The dangers of Alchemist's Fire

Nareau

Explorer
How would you handle the following situations? Are there any existing rules/precedents for these?

Character buys himself a masterwork bandoleer. He then stocks it with several vials of Alchemist's Fire. This is very useful, as he has the Rapid Shot feat. He can grab those vials as a free action, and toss two of them each round.
Do you think there should be any danger of those vials exploding during normal adventuring activities (fighting, falling, running, etc.)? What if they're safely in his backpack? Are there any situations that I haven't mentioned that you think might set them off?

This same character gets into it with a cleric. The cleric gets an evil grin on his face, and casts Shatter on the poor guy. Each of those vials gets a saving throw (using the character's Will save), and each one fails.
Does the guy automatically burst into flames? Should he get some kind of reflex save (or dex check, or anything) to get himself out of the fiery bandoleer? What if they were in his backpack instead?

I'm tempted to say that bandoleers aren't designed to hold fragile things (acid, alchemist's fire, etc.; things that are intended to shatter when they hit something). The bandoleer is useful for sturdy things (like potion bottles, which are (hopefully!) designed to stand up to rigors). Putting fragile items in your bandoleer is a Bad Idea, and can lead to painful consequences.
 

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Spider said:
How would you handle the following situations? Are there any existing rules/precedents for these?

Character buys himself a masterwork bandoleer. He then stocks it with several vials of Alchemist's Fire. This is very useful, as he has the Rapid Shot feat. He can grab those vials as a free action, and toss two of them each round.
Do you think there should be any danger of those vials exploding during normal adventuring activities (fighting, falling, running, etc.)? What if they're safely in his backpack? Are there any situations that I haven't mentioned that you think might set them off?

Not by the book, no. 3E is generally nice to characters' toys. But feel free to start implementing breakage rules if the player starts overexploiting things (two dozen potions, ten scrolls, etc).


This same character gets into it with a cleric. The cleric gets an evil grin on his face, and casts Shatter on the poor guy. Each of those vials gets a saving throw (using the character's Will save), and each one fails.

You can cast shatter on _one_ item.
 

Thanks Hong!

Again, with the totally false information!
:rolleyes: :mad:
Ever seen the SRD? It actually contains rules!

Shatter

Evocation [Sonic]
Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 3-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half (see text)
Spell Resistance: Yes (object)

Shatter creates a loud, ringing noise that shatters brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.

Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain, such as vials, bottles, flasks, jugs, windows, mirrors, and so forth. All such objects within a 3-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per the character's level are not affected, but all other objects of the appropriate composition are shattered.

Alternatively, the character can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level.

Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of damage per caster level (maximum 10d6), with a Fortitude save for half damage.

(Emphasis mine)
 
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Re: Thanks Hong!

Spider said:
Again, with the totally false information!
:rolleyes: :mad:
Ever seen the SRD? It actually contains rules!

Yes, you're correct. And you know, I'm doing this just to MAKE YOUR HEAD EXPLODE! Furthermore, it seems to be working. You're not stupid enough yet. Only when you're totally stupid will you be immune to the effects of people trying to make your head explode, because there'll be nothing inside to explode out.

HTH!
 


Dr. Zoom said:
Which book has the stats for a bandoleer? I must of missed this item along the way. Thanks.
The FRCS. The "stats" are little more than "This item costs X gold, and you can put some small items into it."
 

Ah...

I assume the bandoleer your talking about is a MW potion belt from the FRCS. The key word here is POTION belt. Potions are contained in one ounce vials and this belt is designed to hold up to ten.

A standard "charge" of Alchemist's fire on the other hand, is contained in a flask not a vial. Flasks are much larger than vials and I don't belief the belt is going to hold them.

Bummer.
 

Grundle, they're separate items. A potion belt is for holding potions, while a bandoleer can hold generic "small items". I think the book mentions daggers; missile flasks seem reasonable to me.

As to the question in the OP: I don't think the guy would instantly catch fire, he'd just be soaked in oil. If he were carrying a torch, or if he later came close to a heat source (like a nearby Fireball), I'd give him a difficult Reflex save to avoid igniting.
 

Again, there's this thing called the SRD. It has rules on it - useful for discussing things in a rules forum

http://www.opengamingfoundation.org

Alchemist's Fire: Alchemist's fire is a sticky, adhesive substance that ignites when exposed to air. Throw a flask of alchemist's fire as a grenadelike weapon.

On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus. Leaping into a lake or magically extinguishing the flames automatically smothers the flames.

Looks like he bursts into flames to me. He might do better with a heward's handy haversack - lets you pull out items as a free action and pretty cheap. Plus you can't actually target items inside an extradimensional space, or worry about falls, etc.
 
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Hmm. How do Alchemist`s Fire work? As far as I see it, the flasks are designed to break and the content automatically burns - so I do not see a reason why you should just be covered with oil (And Fireballs and other Instantenous effects do never cause continuing fire, as far as I know. But this is only second hand knowledge).
Probably a Reflex Save should be allowed. (Either against each of them, or all of them at once. Or you could make something like a "staging" Difficulty. Base Difficulty 15, and for every point you beat the DC, the flame thrower can avoid one Alchemist`s fire - at least the full damage. I don`t think he could avoid the splash damage...)
 

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