Post by Head Moderator on Mar 15, 2013 20:21:42 GMT -5
You must have Craft Magic Item OR Alchemy OR Engineering Knack to craft fireworks.
Full Price | Crafting Gold Cost | Crafting Points Cost
Blinding Goblin-Cracker 2000gp | 500gp | 4CP
When this small, bright yellow firecracker explodes, it does so with a blinding flash. Anyone within 30 feet must make a DC15 Endurance save or be struck blind for 1d3 rounds.
Ghost-Cracker String 1000gp | 250gp | 2CP
These are small, sealed bamboo tubes, filled with a gunpowder mixture and linked by a common fuse. One string typically holds about twenty ghost-breakers. When lit,
ghost-breakers explode one after the other in a deafening cacophony, not unlike the sound of a score of musketeers battling to the death. Indeed, ghost-breakers
take their name from the belief that their noise can frighten away evil spirits. Although ghost-breakers have no real offensive power, they can be used to distract or intimidate foes, particularly simple-minded beasts.
Deafening Kobold-Barkers 2000gp | 500gp | 4CP
Comprised of a dozen, small green firecrackers, linked one after another, this item produces a rapid series of explosions, each louder than the next. Anyone within 30 feet of the explosions must make a DC15 Endurance save or be deafened for 1d3 rounds.
Red Dragon's Breath 3000gp | 750gp | 6CP
When lit, this red wrapped cone showers forth beguiling sparks for 1d4+1 rounds, after which it erupts into a 60-foot pillar of fire for one round. The pillar has a radius of ten feet, ignites flammable materials, and does 2d5 damage to everything within range.
Enchanting Elf-Fountain 2500gp | 1250gp | 5CP
As this green wrapped cone burns, it produces a fascinating shower of fiery sparks for 1d4+1 rounds. Anyone observing the sparks must make a DC15 willpower save or be enthralled each round.
Fairy Firecracker 2000gp | 500gp | 4CP
This white wrapped cone is decorated with yellow stars. When lit, this firework burns with a fierce white light for 5 rounds. Besides shedding light, the light produced causes any invisible or ethereal creatures to cast an obvious shadow.
Fiery Bottle-Rocket 1500gp | 375gp | 3CP
When you aim and light this small, red bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 fireball.
Guiding Light 2500gp | 1250gp | 5CP
If lit indoors, this green rocket flies in a straight line for 200 feet or until it reaches an obstacle (DC15 Acrobatics to avoid) exploding for 2d6 fire damage. When used outside, it flies 200 feet into the air and explodes, releasing a shower of sparks which coalesce as they descend, drifting in a discernible direction. The sparks of a Guiding Light always point north.
Priest Light 1500gp | 375gp | 3CP
When lit, this thine white tube produces a tall argent flame and numerous golden spars for 10 minutes. While burning, it produces light in a 30 foot radius. Undead cannot enter this area, and if within the area they must make a DC15 willpower save or flee from the light.
Red Dragon Rocket 4000gp | 1000gp | 8CP
Papered with gold leaf and inscribed with a mass of scarlet runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs most than most other fireworks, and some consider the red dragon rocket the "king of magical fireworks". When ignited, this golden rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 fireball.
Snake Fountain 5000gp | 1250gp | 10CP
This firework fountain is wrapped in red and gold paper with a scaled motif. When lit, the fountain emits a shower of green sparks and black ashy extrusion which as it leaves the cone, transforms into a small black viper under your control the round after lighting it. The fountain burns for 5 rounds after being lit, producing one viper per round. Each viper attacks with 1d3 dmg, and can attack various targets, up to Five on the Fifth round. The vipers turn to black ash when the fountain ceases to burn.
Shrieking Rocket 3000gp | 750gp | 6CP
When you aim and light this black rocket, it flies forward for 80 feet or until it strikes an object, at which point it explodes. DC15 Acrobatics avoids. It whistles loudly as it flies, and when it explodes it produces a banshee-like shriek and shower of green sparks. any character within 30 feet of the explosion must make a DC15 willpower save or become panicked for 4 rounds. Those that make their save are shaken for 1 round. Additionally, anyone hit by the rocket suffers 2d4 damage.
Smoking Dwarf-Squib 3000gp | 750gp | 6CP
This small, black squib produces few sparks but much smoke. As the squib burns, a cloud of smoke fills 5 feet in radius the first round. It expands five feet per round, for three more rounds and acts as a thick fog cloud for 30 minutes.
Full Price | Crafting Gold Cost | Crafting Points Cost
Blinding Goblin-Cracker 2000gp | 500gp | 4CP
When this small, bright yellow firecracker explodes, it does so with a blinding flash. Anyone within 30 feet must make a DC15 Endurance save or be struck blind for 1d3 rounds.
