caused by firework abilities that allow saving throws are against DC = Crafters ranks in the Craft(fireworks) skill or 10, whichever is Higher. Any creature that fails a saving throw against a firework ability, recieves a +5 circumstance bonus on further saves against the same firework ability for 1 hour. This bonus does not apply to Reflex saves against explosion damage." That cuts the max save down to 23, and keeps the low end about the same so low level crafters can still be effective. This puts firework saves starting at below standard spells saves, and ending tied, assuming a caster with minimum casting stats and no DC enhancing ablilities. Considering that there is no way to break the hard limit of 23 ranks at 20th level, and the wide array of ways to raise spell save DCs magic users stay ahead over all, I think this should work ok. Example Firework max save DC = 23 Caster 10 base + 9th spell level + 4 ability mod(casting attribute of 19 to have 9th level spells) = 23 And adding this. Malfunctions: When making a attack roll with a firework without Exotic Weapon Proficency(firework), any natural roll of 5 or less results in the firework detonating as if you had been hit with it. Even with Exotic Weapon Proficency(firework), a roll of a natural 1 has the same results. In either case you may attempt saves as normal. Special: Attempting to use a firework of unfamiliar design can be quite risky. When attempting to use a firework that was not created by you, if your own ranks in craft(firework) are lower than those of the creator, you increase your malfunction range by the difference. If you also have the Exotic Weapon Proficiency(Fireworks) you instead add one half this amount to your malfunction range(rounded up) Example, A fighter without the XWP:firework and a craft skill of 10, attempt to use a firework made by a crafter with 16 ranks. He adds the difference (16-10 = 6) to his malfunction range of 5. Any natural roll of 11 or less results in a malfunction. the same fighter, if he had the XWP:firework, would instead add half the diffence, 3, to his lower range of 1 for having the feat, for a total malfunction range of 1-4. still a hefty 20% of a screw up. Granted, fireworks can be powerful, but even more so with this change require a feat, a 23 skill point investment, and a constant, if minor, money sink to make real use of. Considering even at the high end a character is limited to one firework a round if anything, is lagging behind. If nothing else, since every class I recall has craft as a class skill... this is open to anyone in any class with the points to spend and the desire. |
| Prince_of_Parkness06-14-07, 06:42 AM | On the subject of cost, I set the cost as crafting DC x 1 silver for 2 reasons. First its easy to figure out and using gold was to high, even more so when considering the harmless examples. Second, I made this with consideration for characters fully focused on fireworks as their primary weapon. To do so required keeping prices on the lower end. When figured over the cost of an adventure, not to mention even a single combat, it adds up real fast. Sure given a high enough skill you could make a 6d6 exploding bomb, if left hand thrown, for 4 gold and a DC40 craft check, But in the full round action it takes you to attack with it the fighter has swung his greatsword 4 times, the monk has flurried for 6, the wizard has fired of a 40d6 disentigrate, the rogue who was flanking attacked 3-6 times potential of 30-60d6 in sneaks attack damage alone, and the druid has turned someone into a bunny then eaten them, the sorcerer has cast meteor storm, a warlock has fired a 9d6 utterdark chain, ect.. ect... all pretty much without cost. Good resoning but persumably the fierworks operate on gunpowder which i think should cost more than that...just my idea tho |
| Cindre200006-14-07, 08:42 AM | I still feel the fireworks are too inexpensive; however, if you make the DC their base price (in sp), then their sale price will be times 3 or higher depending on inflation. I feel this is still reasonable. While it is true that other characters are doing more damage, they have maximized their potential, there is no reason that a single skill, maxed out should do more damage that a character option. Now, if you add a couple craft[fireworks] feats, you could drop the the crafting time, the DC's, etc. and there would be nothing wrong with them doing more damage! Examples of different feat benefits: reduce crafting time by half +3 to firework effect DC's detonate rockets mid air increased firework damage add spell effects to fireworks craft erratic rockets (opponent looses dex) extra effects |
