SPRAYER
- ARMS AND EQUIPMENT GUIDE (3.0)
Simple Ranged Weapon
Cost: 14 gp
Damage: As per ammo
Range: 0
Area: 10' x 5'
Weight: 4 lb
This is a small storage drum attached to a large handle and pump. The drum is filled with liquid, usually water, although oil and holy water are commonly used as well (acid is a poor choice, as it eats away the container in a few rounds). When pumped (a standard action) the sprayer creates a dense cloud of vapor 10 feet long. Because the particles are so fine, the cloud lasts for only a moment and does not drift to adjacent squares. The drum contains enough liquid to last for three pumps before needing to be refilled.
Editor: Read it. Any fluid, from water-like to oil-like, can be poured in and then sprayed out into a 10'x5' cloud. Anything. True, it doesn't react well to acid. Well, that's what glassteel is for. Anyways, who cares if it eats the container away, if the acid does area effect damage? Got a friend who's suffering from the "Caught on fire" condition? A "dense" cloud of water should qualify for the condition to put him out. Now, what does that mean about grenade-like weapons?
Editor (Splash Weapons): Well, since this weapon is made specifically to fill up two squares and two squares only with a dense cloud, I’d say that it does full damage to both squares, but does not splash out to any other squares. So you got a trade off. If you throw the flask of a given grenade like effect, it can go out to five times your range, which is typically in 10 foot increments. Then it affects the target you hit, and 5 feet around the point of impact. Or you can use a sprayer to only go out 10 feet, never miss, but always have full effect in those two squares. Sounds like a fair trade off to me. Concentration in exchange for range and area of effect.
Editor (Alchemist’s Spark): It normally wouldn’t work, but you could make it with two chambers that it sprays from at the same time. 1d8 electrical in two squares, baby!
Editor (Oils and Potions): Why limit ourselves to just alchemy items? Sure, Alchemy has all the fun stuff, but what about magic potions? True, only one target can take advantage of a potion, but what would happen if you loaded one into a sprayer and sprayed your ally? The first person to inhale should get the effect. Boo-yah! Healing with potion at 10 feet! If you got a problem with that, make it the Oil version of the potion and tighten up the nozzle. Make oil of Grease spell and spray your enemies, that are ten feet in front of you. So MANY possibilities with this one. However, to be fair, as a DM, I would only have a sprayed “Potion of” or “Oil Of” something effect the first target. So if two people are standing in a line, the first one gets hit and takes the full effect of the sprayed substance.
Editor (Gaseous Form): Here’s a twisted use. Does your enemy have skin? Oil of gaseous form and a oil of bestow curse combined into a sprayer. Your target makes a saving throw or turns into gaseous form that lasts the full duration of the gaseous form spell against their will. Now that’s a weapon that’ll scare the crap out of your players. “OMG, you disintegrated him?”
Editor (Sticky): There are a number of alchemy items I’d like to spray, but the item descriptions state that they are sticky. I’d be a kind DM and allow a +10 to the alchemy DC to craft the substance so you could load it into a sprayer, but that’s just me. Most of the time, you’d be better off just throwing the item. The only advantage of the sprayer is, if you are within 10 feet, it doesn’t miss.
Editor (Windy): On the wind table, when you get to strong winds (21-30 mph) candles are automatically put out. This is one step below the power of a gust of wind spell. I would rule, as a DM, that in strong winds, any use of a sprayer is useless, as the cloud disperses before it can have any effect.
Editor (Invisible targets): Alas, it only works for an instant, but should narrow down the square he’s in, showing a brief outline of the invisible person should allow you to reduce your miss chance to partial concealment. Although someone else will have to take advantage of it, or you’ll have to use this in your off hand and take a two weapon fighting penalty. Adding the WSA revealing should outline them with faerie fire. Or just use liquid light, watch them glow for the next 1d4 hours.
Editor (Screaming Flask): The screaming flask comes in a hat. Yes, you read that right, it’s in your hat. You activate it and it shoots out of your hat in a cone. Personally, I’d allow someone to modify it to work in a sprayer, so you’d spray in a 15 foot cone. Then you could add WSA screaming or any of the other Sonic based WSAs for a synergistic effect. Frankly, it’s a cool alchemy item, but it’s in your hat. Seriously? You activate it as close to your ears as possible? A sonic attack? Really? “
Och! It’s so stimulating being your hat!” -
The Hat,
LabyrinthEditor (Weaponize): Is it a weapon? Well, considering I can fire it at someone, and there are many examples of ranged weapons that fire liquids and powders at people, I have to say a resounding, YES. What’s that leave us? Well, there is no to hit roll, so we can’t have any WSA that activates on a to hit. That leaves out Exit Wound fun. Distance by RAW can’t double the length to 20 feet, but that’s a DM call. Personally, if you are going to spend a whole +1 bonus on your spray can, you should be able to double the range. I’d personally BEG my DM to allow quick loading. True, that’s only for crossbows, and this item doesn’t have a load speed. It’s having 100 “slots” of storage space that makes me want quick loading. Bane (plants) and defoliator are an excellent combo. Binding would just be funny. Burning can set things on fire, which just makes sense with this sort of thing. All the energy damage WSAs would fit, (Corrosive, flaming, frost, etc, etc, etc…) and do damage to anything in both squares. Personally, I think Air Elemental Power would be funny. Spray out an elemental. SQUIRT!