Brasswatchman
First Post
Hey, everyone,
First time posting on this site. Long story short, I'm prepping a new D&D campaign that uses some steampunk elements. Here's a pair of items that I recently came up with; I'd appreciate any comments you could send my way, especially regarding balance and cost.
Thanks.
FLAMETHROWER
Cost: 391 gp
Damage (Small): 2d4
Damage (Medium): 2d6
Critical: x3
Range Increment: 5 ft.
Weight: 40 lbs.
Type: Fire
FLAMETHROWER FUEL TANK (10 SHOTS):
Cost: 40 gp
Weight: 12 lbs.
This horror of gnomish technology, produced by the Davros Workers’ Collective, shoots a short burst of flame out of a rifle-like device, held in the user’s hands. The rifle is in turn connected by a hose to a large tank, carried on the wearer’s back. Despite the apparently advanced nature of the device, the technology has its limitations; the device’s fuel is partially alcohol-based, and does not burn at a very high temperature. The chance of a target’s clothing catching on fire is therefore relatively small; however, the device also has a relatively small chance of combustion.
The device is considered a two-handed ranged weapon. Its use within melee combat provokes an attack of opportunity, as is standard for ranged weapons. The device also has a maximum range of 20 feet; it cannot hit a target that is further than this distance away.
Flamethrower fuel may also be thrown as a splash weapon. Since the tank was not created to be thrown, consider it as having a range increment of 5 feet. Since the tank does not contain an ignition device of its own, the player must find a way to set the fuel on fire. The fuel does 1d6 damage per round; it burns for twenty rounds, unless snuffed.
POISONTHROWER
Cost: 300 gp
Damage (Small): Special (see text).
Damage (Medium): Special (see text).
Critical: Special (see text).
Range Increment: 5 ft.
Weight: 30 lbs.
Type: Poison
POISONTHROWER STANDARD TANK (10 SHOTS):
Cost: 100 gp
Poison: Injury, Fort Save DC 10, initial/secondary damage 1d2 Str.
Weight: 3 lbs.
POISONTHROWER PRIMER:
Cost: 20 gp
Weight: 1.5 lb.
This gnomish device allows the user to deliver a dose of injury or contact poison from long range. The poisonthrower looks similar to the gnomish flamethrower, though slightly lighter, having been derived from the same technology: the user holds a short rifle, connected via a hose to a tank on the back. When the trigger is pulled, the rifle produces a short spurt of clear liquid capable of arching across a battlefield.
The poisonthrower is a two-handed ranged weapon. Its use within melee combat provokes an attack of opportunity, as is standard for ranged weapons. The device also has a maximum range of 30 feet (slightly longer than the flamethrower’s, due to a relatively lighter payload); it cannot hit a target that is further than this distance away.
While the Davrosian army typically uses small monstrous spider poison (contained within the standard tank; see above), the poisonthrower is capable of delivering any injury or contact poison. The poison must be dissolved within a chemical primer in order to be useable. The amount of primer sold above is sufficient to prepare ten doses of poison.
The poisonthrower does not produce an injury; therefore, a poisonthrower using an injury poison can only effect targets that have already been wounded. In game terms, a target must have taken at least 1 hp of damage to be vulnerable to a poisonthrower using this type of payload.
First time posting on this site. Long story short, I'm prepping a new D&D campaign that uses some steampunk elements. Here's a pair of items that I recently came up with; I'd appreciate any comments you could send my way, especially regarding balance and cost.
Thanks.
FLAMETHROWER
Cost: 391 gp
Damage (Small): 2d4
Damage (Medium): 2d6
Critical: x3
Range Increment: 5 ft.
Weight: 40 lbs.
Type: Fire
FLAMETHROWER FUEL TANK (10 SHOTS):
Cost: 40 gp
Weight: 12 lbs.
This horror of gnomish technology, produced by the Davros Workers’ Collective, shoots a short burst of flame out of a rifle-like device, held in the user’s hands. The rifle is in turn connected by a hose to a large tank, carried on the wearer’s back. Despite the apparently advanced nature of the device, the technology has its limitations; the device’s fuel is partially alcohol-based, and does not burn at a very high temperature. The chance of a target’s clothing catching on fire is therefore relatively small; however, the device also has a relatively small chance of combustion.
The device is considered a two-handed ranged weapon. Its use within melee combat provokes an attack of opportunity, as is standard for ranged weapons. The device also has a maximum range of 20 feet; it cannot hit a target that is further than this distance away.
Flamethrower fuel may also be thrown as a splash weapon. Since the tank was not created to be thrown, consider it as having a range increment of 5 feet. Since the tank does not contain an ignition device of its own, the player must find a way to set the fuel on fire. The fuel does 1d6 damage per round; it burns for twenty rounds, unless snuffed.
POISONTHROWER
Cost: 300 gp
Damage (Small): Special (see text).
Damage (Medium): Special (see text).
Critical: Special (see text).
Range Increment: 5 ft.
Weight: 30 lbs.
Type: Poison
POISONTHROWER STANDARD TANK (10 SHOTS):
Cost: 100 gp
Poison: Injury, Fort Save DC 10, initial/secondary damage 1d2 Str.
Weight: 3 lbs.
POISONTHROWER PRIMER:
Cost: 20 gp
Weight: 1.5 lb.
This gnomish device allows the user to deliver a dose of injury or contact poison from long range. The poisonthrower looks similar to the gnomish flamethrower, though slightly lighter, having been derived from the same technology: the user holds a short rifle, connected via a hose to a tank on the back. When the trigger is pulled, the rifle produces a short spurt of clear liquid capable of arching across a battlefield.
The poisonthrower is a two-handed ranged weapon. Its use within melee combat provokes an attack of opportunity, as is standard for ranged weapons. The device also has a maximum range of 30 feet (slightly longer than the flamethrower’s, due to a relatively lighter payload); it cannot hit a target that is further than this distance away.
While the Davrosian army typically uses small monstrous spider poison (contained within the standard tank; see above), the poisonthrower is capable of delivering any injury or contact poison. The poison must be dissolved within a chemical primer in order to be useable. The amount of primer sold above is sufficient to prepare ten doses of poison.
The poisonthrower does not produce an injury; therefore, a poisonthrower using an injury poison can only effect targets that have already been wounded. In game terms, a target must have taken at least 1 hp of damage to be vulnerable to a poisonthrower using this type of payload.