Great. Someone pointed out alternative sources of sand so now I have to update the EVD.
SAND BLASTER
- MONSTER MANUAL 3 (3.5)
Exotic Ranged Weapon
Cost: 30 gp
Damage (s): 1d6
Damage (m): 1d8
Critical: x2
Weight: 5 lb
Type: S
Ammo: Sand
A sand blaster is a Large exotic ranged weapon made from long tubes. It creates a 10-foot cone of sand, doing 1d8 points of damage (Reflex DC 22 half). Living creatures that fail their saves are tormented by itching skin and burning eyes, imposing a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based. (It relies on the user’s ability to blow a hearty gust of air through the tube). A sand blaster uses 5 pounds of sand as ammunition, and packing a sand blaster with one charge of ammunition is a full-round action.
Editor: Yes, the ammunition is free, it still sucks as a weapon.
SAND
- MONSTER MANUAL 3 (3.5)
Ammunition (Sand)
Cost: 0 gp
Weight: 5 lb
Any sand will work in a sand blaster. Since the sand blaster is used primarily by those who dwell in a desert, sand costs nothing.
Editor: Yeah. Sand. Just a side note, where would you find masterwork sand if you wanted to enchant it as ammo?
So... Contenders for being turned into ammo. Mostly I need to figure out the GP cost.
BLACK SAND
Mundane volcanic lands sometimes feature black sand composed of ground-up cinders. Other than its striking color, such sand is no different from any other. However, magical black sand is a vile peril, whether on the scoured surface of Minethys in the Tarterian Depths of Carceri (where the Plane of Shadow overlays the Elemental Plane of Earth) or in lands cursed by foul magic.
Black sand is infused with shadowstuff and negative energy. A region of black sand literally swallows light; magical darkness rises to a height of 20 feet over the surface. Nothing short of a sunburst spell can disperse this darkness, and even then only for a period of 1 hour per caster level. In addition, creatures that come in contact with the sand take 1d4 points of damage per round from negative energy. Upon reaching 0 hit points, they crumble and join the black sand.
I'm thinking this causes 1d4 points of negative energy damage and cloaks the target hit in a 5 foot area of darkness for a round.
LEECH SALT FLATS
Ordinary salt flats found in the waste are dangerous enough simply because potable water is extremely scarce. Beyond that, in salt flat areas where the ground is suffused with arcane energy, the salt can drain moisture out of living beings.
A leech salt flat appears like any other salt flats, though it radiates a faint necromancy aura. Living creatures that travel across a leech salt flat require five times the usual daily allotment of fluids (see Starvation and Thirst, page 304 of the Dungeon Master’s Guide) to avoid becoming dehydrated, as the environment itself steals moisture from their bodies.
traveler whose water supply runs out is in even more trouble: After a number of hours equal to its Constitution score + 4, the creature must make a successful Constitu- tion check (DC 10, +1 for each previous check) or take 1d6 points of dessication damage. A creature that takes dessication damage from leech salts is dehydrated. The creature must repeat this check every 10 minutes until receiving at least 2 quarts of water or until death. Leaving the leech salt flat extends the time between these checks to 1 hour.
Leech salts magically dehydrate victims, which means that creatures need not receive long-term care to become rehydrated; simply receiving adequate water clears the dehydrated state. Nonlethal damage from thirst cannot be recovered until a creature gets at least 2 quarts of water. Not even magical healing (such as cure light wounds) heals such damage until this condition is met.
I'd say it just renders the target dehydrated on top of normal damage. Although could I take THIS:
LIQUID SALT
- SANDSTORM (3.5)
Simple Thrown Ammunition (Flask)
[Splash]
Cost: 200 gp
Damage (direct): 2d6 desiccation
Damage (splash): 1d4 desiccation
Range: 10 ft
Weight: 1 lb
This deadly supernatural substance can be used as a splash weapon. A direct hit deals 2d6 points of desiccation damage (2d8 points to plants or elementals with the water subtype). Every creature within 5 feet of the point where the flask hits takes 1d4 points of desiccation damage from the splash (1d6 points to plants or elementals with the water subtype). Liquid salt is always carried in a glass container.
Editor: Ouch. Now there’s non-standard damage I can get behind. As long as it’s living, and especially if it’s a plant, it will hate this crap. A bit pricy for a starting PC, but it keeps it’s value up until you start encountering undead.
