Firewyrm (3.5e Equipment)
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Firedrake
Exotic Projectile
Cost: | 6000 gp |
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Damage (Small): | 6d6 |
Damage (Medium)1: | 8d6 |
Critical: | 20/x2 (ray only) |
Range Increment: | See text' |
Weight2: | 512 lbs |
Type3: | Fire |
HP4: | 140 |
Hardness: | 10 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
The larger version of the firedrake, it doesn't actually deal more damage but is more effective at extending the damage over a wider area. It fills the space of a Huge creature (15 x 15).
The firewyrm has three firing modes, controlled by expanding or contracting its nozzle at the end. It can shoot an area of fire in a 60 ft cone, or a 120 ft line, as a standard action with a Reflex save for half (DC 10 + 1/2 BAB + ranged attack ability modifier). Those who fail the save catch on fire.
Alternatively a thin ray of flame can be fired out to 240 ft as a ranged touch attack. The target gets a Reflex save, but only to avoid catching on fire and not to halve the damage.
Firewyrms use alchemist's fire as fuel, requiring 8 alchemist fires per shot. Reloading it via individual vial would be slow, so most keep a large bottle of alchemist's fire worth 8 vials (160 gp), which takes two full-round actions to reload. Most keep a crew of two on hand, one to fire and one to reload so as to fire once every round. Having more than 2 crew lessens the time spend between them. For example a crew of three would spend a standard action (to fire) and can use one full-round action from each remaining crew to load the bolt and be ready to fire anew. Crew members smaller than its intended size (such as a small creature on a ballista intended for medium) count as half as many crew members, and larger creatures count as twice as many for the purpose of reloading.
Having the Exotic Weapon Proficiency (siege weapons) gives proficiency in all siege weapons, including this one. Being non-proficent gives a -4 on DCs with the area effect spreads.
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