[D&D3.5] Paths of Legend: The Azgundi Tournaments (OOC)


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Welcome back, Jemal! :D

Scott, you'll get used to Monkey's tendency to hint until you're ready to strangle him, then he'll give you just enough rope so you'll tie yourself in knots trying to figure it out. When you think you have it all figured out, he'll spring it on you - and you'll find you were almost right. ;) We've been married 13 years, and I still can't figure it all out. :P
 

Yeah tell me about it. If I didnt' know better I'd think he was JJ Abrams... Then again, DO I know better? That WOULD explain a lot. ;)
 

Welcome back, Jemal! :D

Scott, you'll get used to Monkey's tendency to hint until you're ready to strangle him, then he'll give you just enough rope so you'll tie yourself in knots trying to figure it out. When you think you have it all figured out, he'll spring it on you - and you'll find you were almost right. ;) We've been married 13 years, and I still can't figure it all out. :P

ooo 13, lucky number that! maybe this is the year you figure him out, then for 12 years of not!

maybe i better explain why 13 is lucky:

[sblock=lucky 13]

in Indonesian culture a kris bladed weapon with even numbers is unlucky, where odd numbers are lucky. 13 curves or waves or whatever you wish to call them was the ultimate in good luck. It was furthermore believed that a kris bladed dagger of 13 curves left in the open, as in on a side table next to the bed, while 'relatins were praticed '(written in g rating for public viewing) it would cause the 2nd person of the couple to fall in true love with the possessor of the dagger.

[/sblock]

keep in mid that the information in the above sblock has been passed down to me by someone who knew an indonesin and was told as such.
 
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a side question if I may
can anyone recall how much damage is a lit flask of oil?
2d6 1st round and then 1d6 2nd round?
thanks in advance.
 


Here's the data from the system reference document.
SRD said:
Oil
A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Alchemist’s Fire
You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
 




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