SPECIAL SUBSTANCES AND ITEMS
Acid: You can throw a flask of
acid 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
acid damage. Every creature within 5 feet of the point where the
acid hits takes 1 point of
acid damage from the splash.
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.
Everburning Torch: This otherwise normal torch has a
continual flame spell cast upon it. An
everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.
Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were
acid. A flask of
holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the
holy water out onto the target. Thus, you can douse an incorporeal creature with
holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke
attacks of opportunity.
A direct hit by a flask of
holy water deals 2d4 points of
damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of
damage from the splash.
Temples to good deities sell
holy water at cost (making no profit).
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a
fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod: This 1-foot-long, gold-tipped, iron
rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag: When you throw a
tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on
attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the
floor, unable to move. Even on a successful save, it can move only at half
speed. Huge or larger creatures are unaffected by a
tanglefoot bag. A flying creature is not stuck to the
floor, but it must make a DC 15 Reflex save or be unable to
fly (assuming it uses its wings to
fly) and fall to the ground. A
tanglefoot bag does not function underwater.
A creature that is glued to the
floor (or unable to
fly) can break free by making a DC 17 Strength check or by dealing 15 points of
damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an
attack roll; hitting the goo is automatic, after which the creature that hit makes a
damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half
speed. A character capable of spellcasting who is bound by the goo must make a DC 15
Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of
universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on
initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
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