| Twylyght06-14-07, 03:44 PM | I still feel the fireworks are too expensive; however, if you make the DC their base price (in sp), then their sale price will be times 3 or higher depending on inflation. I feel this is still reasonable. While it is true that other characters are doing more damage, they have maximized their potential, there is no reason that a single skill, maxed out should do more damage that a character option. Now, if you add a couple craft[fireworks] feats, you could drop the the crafting time, the DC's, etc. and there would be nothing wrong with them doing more damage! Examples of different feat benefits: reduce crafting time by half +3 to firework effect DC's detonate rockets mid air increased firework damage add spell effects to fireworks craft erratic rockets (opponent looses dex) extra effects See but theres whats misleading, thinking that its a skill alone. Its actually more a new type of exotic weapon, that requires a skill, in addition, to the normal requirements of using the weapon. The advancement to more powerful fireworks is the benefit the fireworks gain in exchange for whats given up to wield them. -A fireworks user gains no additional attacks from a high BAB -A fireworks user gains no damage bonuses from high ability score. -A fireworks user can not move in a round in which they attack. -A fireworks user is paying atleast a gold for every attack they take. -A fireworks user has atleast a 5% chance of blowing himself up with every attack he takes. With the addition of the malfunction system, more than ever it requires both being proficient AND skilled with fireworks to use them at a level close to other weapon users. The addition of the malfunction systems makes using any above your own skill range very dangerous. I do have a PrC for mixing firewirks and magic, The Wic Weaver (http://boards1.wizards.com/showthread.php?t=863488), over in the PrC forum. I like the idea of some improved crafting time feats, and perhaps some special effect as aditional option granted by feats. One such planned from earlier discussion is option for crafters with both a high fireworks and a high alchemy... |
| Cindre200006-14-07, 10:13 PM | You misunderstand me. :) I understand that the fireworks are a whole new class of weapons. And while I would personally make them more expensive to buy in my campaign, I understand the your pricing. However, I would like to see some feats that would make fireworks a weapon more on par with other weapon builds. They should not of course make the fireworks any better than any other weapon build. However, I do feel a couple feats to remove some of the penalties would be nice. Since I plan to make a fireworks wielding cohort for one of my players soon, I think I will start out with figuring out what feats currently help with such a weapon, then I will figure out what limitations are too limiting. After all the most similar weapon is probably the heavy crossbow. |
| Cindre200006-15-07, 09:13 AM | Oh yeah, the DC=Ranks in Craft is way to weak. It will take you 11 levels to have a save DC higher than 10. How about 10+1/2 ranks in craft. That way the lvl 20 DC caps at 21 and lvl 1 DC is 12. I have been thinking over the following limitations and ways to get around them: -A fireworks user gains no additional attacks from a high BAB -A fireworks user gains no damage bonuses from high ability score. -A fireworks user can not move in a round in which they attack. -A fireworks user is paying atleast a gold for every attack they take. -A fireworks user has atleast a 5% chance of blowing himself up with every attack he takes. 1. No way to get rid of this without a PrC or fireworks become too powerful. 2. Already built in: You do get damage bonus for high ranks. 3. Fixable: with a new item that allows you to light your fireworks as a free action. And then another that allows you to pull them out while moving? 4. Kill lots of monsters. 5. Should be removable with a feat. Or in the case of my campaign- action points. |
| Twylyght06-17-07, 03:34 AM | ok sorry for the delay, work had me out of town. General Feats Feats that work with fireworks? In the way I pictured it, any ranged feats that dont increase rate of fire are generally acceptable, as always the DM should use discretion for those loop holes. Cost More thoughts on cost, perhaps a multi tier calculation could work for DMs who want to open them up to anyone to use like wonderous items, or just want them higher priced in general. Fireworks cost non combat abilities---------1 silver (each) ------+ duration upgrades---1 silver (each ability/round) + Rocket ability-------------5 silver ------+ Range increases-----3 silver (each extra 10') + Blind or Deafen------------5 gold (each) ------+ Duration Upgrades---2 gold (each ability/round) + Explosive-----------------10 gold (each d6) + Screech / Strobe / Paint---5 silver (each) ------+ Duration upgrade----2 Silver (each ability/round, paint excluded as it does not expire) + base model firework-------1 gold -------------------------------------------------------- = Total Cost example: A 3d6 exploding rocket with a blinding flash and 3 range increases. Base (1g) rocket (5s) 3*range (9s) blind (5g) 3*explosive d6(30g) The firework cost, 37gold 4silver, compared to an old price of 3gold 6silver. the DC to craft would remain the same. This increases the cost of the combat effective fireworks while allowing the simple entertainment value ones to stay effectivly on the more forgiving scale. Fireworks exclusive feats I wouldnt want a feat to avoid malfunctions all together, now that the discussion made me like the idea, i think it fits to well to give a 0% chance for failure (they are primitive explosives after all). A feat