Necklace of Fire +3: Difference between revisions

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::''Alchemical Fire:'' As a standard action, you may use one hand to snatch the flame from the vial and hurl it as a [[splash weapon]] (10 foot range increment, max 50 foot range).  If you successfully hit with a ranged touch attack you inflict {{Order|3}} as {{dmg|fire}} damage to your targeted foe. The splash damage is equal to half damage to all foes in the adjacent squares.  Hurling this fire does not extinguish the flame.
::''Alchemical Fire:'' As a standard action, you may use one hand to snatch the flame from the vial and hurl it as a [[splash weapon]] (10 foot range increment, max 50 foot range).  If you successfully hit with a ranged touch attack you inflict {{Order|3}} as {{dmg|fire}} damage to your targeted foe. The splash damage is equal to half damage to all foes in the adjacent squares.  Hurling this fire does not extinguish the flame.


::''Fireball:'' As a standard action, you may seize the flame with one hand and command it to form a fireball.  The range of this attack is 200 feet plus 20 feet times your highest BAB number in any Class Progression chart of any class you possess. .  The flame flies forth as a tiny fiery orb a few inches in diameter, and when it arrives at the point you chose within that range, it explodes to fill a 7x7 square space.  All creatures caught in the space take {{Order|3}} as {{dmg|fire}} damage.  Victims are allowed a REFL saving throw against a DC equal to 13 + your BAB to take half damage.  This extinguishes the flame until the next day, cancelling all named powers and the base light generation until the flame returns.
::''Fireball:'' As a standard action, you may seize the flame with one hand and command it to form a fireball.  The range of this attack is 200 feet plus 20 feet times your highest base attack bonus (BAB) number. .  The flame flies forth as a tiny fiery orb a few inches in diameter, and when it arrives at the point you chose within that range, it explodes to fill a 7x7 square space.  All creatures caught in the space take {{Order|3}} as {{dmg|fire}} damage.  Victims are allowed a REFL saving throw against a DC equal to 13 + your BAB to take half damage.  This extinguishes the flame until the next day, cancelling all named powers and the base light generation until the flame returns.
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Revision as of 19:36, 16 July 2022

Necklace of Fire-1.png

Necklace of Fire +3

CL 9 Neck Slot Item • Weak Evocation
Cost: 50,000 gp
Weight: 1.0 lbs.
Family: Necklace of Fire

A Necklace of Fire is a finely made golden neck item that can come in many varieties, from the delicate to the ornate to the massive. No matter the appearance, it always includes in the design a pendant in the form of a tiny crystal brazier, which is magically filled with some sort of highly pungent and flammable alchemical fuel. Upon command, as a standard action, this fuel ignites and burns no matter the circumstances. This flame persists under water, in vacuum, buried, capped with a force effect, etc. The flame does no harm to any creature or item unless further commanded by the wearer. It sheds normal light in your square and all adjacent squares. While activated, the Necklace gives the normal penalties for Stealth and Invisibility for possessing a light source. While it is not lighted, it gives the same penalties to creatures using any Scent-based sense, due to the aromatic and pungent fuel.

A Necklace of Fire +3 grants the following powers to an attuned wearer:
Immolation: As a move action, the wearer may cause the flaming alchemical fuel in the necklace to splash over their body. They erupt in flames, shedding light as a torch, but they are not harmed as long as they are attuned. Any foe who attacks the wearer in melee, hit or miss, (even if using a reach weapon), takes (Order 2 damage): 1d6+1 points of damage per character level (max 10d6+10 at character level 10) as fire (energy, common) damage, up to once per round per attacker. The fire persists until the end of the encounter, or the wearer spends a swift action to dismiss it. Using this power does not extinguish the flame in the necklace.
Alchemical Fire: As a standard action, you may use one hand to snatch the flame from the vial and hurl it as a splash weapon (10 foot range increment, max 50 foot range). If you successfully hit with a ranged touch attack you inflict (Order 3 damage): 1d6+2 points of damage per character level (max 12d6+24 at character level 12) as fire (energy, common) damage to your targeted foe. The splash damage is equal to half damage to all foes in the adjacent squares. Hurling this fire does not extinguish the flame.
Fireball: As a standard action, you may seize the flame with one hand and command it to form a fireball. The range of this attack is 200 feet plus 20 feet times your highest base attack bonus (BAB) number. . The flame flies forth as a tiny fiery orb a few inches in diameter, and when it arrives at the point you chose within that range, it explodes to fill a 7x7 square space. All creatures caught in the space take (Order 3 damage): 1d6+2 points of damage per character level (max 12d6+24 at character level 12) as fire (energy, common) damage. Victims are allowed a REFL saving throw against a DC equal to 13 + your BAB to take half damage. This extinguishes the flame until the next day, cancelling all named powers and the base light generation until the flame returns.

The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.

Creation: Creator (Feat), Bailiwick Check (DC 28 (10 + double CL)), Pale (tier 2) remnant, An item symbolic of the enchantment, 25,000 gp (minus cost of symbolic item).