toberane said:However, the question is, under the current rules, without using house rules, what DOES happen when someone gets doused with 2 gallons of alchemist's fire
Or more generally put, what damage would be caused by multiple "doses" of AF?
toberane said:However, the question is, under the current rules, without using house rules, what DOES happen when someone gets doused with 2 gallons of alchemist's fire
Grundle said:Or more generally put, what damage would be caused by multiple "doses" of AF?
I seem to recall that in the FRCS, there is an sample adventure of a green dragon's lair, the entrance to which protected by several traps. One of which caused several vial of AF to fall on the victim. I don't have the FRCS with me at the moment, but if someone can access it, it could shed some light on this question.
kreynolds said:
There isn't a direct rule, and I never said there was. The spell itself has a pretty obvious intent. Any DM can alter that intent however they please, but creating incendiary grenades was not the intention of the spell.
Yes, there would be a big ol' problem. Alchemist's fire ignites when it contacts air, not when it hits something. How are you going to shrink it and keep it out of contact with air? No doubt, someone here thinks they can shrink a gallon of the stuff in a barrell, and then pour out the alchemist's fire into a smaller container, but that won't work. Because the alchemist's fire has left the shrunken container, the liquid itself is going to immediately expand, and if it hits the air, boom.
kreynolds said:
Creatures caught directly in the area of effect suffer attacks from 4 flasks (with each flask dealing 1d6 direct hit damage, and 1 splash damage). Creatures within 5 feet of the area suffer splash damage. It's on page 303, Fiery Hallway.
kreynolds said:
Creatures caught directly in the area of effect suffer attacks from 4 flasks (with each flask dealing 1d6 direct hit damage, and 1 splash damage). Creatures within 5 feet of the area suffer splash damage. It's on page 303, Fiery Hallway.
Grundle said:
Psfion's AF arrows (as he would like them to work) deal something like 1d8(?) damage to a target on a single successful normal ranged attack. He gets the benefit of a better range increment (from crossbow vs thrown) but require a 3rd level spell to be cast.
* How do you load a bolt with a little jar tied to its tip into a crossbow? Isn't there a tight little "tube" (the diameter of the bolt ) through which the bolt must travel?
* Won't the aerodynamics of the bolt be negatively impacted by the presense of this little jar on its tip?
* It seems this would be better done with a bow and arrow than with a crossbow and bolt. One could imagine that firing these special missiles might require an exotic ranged weapon of some sort with a reduced range increment to account for the modified missile.
Psifon said:give you 16 points of splash damage, as each individual flask hit.
You could pull off something similar within the rules though. But you would need access to magic, XP, and a lot more gold than you think you'd need.
Ah, OK, so this is your opinion as to the intent of the spell. Ok, that clear then.
But this still works well as a nice present to give to your Barbarian friend. Let him carry it around, and throw it at his enemies. If he ever gives you any c-r-a-p just say the command word.