flame thrower


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Wand of Burning Hands?

Without magic, it's tough. There are ships that used to Greek Fire throwers on them, but something smaller is hard to imagine.
 

Decanter of Endless Alchemist's Fire? :D

I have a fire priest in my campaign who (jokingly) is begging me for one of those.
 

EOL said:
Decanter of Endless Alchemist's Fire? :D

I have a fire priest in my campaign who (jokingly) is begging me for one of those.

He lights it and the fire slowly burns back inside the decanter which has a gate open to the Elemental plane of Alchemist Fire. When real fire hits the plane, well thing Big Boom!!
 

Ok, back in my days as a semi-youth-almost adult they had these cool water guns. The basic premise was a chamber filled with water, with a small hole for the water to come out. At the back was a plastic stock, you pushed the stock forward, and water shot out. This was because the stock inside the water chamber became a disk the size of the water chamber, so when you pushed the stock forward the water was pushed forward and forced out the hole in the front under a good deal of preasure. Now make the same thing out of steel or adamantite, use the fabricate spell to make it easy on your self. Enchant said device with craft wonderous items using the spell major creation, have it focused so that it always makes alchemists fire, refilling the chamber 3 times a day. The chamber holds enough alchemists fire to launch out 5 shots of fire range 30' dmg 1d6.
 

You can of course always use some REALLY REALLY strong dwarven ale (or dwarven whiskey if available), put it in your mouth and spit over a torch...
 

There is a gnome prestige class for making gadgets like that. I can't recall what it's called off hand. I think its in FRCS. Like a Gnome Artificer, or something like that. There are rules for making stuff which work kinda like magic item creation.
 

chilibean said:
There is a gnome prestige class for making gadgets like that. I can't recall what it's called off hand. I think its in FRCS. Like a Gnome Artificer, or something like that. There are rules for making stuff which work kinda like magic item creation.
Yeah its in Magic of Faeron, you have to either be a gnome or a human form the lantan region. It works just like magic item creation but no EXP loss just money loss, and all the items must function through charges. You know spell like abilities like a sorcerer does, but you don't cast them, you just use them to put into your devices.
 

Shard O'Glase said:
Ok, back in my days as a semi-youth-almost adult they had these cool water guns. The basic premise was a chamber filled with water, with a small hole for the water to come out. At the back was a plastic stock, you pushed the stock forward, and water shot out. This was because the stock inside the water chamber became a disk the size of the water chamber, so when you pushed the stock forward the water was pushed forward and forced out the hole in the front under a good deal of preasure. Now make the same thing out of steel or adamantite, use the fabricate spell to make it easy on your self. Enchant said device with craft wonderous items using the spell major creation, have it focused so that it always makes alchemists fire, refilling the chamber 3 times a day. The chamber holds enough alchemists fire to launch out 5 shots of fire range 30' dmg 1d6.

There's a non-magical version of the same thing (right down to five shots and 1d6 damage) in the Spelljammer seting in the new Polyhedron.
 

tsadkiel said:


There's a non-magical version of the same thing (right down to five shots and 1d6 damage) in the Spelljammer seting in the new Polyhedron.

Cool I was just picking numbers based on what I'd let into the game. The cool thing about a magic item like this is you could define the flame as non-magical. You can use the major creation spell, as the spell that symbolically fits creating the alchemists fire instantly, as opposed to its standard form of creating it with a duration. Once created it is just alchemists fire with a different deployment method.

persoanally if I were to let someone make it I'd require a knowledge engeniering check of dc 20, and a craft blacksmith check dc 20, and then during the enchanting of it I'd require a Alchemy check dc 25 every day, failure on the alchemy check on any day would result in the loss of materials for the whole enchanting process and having to start over. (I can't remember if you usually lose the EXP when you get interupted, but my inclination and memory tends to say you don't.)
 

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