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Barrel of Alchemist's Fire
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 1591139" data-attributes="member: 710"><p>I think 20d6 or even 15d6 damage is to much. </p><p>Compare it to a flask of water that hits a person, and a barrel of water "exploding" near him. Probably the latter one would wet him a bit more, but he is certainly not submerged in it, even in a direct hit. (Remember, submerged for 1 round = 6 secons in lava deals 20d6.) </p><p></p><p>From the pure cost point of view, the cost of 5.000 gp puts it near a scroll of a 7th level fireball, so the damge cap should be near 7d6 (from a game balance point of view). Probably less if there is no saving throw allowed (or only to avoid catching on fire).</p><p></p><p>I suggest a generous area where the liquid burns and deals full primary damage (maybe 10 ft). Let`s say 5d6 fire damage, with a Reflex save for half. The direct hit allows no save against the direct damage and deals an additional 2d6 of bludgeoning damage. The splash area (maybe 30 ft) deals 1 point of damage. </p><p>In all cases (especially the direct hit) a reflex save is required to avoid catching on fire.</p><p>You might also say the alchemist fire burns a bit longer than usual (maybe 2d4 rounds), because not all liquid is immediately exposed to the air.</p><p>During this time, anyone moving in the inner area continues to take 1d6 points of damage and has to save against fire. (A single failure of the rolls means the character caught on fire and has to put it out using the standard rules, though that is impossible in the fire)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 1591139, member: 710"] I think 20d6 or even 15d6 damage is to much. Compare it to a flask of water that hits a person, and a barrel of water "exploding" near him. Probably the latter one would wet him a bit more, but he is certainly not submerged in it, even in a direct hit. (Remember, submerged for 1 round = 6 secons in lava deals 20d6.) From the pure cost point of view, the cost of 5.000 gp puts it near a scroll of a 7th level fireball, so the damge cap should be near 7d6 (from a game balance point of view). Probably less if there is no saving throw allowed (or only to avoid catching on fire). I suggest a generous area where the liquid burns and deals full primary damage (maybe 10 ft). Let`s say 5d6 fire damage, with a Reflex save for half. The direct hit allows no save against the direct damage and deals an additional 2d6 of bludgeoning damage. The splash area (maybe 30 ft) deals 1 point of damage. In all cases (especially the direct hit) a reflex save is required to avoid catching on fire. You might also say the alchemist fire burns a bit longer than usual (maybe 2d4 rounds), because not all liquid is immediately exposed to the air. During this time, anyone moving in the inner area continues to take 1d6 points of damage and has to save against fire. (A single failure of the rolls means the character caught on fire and has to put it out using the standard rules, though that is impossible in the fire) [/QUOTE]
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