Necklace of fireballs on the tip of a arrow

The Shadow Lich

First Post
If I take a bead from a necklace of fireballs craft a arrow with out a tip can I then soverign glue it to the end of the arrow? Wow my +10 bow would be cool with my new expensive ammo. Good thing its not flamming or it would set it off.
 

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Soverign glue an Alchemists Fire to an arrow then wrap a necklace of fireball to the shaft.


I don't know how many times you'll be able to pull that off.
 

Im a bowhunter in real life and some of my target arrows have round metal tips they fly just fine. Tieing the whole neckalace on there and the alchemist fire now that just would not work. The arrow would fly but who knows where. Plus I bet some of those beads would shoot and fall all over when you shot that arrow. Then they would explode at your feet.
 

One of the problems with necklaces of fireball: Their description has been written in an attempt to avoid such abuses. So e.g. you can't put it somewhere and put a fireball on it as soon as the BBEG enters the scene... it will not explode since it only explodes that way if it's carried or worn.

Same for your arrow thing... looks like you have to hurl the things.
 

The Necklace of explosive decapitation is the target of a lot of 'tricks'. Vast majority of them just don't work. Usually they are stopped by the fact the necklace only blows up when worn or carried.

This use at least is up to the DM.

Necklace of Fireballs

This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).

Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.

Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.

........................................

If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.

Moderate evocation; CL 10th; Craft Wondrous Item, fireball.
 

Taking that line word-for-word is a bit silly.

If you take it completely literally, you can prevent the explosion from happing by letting your Cohort, Familiar or Ape Animal Companion use the necklace because they aren't "characters".
 

Pyrex said:
Taking that line word-for-word is a bit silly.

If you take it completely literally, you can prevent the explosion from happing by letting your Cohort, Familiar or Ape Animal Companion use the necklace because they aren't "characters".
Any where does that logic come from? NPC stands for Non Player Character.
 

Darklone said:
One of the problems with necklaces of fireball: Their description has been written in an attempt to avoid such abuses. So e.g. you can't put it somewhere and put a fireball on it as soon as the BBEG enters the scene... it will not explode since it only explodes that way if it's carried or worn.

Same for your arrow thing... looks like you have to hurl the things.
Indeed - they explode when they reach the end of their trajectory. If that trajectory happens to be the couple of millimetres between your hand and the glob of sovereign glue you're trying to stick the bead to, that's just fine.
 


frankthedm said:
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
[/I]

Personally, I don't take that as an exclusive statement. I see it as pointing out an exception to the general rule of "Attended items are immune to damage from area spells unless you roll a 1 on a reflex save". It highlights the instability of the item, it doesn't limit the unplanned explosion to only when worn or carried.
 

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