that helps deal with the screw ups if you make them though Twitchy Pyro Several close calls have left you twitchy, but prepared to deal with those explosive screw ups. Preqs: Craft(fireworks) 5 ranks Benefit: When saving against the abilities of a firework malfunction(from your own firework) you gain a +5 to the attempt. Paranoid Pyro You have gone way past twitchy, your ability to sense an explosive disaster is nothing short of divination Preqs: Twitchy Pyro, Craft(fireworks) 10 ranks Benefit:You gain an ability simular to a rogues Evasion. When attempting a save against an ability from a fireworks malfunction that grants a lesser effect or lower damage on a successful saving throw, you instead avoid all effects if you succeed. A failed save is handled as normal. unlike Evasion, this abilty applies to any save, not just reflex. |
| Twylyght07-01-07, 11:20 PM | First major overhault to the skill posting, let me know what you think about it this time through. Thank ya all :) |
| Everdreaming07-10-07, 11:46 PM | You should add durations for the Strobe and Screech abilities. And the Flare one as well. And with the rocket damage, it says "(And +1 per extra range purchased)". Does this mean +1 damage, or +1d4 damage? |
| Twylyght07-20-07, 04:03 PM | You should add durations for the Strobe and Screech abilities. And the Flare one as well. And with the rocket damage, it says "(And +1 per extra range purchased)". Does this mean +1 damage, or +1d4 damage? I added the base durations for Strobe, Screech, and Flare, thanks for the catch. The +1 damage for each range upgrade is a flat +1/per. The die roll for impact is always a single d4. |
| The_sleeper107-21-07, 08:06 AM | Something I have been tinkering with for a bit, thought Id see what some of you thought about it. <snip, edit for length> It sounds intersting but I think yor system is a bit more complex then it should be and more open to missuse. I think that first off you need to break them down in to about 5 different sizes. 1- very small, sparkler size or firecrackers 2- small, 1 to 1.5 inch rockets and mortars and salutes 3- medium, up to 3 inch rockets or mortars and large salutes 4- large, up to 6 inch rockets and mortars and salutes 5- very large, unlimited size rockets mortars and salutes. for referance: Mortar = a firework that you put in a tube and it launches in to the air to explode, this is the easyest type to set up and use for a lot of fireworks. You need to carry a tube to launch them from beyond the firework the weight for a mortar firework should be about 1/3 less or mabey as much as 1/2 the same for a rocket. Salutes = are the bright flashes you see in the sky, some call them strobes. They make bright light but they are more known for the VERY loud sound they cause. during the day time any save for blindness DC should be 1/2 but during night any blindness save DC should be at +2 and if they are in total darkness it should be at +4. You could then rule any size one you can carry lots of size 2 encumber you 1lb /10 of them, size 3 would be 1lb each size 4 would be 5 lbs and size 5 would start at 10lbs and up. Sizes 1-2 would not realy do damage though a salute could make your ears ring. Size 3+ could cause some damage very little because fireworks need to have a fuze that decides when they will explode and it needs to be preset you can not hit a moveing target at all and if you have one that bursts at 100' and you hit something at 25' it would likely bounce off them and travel so that the target is out of the blast by the time it goes off. size 4 would be man portable but it would take some extra mussle. size 5 would require a few people to carry around. Once you have a certain size to them you can limit damage and such and cost, size 1-3 should not be doing 3D6 they just don't have the size to do that muchbut size 5 could likely do 5-6D6 but take a while to set up and launch much like a siege weapon. Just some random thoughts I have been thinking of doing something like this myself. |
| Undrhil11-12-07, 11:37 PM | OK, who wants to build the Weapon Master (Bottle Rocket)? :-D |
| Mortisum11-14-07, 12:20 PM | i love this idea of rockets and explosions. it gives me a great idea for the campaign im running and i think i will (if its okay with the author of this thread) use it in my game and get an idea on how it runs. to be honest i think the pricing is fine. its cheaper then scribe scroll but does not have the same potency either. i could see this working really well in a campagin with a caster and a rogue. especially if the rogue catches them by surpise and gets a ranged sneak attack with one. it sounds fun. my suggestion if any would be too elaborate on their size and weight. if they are really big then all it would take is a burning hands to have a person carring 50 rockets to blow up and be missed very dearly. the up side to this is i like that idea. i've always like the idea of miss chance on the battle field which is why i like the idea of the 1-5 of kaboomy. real nice. |
| Tema6911-14-07, 04:15 PM | Cool. I've been writing some stuff like this myself, but it ain't nearly as good as this. Can I use this for my Steam-Punk campaign, Twylyght? I luuv it. :) |