Flamethrower, Draft 3

Brasswatchman

First Post
Okay, one last shot at the flamethrower for my campaign. The rules in italics are new from my last post. Would appreciate any and all comments; thanks.

FLAMETHROWER
Cost: 300 gp
Damage (Small): 2d4
Damage (Medium): 2d6
Critical: x3
Range Increment: 5 ft.
Weight: 28 lbs.
Type: Fire

FLAMETHROWER FUEL TANK (5 SHOTS):
Cost: 50 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.
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. It is extremely effective against wooden items. When sundering a wooden (or paper) item or object, a flamethrower does an additional die of damage (+1d4 for Small, +1d6 for Medium). It also ignores the object or item’s hardness.
The weight of the fuel tank is not accounted for in the flamethrower’s listed weight.
Flamethrower fuel detonates if it is exposed to air. If this occurs, the fuel reacts as if it were alchemist’s fire, one flask per each unexpended shot remaining in the tank. Flamethrower tanks tend to be sturdy objects as a result; the tank has a hardness of 12 and 15 hit points. The tank must be fully destroyed, when sundering, in order to ignite the fuel.
If a flamethrower is being worn or carried by a character who fails his saving throw against a magical fire attack, that character is in trouble. If the damage done by the attack overcomes the fuel tank’s hardness – in other words, does more than 12 points of damage – the fuel must itself make a saving throw against the spell, with a bonus of +7. If this saving throw fails, part of the tank melts and the fuel ignites.
Flamethrower fuel itself may theoretically be used as a thrown weapon, like alchemist’s fire; however, the tank is not designed to be thrown. The fuel must therefore be somehow poured out and prepared to be thrown – a dangerous operation, since any exposure to air will cause it to ignite – or the tank must be modified to allow its use as a large grenade. To use this second option, a player must make a Craft (Weaponsmithing) check, DC 30. The operation takes six hours, during which the player cannot be disturbed.
 

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Truly, your work is commendable. It is obvious you've put a lot of effort into your weapon, and it reads exactly like a PHB description. Well done. :)

I have a few questions, and please understand that I'm not trying to berate your work for asking them.

1) You indicate that the weapon has a x3 critical multiplier. IIRC, most "special" attacks do not have a critical modifier. Since the weapon is essentially a "Fire" special attack, does it make sense for the weapon to have a critical multiplier?

2) I particularly like the flavour of the weapon. You indicate that the weapon is treated as a ranged weapon with a max range of 20'. This sounds like the same mechanic as the whip. Since armour wouldn't necessarily protect someone from this weapon, might it make sense to have the weapon require a ranged touch attack rather than a regular ranged attack roll? I'd think so. :)

3) Also, don't forget to account for the opponent's catching on fire and additional damage as a result. Maybe allow a Ref save to avoid catching on fire?
 

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