And make a 5 pound dry version for the blaster? Sure, it'd be 1,000 gp a shot, but I'm going for sake of completeness here
MIRROR SAND
When ordinary sand mixes with deposits of tin or silver, and the resulting granules are polished by windblown dust to a mirror finish, the sand itself can reflect light—and heat. Travelers in the waste dread mirror sand, because it is extremely unsafe to cross in the daylight. In addition to raising the temperature by 20%, mirror sand effectively blinds anyone who gazes at it—sometimes permanently.
A creature that wishes to make a Spot check while traveling over mirror sand must first make a DC 18 Fortitude save. Any creature that fails this save cannot open its eyes long enough to take a good look around. The DC increases by 2 each consecutive round that the creature has already been looking around. Plus, each full round that a creature’s eyes are exposed to mirror sand requires a DC 10 Fortitude save. If this save fails, the creature becomes temporarily blinded (see page 300 of the Dungeon Master’s Guide), due to damage to its eyes. The creature can make another DC 10 Fortitude save to recover from this blindness after spending 24 hours in darkness or with its eyes closed.
If, for some reason, a blinded creature continues to expose its eyes to the reflected brightness from mirror sand, it must make a successful Fortitude save each hour (DC 10, +1 for each previous check) or become permanently blind.
In the case of either permanent or temporary blindness, the spell remove blindness/deafness removes the condition immediately.
It is somewhat safer to cross mirror sand if one knows the route well enough to travel it blindfolded. Some desert dwellers do—though, of course, any creature traveling with its eyes closed is extremely vulnerable to nearby predators. If the terrain is unfamiliar, a creature risks stepping into a chasm or even over the edge of a cliff.
Basically makes the target make a DC 10 Fortitude save or go blind for 1 hour.
MOONDUST
“Moondust” need not occur literally on a moon, although the airless lunar surface is certainly a waste environment. Meteorites, many of them microscopically small, con- stantly bombard a world that lacks a thick atmosphere. The clashing cubes of Acheron or the grinding of the Elemental Plane of Earth can also produce moondust. This action pounds rock into a mixture of fine, jagged fragments and tiny droplets of glass created by impact.
Without wind or water, the normal forces of erosion are not present. The tiny fragments remain jagged rather than becoming smooth (as ordinary sand does), and thus they stick together tightly. Their extremely small size allows the particles to float readily with only a slight disturbance and then to stick to any surface with incredible tenacity. The dust penetrates almost any fabric, coats respiratory passages, and clogs machinery. Even covering the nose and mouth is no protection against suffocation from moondust (see the Suffocation in a Sandstorm sidebar, page 17). Only an impermeable barrier, such as a mask of sweet air (see page 134), or an appropriate spell, such as Leomund’s tiny hut or avoid planar effects (from Manual of the Planes) can prevent the suffocation.
SUFFOCATION IN A SANDSTORM
Exposed characters might begin to choke if their noses and mouths are not covered. A sufficiently large cloth expertly worn (Survival DC 15) or a filter mask (see page 100) negates the effects of suffocation from dust and sand. An inexpertly worn cloth across the nose and mouth protects a character from the potential of suffocation for a number of rounds equal to 10 × her Constitution score. An unprotected character faces potential suf-
focation after a number rounds equal to twice her Constitution score. Once the grace period ends, the character must make a successful Constitution check (DC 10, +1 per previous check) each round or begin suffocating on the encroaching sand. In the first round after suffocation begins, the character falls uncon- scious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates to death.
Basically, this ammunition would be a one time DC 10 fort save or start to suffocate.
SLIPSAND
Tiny nodules of glass can form in the splash of a meteorite impact or as the result of a supernatural collision. Such particles have extraordinarily smooth, slippery surfaces. For this reason, a field of slipsand is far more deadly than the quicksand of the Prime Material Plane, or even supernatural softsand (described later in this section). The surface gives way readily under the slightest weight, swallowing up anything unfortunate enough to step on it. It is impossible to swim through or tread water in slipsand; a creature caught in it sinks to the bottom and begins to suffocate when it can no longer hold its breath (see page 304 of the Dungeon Master’s Guide). Even asheratis (see page 37) are subject to this effect of slipsand, despite their ability to swim through normal sand. Slipsand looks no different from ordinary sand or dust from a distance, and a DC 15 Survival check is necessary to notice it. Charging or running characters are not entitled to a check.
Pulling a character from slipsand is similar to rescu- ing a character from quicksand (as described on page 88 of the Dungeon Master’s Guide), but the DC of the rescuer’s Strength check is only 10 instead of 15, since slipsand does not have the gluey texture of quicksand. A character who fails to hold onto the rope or branch is not entitled to a Swim check, but immediately sinks to the bottom again.
