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Bomb Master
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<blockquote data-quote="frankthedm" data-source="post: 3222005" data-attributes="member: 1164"><p>If there are bombs are available in a campaign setting, then they should fall under Craft: Alchemy. These should also be a 5% chance of something going wrong like poison IMHO.</p><p></p><p>For Alchemist fire, it costs 20gp for 1d6 fire damage repeating the next round with a chance of setting on fire from the “heat dangers” section of the DMG.</p><p></p><p>In the DMG it cost 150GP for a bomb that deals 2d6 [fire] in a 5’ radius DC 15 reflex for half damage. A move action to light and a 10 range increment.</p><p></p><p>The necklace of explosive decapitation has varied costs and a nasty drawback</p><p> </p><p><img src="http://img170.imageshack.us/img170/8079/necklaceofdecapnp2.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>If one shot magic items are allowed</p><p></p><p>A one shot use of a 4d6 short range Scorching Ray costs 300 GP</p><p></p><p>A one shot use of a 5d6 long range DC14 fireball costs 750 GP.</p><p></p><p>The d20 modern SRD has rules for dynamite and worse.</p><p></p><p></p><p>In the past I’ve charged 500gp for a bomb that did 5d6 [half blunt / half fire] relex DC 15 for half in the space it landed in and lessened as the explosion went out, 1d6 lost per 5’. There was a 5% chance the bomb would go off when lit...</p><p></p><p><img src="http://img84.imageshack.us/img84/2325/bombasticwt7.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Now since that does not fit well into the 3.5 radius standards, here is one a bit closer to those rules. I'd charge more for this one though...</p><p></p><p><img src="http://img216.imageshack.us/img216/6209/bombastic2me5.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3222005, member: 1164"] If there are bombs are available in a campaign setting, then they should fall under Craft: Alchemy. These should also be a 5% chance of something going wrong like poison IMHO. For Alchemist fire, it costs 20gp for 1d6 fire damage repeating the next round with a chance of setting on fire from the “heat dangers” section of the DMG. In the DMG it cost 150GP for a bomb that deals 2d6 [fire] in a 5’ radius DC 15 reflex for half damage. A move action to light and a 10 range increment. The necklace of explosive decapitation has varied costs and a nasty drawback [IMG]http://img170.imageshack.us/img170/8079/necklaceofdecapnp2.gif[/IMG] If one shot magic items are allowed A one shot use of a 4d6 short range Scorching Ray costs 300 GP A one shot use of a 5d6 long range DC14 fireball costs 750 GP. The d20 modern SRD has rules for dynamite and worse. In the past I’ve charged 500gp for a bomb that did 5d6 [half blunt / half fire] relex DC 15 for half in the space it landed in and lessened as the explosion went out, 1d6 lost per 5’. There was a 5% chance the bomb would go off when lit... [IMG]http://img84.imageshack.us/img84/2325/bombasticwt7.gif[/IMG] Now since that does not fit well into the 3.5 radius standards, here is one a bit closer to those rules. I'd charge more for this one though... [IMG]http://img216.imageshack.us/img216/6209/bombastic2me5.gif[/IMG] [/QUOTE]
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