The user of this feat is knowledgeable of a special chemical combination that creates a large explosion. The chemical is composed of 3 ingredients.
(Before we enter in with the chemicals, this feat utilizes a special mechanic called "Dosage Points". You acquire one dosage point for every prerequisited ingredient amount match. For example, 1 ounce of ground-up cobalt, a tea-spoon of (liquid) mytholium, and a drop of water would grant you one dosage point, as that's the exact prerequisites to make the bomb. And if you were to have 2 ounce of ground-up cobalt, 2 tea spoons of (liquid) mytholium, and 2 drops of water, you'd have 2 dosage points. However, if you had 2 ounces of ground-up cobalt, 2 drops of water, and 75 gallons of (liquid) mytholium, you would not surpass 2 dosage points, as each must multiply their original prerequisite by their respective amounts in order to acquire the highest dosage points.
With that being said, each dosage points makes Valrai's Special Bomb a little stronger in terms of raw power/strength, but it also may add special effects once it gains enough dosage points. The actual traits of the bomb respective to its dosage points and its unique traits at higher dosage points will be stated at the end of this feat, after it further specifies the ingredients of Valrai's Special Bomb and how to create the container for a bomb of this sort.)
1. Cobalt is expensive but common and purchasable by most common merchants for 4 gold pieces per ounce. One ounce is needed for one dosage point of Valrai's Special Bomb, and it must be ground up before mixed with the rest of the ingredients.
2. Mytholium is cheap but incredibly rare and likely never sold by a merchant. If you were to purchase Mytholium, it would likely be via illegal or high royal means. Typically they are sold for around 400 gold pieces for a singular tablespoon of its liquid version. Mytholium is actually a gas existent in the Mytholium Fogs that plague the Gnarled Swamps, a once virtuous forest now corrupted with viral plant infections. Once caught in vials, bottles, and contained from being exposed from new oxygen over the course of a minute, it will slowly and irrevocably by liquidized. Once liquid, it can be mixed in with the ground up cobalt.
3. Water is cheap and ridiculously common, and once a single drop touches the liquid Mytholium and ground-up cobalt, it will induce its effects.
In order to create the container for this sort of bomb, a character with the knowledge of this chemical formula or teachings from a character with the knowledge of this chemical formula may make a check with Tinkerer's Tools to, over the course of an hour, create the proper container. It takes 1 gp of materials (presuming you are using basic thin metal, which is the most effective) per dosage point to create the proper bomb container. The bomb is composed of two spheres. One is small and is filled with ground up cobalt and liquid mytholium, which is then placed in the bigger sphere. The bigger sphere is filled with water to the brim to practically being solid, and is sealed shut. Upon impact from being thrown or slammed (or something else), the container will explode, inducing the dosage point worth of effects. This is not necessary however, as technically there are multiple other ways of inducing the explosion from a range, but this is the cheapest, least time consuming, and overall most powerful manner of creating a functional bomb.
Now that has been established, I will again restate the exact ingredients needed for each dosage point.
1 OUNCE OF GROUND UP COBALT / 1 TEA SPOON OF LIQUIDIZED MYTHOLIUM / 1 DROP OF WATER
1 Dosage Point creates a 5x5x5 foot explosion which forces all creatures in the vicinity to have to make a DC 10 Strength Save, which deals 2d4 fire damage and 2d4 poison damage to all items, objects, environment, and creatures.
2 Dosage Points create a 5x10x10 foot explosion which forces all creatures in the vicinity to have to make a DC 12 Strength Save, which deals 2d6 fire damage and 2d4 poison damage to all items, objects, environment, and creatures.
3 Dosage Points create a 10x15x15 foot explosion which forces all creatures in the vicinity to have to make a DC 13 Strength Save, which deals 2d6 fire damage and 2d6 poison damage to all items, objects, environment, and creatures.
4 Dosage Points create a 10x20x20 foot explosion which forces all creatures in the vicinity to have to make a DC 14 Strength Save, which deals 3d6 fire damage and 3d6 poison damage to all items, objects, environment, and creatures.
5 Dosage Points create a 15x25x25 foot explosion which forces all creatures in the vicinity to have to make a DC 15 Strength Save, which deals 3d6 fire damage and 3d6 poison damage to all items, objects, environment, and creatures. The damage is halved upon a successful save (instead of being entirely nullified).
6 Dosage Points create a 15x30x30 foot explosion which forces all creatures in the vicinity to have to make a DC 16 Strength Save, which deals 4d6 fire damage and 4d6 poison damage to all items, objects, environment, and creatures. The damage is halved upon a successful save (instead of being entirely nullified).
7 Dosage Points create a 20x35x35 foot explosion which forces all creatures in the vicinity to have to make a DC 17 Strength Save, which deals 4d6 fire damage and 4d6 poison damage to all items, objects, environment, and creatures. The damage is halved upon a successful save (instead of being entirely nullified). If the target fails the save, they are knocked prone and knocked away from the source of the explosion to the point of outside the explosive range (if they would hit something, the DM can, and probably should rule, that the target is knocked through the object/environment, and they take the respective damage.)
8 Dosage Points create a 20x40x40 foot explosion which forces all creatures in the vicinity to have to make a DC 18 Strength Save, which deals 5d6 fire damage and 5d6 poison damage to all items, objects, environment, and creatures. The damage is halved upon a successful save (instead of being entirely nullified). If the target fails the save, they are knocked prone and knocked away from the source of the explosion to the point of outside the explosive range (if they would hit something, the DM can, and probably should rule, that the target is knocked through the object/environment, and they take the respective damage.)
9 Dosage Points create a 25x45x45 foot explosion which forces all creatures in the vicinity to have to make a DC 19 Strength Save, which deals 6d6 fire damage and 5d6 poison damage to all items, objects, environment, and creatures. The damage is halved upon a successful save (instead of being entirely nullified). If the target fails the save, they are knocked prone and knocked away from the source of the explosion to the point of outside the explosive range (if they would hit something, the DM can, and probably should rule, that the target is knocked through the object/environment, and they take the respective damage.) and are also poisoned.
10 Dosage Points create a 25x50x50 foot explosion which forces all creatures in the vicinity to have to make a DC 20 Strength Save, which deals 6d6 fire damage and 6d6 poison damage to all items, objects, environment, and creatures. The damage is halved upon a successful save (instead of being entirely nullified). If the target fails the save, they are knocked prone and knocked away from the source of the explosion to the point of outside the explosive range (if they would hit something, the DM can, and probably should rule, that the target is knocked through the object/environment, and they take the respective damage.) and are also poisoned. On top of all of this, a Mytholium Fog is ejected within the field of the explosion for the next minute, or until a strong enough wind to push away the fog is created. Inside of the fog, the max and base vision of all creatures is now 60 feet, and all other vision based senses are now halved. On top of that, all perception check based on vision that extend beyond the fog's limits automatically fail and all sense-based checks have disadvantage.
Higher dosages are not possible, as 10 dosage points are the maximum.
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