If used as ammunition, I would assume it has the effect of getting hit with a grease spell for a round.
Now, for sake of completeness...
SAND PIPE
- SECRETS OF XENDRIK (3.5)
Exotic Ranged Weapon
Cost: 25 gp
Damage (s): 1d4
Damage (m): 1d6
Critical: 19-20/x2
Area: 15-ft cone
Weight: 3 lb
Type: S
Ammo: Sand Powder
Designed by the drow, this 2-foot pipe is constructed of segmented pieces of a scorpion’s tail, hollowed out and made rigid. One end flares out slightly, while the other is smaller and contains a mouthpiece made from a dream serpent’s fang. In the center of the pipe is a small reservoir chamber that can be filled as a standard action. The pipe is designed to hold a number of different powders designed specifically for use in this weapon. These powders deal no weapon damage, but instead have specific special effects. As a standard action, you can blow the powder from the pipe in a 15 foot cone. A wind of strong force or greater makes it impossible to use a sand pipe. One free hand is required to use the weapon, but two are required to load it. Using or loading a sand pipe provokes attacks of opportunity.
Editor: How strange that the sand pipe can’t fire sand, but sand that has been treated and turned into a sand like substance. Still, it’s damn cool looking and the effect is scary when it comes out of the underbrush. Not the most effective weapon, but it’s got some cool options.
SAND, BLINDING
- SECRETS OF XENDRIK (3.5)
Ammunition (Sand Powder)
Cost: 50 gp
Weight: 1/2 lb
This gritty black powder is made from finely ground sand and a small amount of powdered scorpion venom. When this powder is blow from a sand pipe, those caught in the cone are blinded for 1d6 rounds and take -2 penalty on search checks, Spot checks and ranged attack rolls for one hour. A successful DC 14 reflex save negates the blindness and reduces the duration of the penalty to 1 round. Creatures immune to extra damage from critical hits are also immune to this effect.
Editor: Blinding people is awesome.
SAND, BURNING
- SECRETS OF XENDRIK (3.5)
Ammunition (Sand Powder)
Cost: 50 gp
Weight: 1/2 lb
This viscous white powder made from rare black crystals and the oil of a cactus found near lava fields, burns when scattered in the air. When blown from a sand pipe, burning sand deals 1d6 points of fire damage to creatures in the cone. Affected creatures take a -2 penalty on dexterity based checks for 1 hour. A successful DC 14 reflex save halves the damage and negates the penalty. The penalty can also be negated by washing the sand off, requiring 1 full round of complete immersion in water, or 1 gallon of water and 1 minute of effort. Creatures that take no damage from the powder, (thru resistance to fire, for example) take no penalty.
Editor: Not as awesome as blinding someone, but combined with some fire-based WSAs, could be cool. No pun intended.
SAND, SLUMBER
- SANDSTORM (3.5)
Simple Thrown Ammunition (Flask)
Cost: 30 gp
Range: 10 ft
Weight: 1 lb
Slumber sand is a supernatural hazard, but alchemists make a substance that mimics the hazard’s effects. A target struck by a flask of slumber sand must make a DC 15 Fortitude save or fall asleep for 1 minute. Slumber sand affects only a creature struck by it, and creatures with 5 or more Hit Dice have immunity to the effect. Slumber sand is more effective when a flask of it is used as an optional material component for sleep, deep slumber, or symbol of sleep. When so used, the total Hit Dice of creatures affected increases by 2 (the symbol of sleep affects creatures of up to 12 HD), and the DC for the Will saving throw increases by +1.
Editor: So, can I load this into a sand pipe? I don’t know. As a DM, I would say, yes. If so, it works in a 15 foot cone and only affects up to 5 HD of critters. If secrets of Xendrik had slumber sand ammo for the sand pipe, I’d say no. But if there ever was a weapon that could shoot slumber sand, that’s it. Oh, and it is VERY economical.
SAND, SUNSCALD
- SECRETS OF XENDRIK (3.5)
Ammunition (Sand Powder)
Cost: 50 gp
Weight: 1/2 lb
Made from dried cactus flowers and the poison glands of a small desert spider, this pale blue powder causes creatures that come into contact with it to grow weak and more vulnerable to intense heat. For 24 hours after exposure, those hit by this powder take a -4 penalty on fortitude saves to resist the nonlethal damage caused by extreme heat. Affected creatures that take nonlethal damage from heat exposure also take 1d4 points of strength damage. A successful DC 14 reflex save reduces the duration of the heat vulnerability to 1 hour.
Editor: Leave this for the NPCs. This is meant to torture players, not for players who’s goal is to murder the crap out of your enemies.
Now then, to the discussion part.
I mentioned it in the editor's notes, can one use slumber sand with a sand pipe?
If I get 5 times the slumber sand, can I load a sand blaster and also do additonal damage? Since I'm firing 5 charges at once do I get more HD of "sleep" out of it?
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Also, modifying these to work with the sand pipe/blaster
EGGSHELL GRENADE, DUST
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Eggshell)
[Splash]
Cost: 10 gp
Alchemy DC: 20
Damage (direct): Blinded 1d4 rounds
Damage (splash): Blinded 1 round
Range: 5 ft
Weight: - lb
A favorite tool of ninja, used to create distractions, eggshell grenades are emptied eggshells carefully packed with various alchemical substances. A dust grenade that hits its target directly blinds the target for 1d4 rounds. A creature within the “splash” radius of the dust cloud (5 feet) must make a Fortitude save (DC 10) or be blinded for 1 round. Naturally, eggshell grenades are very fragile and must be stowed carefully to avoid breakage. If a character carrying these items suffers damage from falling, each eggshell grenade must make a Fortitude save (as if the character were making the saving throw) against a DC of 10 + the amount of damage suffered. Eggshell grenades are too light to be used in a sling or other launcher.
Editor: Poof! Blind attacks are nasty, the problem is having the item last long enough to use it. Fixed with extra-dimensional storage. The save sucks, but read it carefully. The main target doesn’t get a save, only the splash targets. No save touch attack blindness for 1d4 rounds. Awesome. Just Awesome.
Editor (Commentary-Shax): Thrown as a grenade-like weapon, so make a ranged touch attack with a range increment of 5'. A dust grenade that hits its target directly blinds the target for 1d4 rounds *NO SAVE*. Anyone else within the 5' radius splash must make a Fort save DC 10 or be blinded for 1 round. This is an amazingly effective weapon that works on a wide variety of opponents, but don't overuse this one or your DM will come down on you with a ban-hammer like a ton of bricks.
Editor (Energy Damage): The two types of energy damage to put on something like this is fire and frost. They simply have the best spread of stackable WSAs. If you are going with only official WSAs, stick with fire. If your DM allows extrapolated WSAs from specific weapons, I recommend frost. I speak off The Frost Shard. Combining Frost shard, frost, and energy aura, you can put +6d6 damage into your grenade for 1,376 gp for one. Not bad for a touch attack. It gets cheaper if you mix and match, but blindness and a frozen face are rather impressive for a sneak attack.
Editor (WSAs): Assassination is the obvious choice. You can coat this sucker with contact poison (it does not cause injury, so injury poison is out) and whip it in someone’s face. Make sure to add virulent, so that the secondary effects kick in after 5 rounds. is a good choice for putting damage on this. True, it’s only +1d4, but it works with the touch attack. Then you can stack on other WSAs that require you to inflict damage. Strength Sapping comes to mind for the half speed and Dex/Str debuff. Clouting is also a weird choice, but when you blind the target, you would also drive him back 10 feet, possibly knock him down, and you also might stun him. A +3 bonus like that is usually expensive, but useful in ammunition. Dismisser banishes a foe on a touch attack and that +3 cost is much easier to swallow in ammo. If you fail to dismiss, they are still blind. Hideaway is a weird choice but it would fold and egg up to something you could put on a ring. Impedance is one of those WSAs I never use, but could work well with this to screw up a magic user. Forcing spellcraft checks is usually a trivial annoyance, but in ammunition, it’s not that expensive. Revealing will surround the target in faerie fire for a round. Combine this with seeking and as long as you know what square the target is in, an invisible enemy will be hit. Swarmstrike will allow you to blind an entire swarm in one shot. Torturous stuns for one round, but upgrade to the improved version for the better save DC.
Editor (Exit Wound): What happens when you buy this on something that clearly was never intended to go through people? The answer is, everyone in a line gets blinded and it does 1d6 points of damage to each target. Scary.
Editor (Explosive): Not a big fan of explosive, but for ammunition, this works. However, where the real synergy occurs is when you add in flying. Basically, you make a flying, suicidal, blinding exploding egg. It solves the problem of wondering if it’ll break open when you fall down a flight of stairs, and since they are a touch attack, it don’t matter that they attack as animate objects. They follow orders about as well as an animated skeleton, so you could have four or five of these orbiting your head and people will just think they are weird ioun stones. Then they fly off, slam into someone, then explode for 2d4 damage, blind the target, and if they miss, there’s still a chance for blinding everyone in the explosion if they fail the fortitude save.
