Fire Brand (Discovery): Difference between revisions
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{{Template:Discovery | |||
= | | IsBombMod=<onlyinclude>{{#ifeq:{{{transcludesection|IsBombMod}}} | ||
| IsBombMod| | |||
}}</onlyinclude> | |||
| Flavor = | |||
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}} | |||
| Type|Su | |||
}}</onlyinclude> | |||
| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}} | |||
| Prerequisites|- | |||
}}</onlyinclude> | |||
| Benefit=<onlyinclude>{{#ifeq:{{{transcludesection|Benefit}}} | |||
| Benefit|An alchemist with this discovery can expend one daily bomb use to apply the bomb reagents to their weapon as a swift action. A weapon treated this way deals fire damage as if it had the [[Smoldering (Melee Weapon Magic Property)|Smoldering]] magic weapon property. This effect persists until the end of the current encounter, the end of the next encounter, the start of the alchemist's next full night's rest, or 24 hours, whichever of these occurs soonest. | |||
At 10th level, the weapon is treated as if it had the [[Flaming (Melee Weapon Magic Property)|Flaming]] magic weapon property | At 10th level, the weapon is treated as if it had the [[Flaming (Melee Weapon Magic Property)|Flaming]] magic weapon property. | ||
An alchemist can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated. | An alchemist can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated. | ||
}}</onlyinclude> | |||
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}} | |||
| ShortDesc|Use a bomb to set your weapon on fire | |||
}}</onlyinclude> | |||
}} |
Latest revision as of 13:17, 21 November 2019
Ability Type: Su
Prerequisites: -
Benefit: An alchemist with this discovery can expend one daily bomb use to apply the bomb reagents to their weapon as a swift action. A weapon treated this way deals fire damage as if it had the Smoldering magic weapon property. This effect persists until the end of the current encounter, the end of the next encounter, the start of the alchemist's next full night's rest, or 24 hours, whichever of these occurs soonest.
At 10th level, the weapon is treated as if it had the Flaming magic weapon property.
An alchemist can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated.