Difference between revisions of "Flaming Arrows"

From Legends of Cphera
Jump to: navigation, search
m
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
 
'''Health''' - 1
 
'''Health''' - 1
  
'''Hardness''' - 6
+
'''Hardness''' - 7
  
 
'''Craft DC''': 20 (fletching) AND 25 (alchemy)
 
'''Craft DC''': 20 (fletching) AND 25 (alchemy)
Line 12: Line 12:
  
 
Flaming arrows, if lit, are automatically destroyed after their flight. Unlit, they are treated as normal.
 
Flaming arrows, if lit, are automatically destroyed after their flight. Unlit, they are treated as normal.
 +
 +
 +
Carrying flaming arrows can be dangerous. If a character catches [[On Fire]], each flaming arrow has a 25% chance per round to ignite, destroying itself and dealing 1d6 fire damage to the carrier. Dropping a quiver readied for firing costs 4 AP, or 2 AP otherwise.
  
  

Latest revision as of 10:53, 14 June 2010

Health - 1

Hardness - 7

Craft DC: 20 (fletching) AND 25 (alchemy)

Flaming arrows are considered by many to be mostly useless, but there are times they come in handy.

Flaming arrows come with a slew of penalties. They travel 4 range increments fewer than a normal arrow, they deal 2 damage die less (minimum 1), and they take a -4 to attack as they fly rather poorly. For any benefits to apply they must be lit immediately before firing - this requires 2 AP to ensure that it is properly lit. This usually requires appropriate tools and a survival check as well (costing further AP), though canny archers will light a torch or brazer before firing and use this to light their arrows.

If a lit flaming arrow successfully strikes a character, that character takes 1d6 points of fire damage and must make a reflex save (DC 20) or catch On Fire. While a shield check will, as normal, protect against the arrow, it does not protect against the possibility of catching on fire, though characters which block an arrow with a metal shield gain a +2 on the reflex save vs catching on fire. Flammable materials or structures hit by a flaming arrow automatically catch on fire.

Flaming arrows, if lit, are automatically destroyed after their flight. Unlit, they are treated as normal.


Carrying flaming arrows can be dangerous. If a character catches On Fire, each flaming arrow has a 25% chance per round to ignite, destroying itself and dealing 1d6 fire damage to the carrier. Dropping a quiver readied for firing costs 4 AP, or 2 AP otherwise.


Unsurprisingly, these are a favorite naval weapon.