Cool thread, I've been thinking about stuff like this for a homebrew i will run in the future.
I like the idea of the AF bomb, but the thing strikes me is the cost. 5000gp for this seems absurd - why not do something a little more "advanced" (because - hey, if wizards and alchemists are working on this they have some brain power). I think you want the AF because of the whole "burns when it hits the air" thing, which is good. Downside: Expensive. So why not mix oil (which is much cheaper if i recall, i don't have a PHB nearby) AND the AF? Huge barrel filled with oil, with small flasks of AF on the inside of the barrel that would break on impact.
The AF is also nice because of the extended burning time, but maybe by bending the rules a bit you could make a medival napalm. Maybe a DC15 or so Alchemy check to make the stuff, THEN stuff that into the barrel with the AF. Now you have something that burns for a while, can be self ignited when hurled AND it's fairly cheap. Get some cheap Stone Giant help with levels of Hulking Hurler from Complete Warrior and you have a mobile artillery platform that has a minimum range of 180 ft. Or just use some normal seige weaponry, but where is the flair in that?
The damage question I won't even touch, because for balance reasons you don't want something cheap but does 20d6 damage, but if you go to low it's not worth it. The best thing might be low damage but longer duration. If it's seige weaponry you want it to stick around to get stuff burning, it you decide to use it as an anti-personal weapon it still works because either a) it will kill low level grunts pretty fast and b) it will be a deterrent on the field (think of the scene in braveheart where they soak the field in oil then light it when the english try to cross). Maybe 5-6 round duration, 1d6 fire damage per round. After leaving the burning area you take damage for one more round unless you roll around to get rid of the fire.
I like the idea of the AF bomb, but the thing strikes me is the cost. 5000gp for this seems absurd - why not do something a little more "advanced" (because - hey, if wizards and alchemists are working on this they have some brain power). I think you want the AF because of the whole "burns when it hits the air" thing, which is good. Downside: Expensive. So why not mix oil (which is much cheaper if i recall, i don't have a PHB nearby) AND the AF? Huge barrel filled with oil, with small flasks of AF on the inside of the barrel that would break on impact.
Did you know that if you mix equal parts of gasoline and equal parts frozen orange juice concentrate, you can make napalm?
-Tyler Durden
The AF is also nice because of the extended burning time, but maybe by bending the rules a bit you could make a medival napalm. Maybe a DC15 or so Alchemy check to make the stuff, THEN stuff that into the barrel with the AF. Now you have something that burns for a while, can be self ignited when hurled AND it's fairly cheap. Get some cheap Stone Giant help with levels of Hulking Hurler from Complete Warrior and you have a mobile artillery platform that has a minimum range of 180 ft. Or just use some normal seige weaponry, but where is the flair in that?
The damage question I won't even touch, because for balance reasons you don't want something cheap but does 20d6 damage, but if you go to low it's not worth it. The best thing might be low damage but longer duration. If it's seige weaponry you want it to stick around to get stuff burning, it you decide to use it as an anti-personal weapon it still works because either a) it will kill low level grunts pretty fast and b) it will be a deterrent on the field (think of the scene in braveheart where they soak the field in oil then light it when the english try to cross). Maybe 5-6 round duration, 1d6 fire damage per round. After leaving the burning area you take damage for one more round unless you roll around to get rid of the fire.