Combat Firework (3.5e Equipment)

Combat Firework
A combat firework deals fire damage in an area and also creates blinding lights which last several seconds. Treat it as a thrown weapon with a range increment of 10 feet. Upon exploding, the firework deals 3d6 fire damage to all within 10 feet and 1d6 fire damage to those between 10 feet and 20 feet. A DC 13 Reflex save halves the damage. Those within 10 feet of the explosion also must must make a DC 13 Fortitude save or be blinded for 1d3 rounds. The firework lasts for 2 rounds, during which time any creature within the area at the end of its turn must make a DC 5 Reflex save or catch fire as flaming cinders whirl about. Additionally, any creature within 20 feet of the explosion is granted concealment (20% miss chance).

Lighting a combat firework requires a flame and a move action. Throwing it is a standard action, and the firework explodes at the beginning of the next turn of the person who lit it.

It is difficult, but possible, to have the combat firework explode when just hitting a target. To do this, the user must ready an action to throw it at the beginning of his next turn. He then makes a ranged touch attack roll, followed by a DC 20 Dexterity check. If both succeed, then the target takes an additional 2d4 fire damage, which is not subject to a Reflex save.

Creating fireworks takes a Craft (Pyrotechnics) check. Or a Craft (bomb-making) check, or whatever skill your DM says governs creating explosives.

Cost: Cost::110 gp.