E.Kit: Flamespitter
Ammo⚙️ | Charging Strikes | Engineer | Fire | Range ⚙️ | Two-Hand⚙️
Stats |
- Weapon Group(s): None
- Weapon Type: Ranged, Advanced -
- Weapon Damage: 2d4 per Attack consumed
- Damage Type(s): Fire
- Base Critical Threshold: +10 or nat20
- Base Critical Damage Multi.: x2 -
- Cost: 0 gp (must be crafted)
- Weight: 6 Bulk (~30 kg / ~60 lbs)
- Item Power Level: 5
- Magic Power Lvl: 0
- Magic Aura: Weak, Evocation, Not Hidden
- Attunement?: No
- Composition: Metal, (Other: Bone, Metal, Wood), Rank 1 Power Core
- Rarity: Common -
- Additional Effects:
- Engineering: Only those that are of the Engineer or have the approriate features may use this item.
- Weapon Functions: While wielding this Kit and you have proficiency with it or the weapon it is attached to, you gain access to different Functions that increase with your character level. While wielding this Kit and you have proficiency with it or the weapon it is attached to, you gain access to different Functions that increase with your character level. You unlock the Kit's Passive and Function 1 at character level 1, Function 2 at character level 5, and Function 3 at character level 10.
- Weapon Attachment: This item may be built into a qualifying weapon, doing so over a Short Rest. This acts as like the corresponding feature for Engineers. This information will be repeated below.
- Ammo 10: This weapon holds it's # of Ammunition before needing to be reloaded. Reloading takes an Action (◈).
- Charging Strikes
- Ranged: Special (see below)
- Two-Hand (only).
Item Description |
The Flamespitter, Flamespewer, or simply 'Flamethrower' is a weapon made to fire ignited bits of fuel (sometimes Oil, Grease, or other concoctions and cause as much havoc or fear across battlefields. For the Engineer and others like them, the Flamethrower is a weapon of both utility and firepower that comes at a high cost. It also is a rather unique weapon, making it hard to pair with other weapons not like it.
The Flamespitter does not function under Water. That may be self-explanitory.
Passive and Functions | Effect |
---|---|
Passive: | Firing Modes. This weapon has two methods of fire, and can only be used as such.
Line. The weapon fires in a 50 ft long 5 ft wide line. The Line's path is blocked by the first Medium or larger object it hits (including walls)./p] Cone. The weapon fires in a 25 ft long Cone. The cone's path is blocked by the first Medium or larger object it hits (including walls). Additionally, this weapon can only be fired using Charging Strikes and can only be fired once per turn. Ammunition is consumed for each attack used. |
Function 1: | Mode Change. You can spend an action to change the Mode of which the Firespitter fires. |
Function 2: | Fire Blast. You can now use the Flamespitter to fire a big blast once per Swift Rest Instead of your normal method of attack, you fire large blob of fire toward targeted 5 ft space within 120 ft. On hit, the blob explodes, dealing damage and effects from Maneuevers as normal, but tripling the fire damage dealt from the attack to all creatures within a 10 ft radius of the target. |
Function 3: | WIP Firething. A. |
Kit can be applied to a similar enough weapon. Many Kits will share a Weapon Group with other base weapons (such as the Ballistics Kit being of the Crossbow and Firearms weapon groups). Over a Swift Rest, a Kit may be applied to or unapplied to the weapon, replacing the Kit’s base stats and other components of the old weapon’s. The old weapon becomes an Engineering Kit for all intents and purposes, and gains all the modes and functions of the Kit.
If the old weapon and the kit share an enchant or function, the new combined Kit Weapon will use the stronger of the two. The new combined weapon also retains the keywords of both weapons. A creature not proficient in Engineering Kit Weapons can still use the newly combined weapon as normal, but cannot use any of the special functions provided by a Kit.