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Flamethrower and Poisonthrower - yes, for a D&D Campaign
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<blockquote data-quote="Brasswatchman" data-source="post: 2604720" data-attributes="member: 36967"><p>Hey, everyone,</p><p></p><p>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.</p><p></p><p>Thanks.</p><p></p><p></p><p></p><p>FLAMETHROWER </p><p>Cost: 391 gp </p><p>Damage (Small): 2d4 </p><p>Damage (Medium): 2d6 </p><p>Critical: x3 </p><p>Range Increment: 5 ft. </p><p>Weight: 40 lbs. </p><p>Type: Fire </p><p></p><p>FLAMETHROWER FUEL TANK (10 SHOTS): </p><p>Cost: 40 gp </p><p>Weight: 12 lbs. </p><p></p><p>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. </p><p>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. </p><p>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. </p><p></p><p>POISONTHROWER </p><p>Cost: 300 gp </p><p>Damage (Small): Special (see text). </p><p>Damage (Medium): Special (see text). </p><p>Critical: Special (see text). </p><p>Range Increment: 5 ft. </p><p>Weight: 30 lbs. </p><p>Type: Poison </p><p></p><p>POISONTHROWER STANDARD TANK (10 SHOTS): </p><p>Cost: 100 gp </p><p>Poison: Injury, Fort Save DC 10, initial/secondary damage 1d2 Str. </p><p>Weight: 3 lbs. </p><p></p><p>POISONTHROWER PRIMER: </p><p>Cost: 20 gp </p><p>Weight: 1.5 lb. </p><p></p><p>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. </p><p>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. </p><p>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. </p><p>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.</p></blockquote><p></p>
[QUOTE="Brasswatchman, post: 2604720, member: 36967"] 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. [/QUOTE]
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