Ghost-Cracker String 1000gp | 250gp | 2CP
These are small, sealed bamboo tubes, filled with a gunpowder mixture and linked by a common fuse. One string typically holds about twenty ghost-breakers. When lit,
ghost-breakers explode one after the other in a deafening cacophony, not unlike the sound of a score of musketeers battling to the death. Indeed, ghost-breakers
take their name from the belief that their noise can frighten away evil spirits. Although ghost-breakers have no real offensive power, they can be used to distract or intimidate foes, particularly simple-minded beasts.
Deafening Kobold-Barkers 2000gp | 500gp | 4CP
Comprised of a dozen, small green firecrackers, linked one after another, this item produces a rapid series of explosions, each louder than the next. Anyone within 30 feet of the explosions must make a DC15 Endurance save or be deafened for 1d3 rounds.
Red Dragon's Breath 3000gp | 750gp | 6CP
When lit, this red wrapped cone showers forth beguiling sparks for 1d4+1 rounds, after which it erupts into a 60-foot pillar of fire for one round. The pillar has a radius of ten feet, ignites flammable materials, and does 2d5 damage to everything within range.
Enchanting Elf-Fountain 2500gp | 1250gp | 5CP
As this green wrapped cone burns, it produces a fascinating shower of fiery sparks for 1d4+1 rounds. Anyone observing the sparks must make a DC15 willpower save or be enthralled each round.
Fairy Firecracker 2000gp | 500gp | 4CP
This white wrapped cone is decorated with yellow stars. When lit, this firework burns with a fierce white light for 5 rounds. Besides shedding light, the light produced causes any invisible or ethereal creatures to cast an obvious shadow.
Fiery Bottle-Rocket 1500gp | 375gp | 3CP
When you aim and light this small, red bottle rocket, it streaks forward in a straight line for 100 feet or until it strikes an object (DC15 Acrobatics to avoid) and explodes as a 2d3 fireball.
Guiding Light 2500gp | 1250gp | 5CP
If lit indoors, this green rocket flies in a straight line for 200 feet or until it reaches an obstacle (DC15 Acrobatics to avoid) exploding for 2d6 fire damage. When used outside, it flies 200 feet into the air and explodes, releasing a shower of sparks which coalesce as they descend, drifting in a discernible direction. The sparks of a Guiding Light always point north.
Priest Light 1500gp | 375gp | 3CP
When lit, this thine white tube produces a tall argent flame and numerous golden spars for 10 minutes. While burning, it produces light in a 30 foot radius. Undead cannot enter this area, and if within the area they must make a DC15 willpower save or flee from the light.
Red Dragon Rocket 4000gp | 1000gp | 8CP
Papered with gold leaf and inscribed with a mass of scarlet runes on every surface, this rocket is large enough to require a hefty spear-like stick for aiming. It weighs most than most other fireworks, and some consider the red dragon rocket the "king of magical fireworks". When ignited, this golden rocket streaks forward in a straight line for 150 feet, or until it strikes an object, at which point it explodes as a 3d6 fireball.
Snake Fountain 5000gp | 1250gp | 10CP
This firework fountain is wrapped in red and gold paper with a scaled motif. When lit, the fountain emits a shower of green sparks and black ashy extrusion which as it leaves the cone, transforms into a small black viper under your control the round after lighting it. The fountain burns for 5 rounds after being lit, producing one viper per round. Each viper attacks with 1d3 dmg, and can attack various targets, up to Five on the Fifth round. The vipers turn to black ash when the fountain ceases to burn.
Shrieking Rocket 3000gp | 750gp | 6CP
When you aim and light this black rocket, it flies forward for 80 feet or until it strikes an object, at which point it explodes. DC15 Acrobatics avoids. It whistles loudly as it flies, and when it explodes it produces a banshee-like shriek and shower of green sparks. any character within 30 feet of the explosion must make a DC15 willpower save or become panicked for 4 rounds. Those that make their save are shaken for 1 round. Additionally, anyone hit by the rocket suffers 2d4 damage.
Smoking Dwarf-Squib 3000gp | 750gp | 6CP
This small, black squib produces few sparks but much smoke. As the squib burns, a cloud of smoke fills 5 feet in radius the first round. It expands five feet per round, for three more rounds and acts as a thick fog cloud for 30 minutes.
The Sleeper: This dwarf-squib produces soporific smoke and those that breathe it fall asleep (DC15 Endurance negates). It lasts 3 minutes.
The Choker: This dwarf-squib releases vile-smelling smoke which causes those who breathe it to cough violently while in the cloud and for 1d4 rounds after leaving the area (DC15 endurance negates). Those coughing are considered nauseated.