Turpentine (3.5e Equipment)

Turpentine


Turpentine comes in small, carefully prepared earthenware vials, kept dormant through admixture, but when poured from its container the droplets react within seconds with the oxygen in the air to create a fire that burns with very hot, yet short-lived yellowy-white flames. One dose of admixtured turpentine weighs one ounce.

As a full-round action, one dose of turpentine can be used to coat one 10-foot square or one 20-foot line with a blazing fire that lasts for 1 minute. Any creatures in the area when the turpentine takes effect may make a DC 15 Reflex save. On success, they may make an immediate move action at the start of their next turn to leave the area of the fire without harm. Otherwise, any creature or object moving through or starting its turn within an area of ignited turpentine cannot avoid taking 1d6 points of damage and catching fire if not already on fire. A creature that is on fire takes yet another 1d6 points of damage starting the next round, andsubsequent round after that for a total of 1d4 rounds until they make either a DC 20 Reflex save or douse themselves in water to put it out. A creature rolling on the ground (effectively prone) gets a +2 circumstance bonus to saves made to stop being on fire. Any creature or object touching or otherwise making direct contact with a creature that is on fire must make a DC 15 Reflex save to also catch fire. Regardless, all fires based on the same dose of turpentine extinguish by themselves after 1 minute.

As a standard action, one dose of turpentine may also be used as a grenade type weapon, launching it vial and all and letting it shatter against the target. Upon a successful ranged attack roll, the target is set alight and is dealt 2d6 points of fire damage, without save. The center 5-foot square the creature occupies is also set on fire by the turpentine, dealing 1d6 points of damage and setting fire to creatures and objects as written above. As such, even if the ranged attack roll misses, the target still needs to make a DC 15 Reflex save to move away to avoid taking damage and catching fire. A creature hit directly by a thrown turpentine vial takes 2d6 points of damage each round and will be set on fire for the complete duration unless extinguished by a successful DC 20 Reflex save, a quench spell, or water.

Finally, as a full-round action, one dose of turpentine may be used in order to imbue a melee weapon with powerful fire. This causes the weapon to gain the flaming burst quality for 1 minute. This effect ends if the weapon is submerged in water.

Miscellaneous Effects of Turpentine
Turpentine oil is poisonous. Ingesting turpentine as a flesh and blood living creature makes you sickened and forces you to make a DC 20 Fortitude save or be affected as by a 1d6 Str/1d6 Str poison.

Turpentine is harmless to creatures with the Fire subtype. To those creatures, ingesting or otherwise coming in direct contact with the substance grants them fast healing 5 for 1 minute.

Creation and Value
Per ounce: DC 25 Craft (alchemy), 125 gp worth of alchemically treated pine resin, a fully stocked distillery, and 1 day of time; Price Cost::250 gp.