Friday, March 16, 2007

Sunbomb - Alchemical Substance

Sunbomb: When distilled sunlight is trapped in a fragile crystalline matrix or kept in a bottle, it can be used as a torch. Otherwise, it can be thrown as a missile weapon, dazzling any creature struck for one round when it explodes unless they make a DC 15 Reflex save. It does 1d6 positive energy damage to any undead it strikes and 1 point splash damage to any other undead within five feet. Unlike divine positive energy, a sunbomb cannot heal hit points.

A cleric can channel positive energy through a sunbomb as part of a turning check for a +1 bonus to the turning damage check. The sunbomb is destroyed in a flashing halo of sunlight in the process.

Nonmagical; Alchemy DC 15; 70 gp

NPC Gear: 1st
Treasure Value: 1st

Math:

everburning torch, single casting, 80 gp

+1 to turning damage is one extra skeleton one hit die skeleton = 50 gp (single use, one die effect, a skeleton (1d12 HD), is probably equal to 2 "dice" (1d6) of damage, but the turning damage is only half the fun. If the check fails, turning damage is useless. So one die.) Three quarters for multiple similar = 37.5

2 possible single use 25 gp each, halved for multiple similar, 12.5

Total 142.5. Half because only one of all those latter effects can be used, and the everburning torch is useless once the others are used. Round down. 70 gp.

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