The obvious question being, what happens if I use Mirror sand?
Also, assuming that 10 sling stones weigh 5 pounds, I think we can assume that if we get 10 charges of this, can we use it in a sand blaster?
EGGSHELL GRENADE, FLASHPOWDER
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Eggshell)
[Splash]
Cost: 60 gp
Alchemy DC: 25
Range: 5 ft
Weight: - lb
A favorite tool of ninja, used to create distractions, eggshell grenades are emptied eggshells carefully packed with various alchemical substances. A flashpowder grenade is effective only when thrown into a fire source, where it explodes in a brilliant flash of light. Any creature within 10 feet must make a successful Fortitude save (DC 10) or be blinded for 1d4 rounds. There is no effect if the grenade misses the fire (though the grenade is ruined). Naturally, eggshell grenades are very fragile and must be stowed carefully to avoid breakage. If a character carrying these items suffers damage from falling, each eggshell grenade must make a Fortitude save (as if the character were making the saving throw) against a DC of 10 + the amount of damage suffered. Eggshell grenades are too light to be used in a sling or other launcher.
Editor: I rather think it would be easier to fireball the eggshell then to throw the eggshell into a fire.
The whole needing fire to ignite them is easily solved with a sand blaster mounted with:
WEAPON CAPSULE RETAINER
- COMPLETE ADVENTURER (3.5)
Accessory
Cost (Basic): 100 gp
Cost (Triple): 450 gp
Weight: - lb
Ammo: Capsule
The most common method of delivering the effect of an alchemical weapon capsule is the weapon capsule retainer. This long leather thong, wrapped around a melee weapon or a thrown weapon (but not a projectile weapon) just at the base of the blade or striking surface, holds a thin, fitted ring sized for a single alchemical capsule. A more expensive option is the triple weapon capsule retainer, which stores three capsules rather than one. A character wielding a weapon with a triple retainer can use one, two, or all three capsules it holds as part of the same action. Only one weapon capsule retainer (or triple retainer) can be attached to any weapon. Attaching a weapon capsule retainer to a weapon or putting a capsule into an empty weapon capsule retainer is a full-round action that provokes attacks of opportunity. Thus, filling an empty triple weapon capsule retainer requires three full-round actions. An alchemical weapon capsule retainer can be filled with a single dose of an injury poison. Activating the capsule coats the weapon with the poison, allowing the wielder to deliver toxic strikes with the weapon. A character using poison in this way faces all the normal perils of using poison (including accidental exposure when activating the capsule or with a natural 1 on the attack roll). It is a swift action to activate.
Editor: Everyone should have one of these. Every once in a while you’ll need to do just a little more damage. If you are loading poison into your weapon capsules, you need to buy the WSA assassination so you don’t accidentally poison yourself. Having compared alchemist’s fire to the quickflame capsule, I have determined that they are the same thing. For the sake of completeness, I see no reason why you can’t load certain other applications into the capsules. Bladefire and Vicious Bleeder come to mind. That is a DM call, but should work the same.
And a quickflame capsule.
So what sort of effect would happen by loading 5 pounds of this stuff into my sand blaster that ignites the flash as it goes off?
EGGSHELL GRENADE, PEPPER
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Eggshell)
Cost: 10 gp
Alchemy DC: 20
Range: 5 ft
Weight: - lb
A favorite tool of ninja, used to create distractions, eggshell grenades are emptied eggshells carefully packed with various alchemical substances. A pepper grenade that hits its target directly incapacitates the target for 1 round unless he makes a successful Fortitude save (DC 10). The target is treated as stunned: He loses his Dexterity bonus to AC and can take no actions, while enemies gain a +2 bonus to hit him. There is no “splash” effect. Naturally, eggshell grenades are very fragile and must be stowed carefully to avoid breakage. If a character carrying these items suffers damage from falling, each eggshell grenade must make a Fortitude save (as if the character were making the saving throw) against a DC of 10 + the amount of damage suffered. Eggshell grenades are too light to be used in a sling or other launcher.
Editor: See dust eggshell grenade above for ideas. Unfortunately this grants a saving throw.
Again, making into an ammo for a sandblaster. 10 changes = 5 pounds. Thoughts?
EGGSHELL GRENADE, POISON SMOKE
- ORIENTAL ADVENTURES (3.0)
Simple Thrown Ammunition (Eggshell)
Cost: 150 gp
Alchemy DC: 25
Range: 10 ft
Weight: 1 lb
A favorite tool of ninja, used to create distractions, eggshell grenades are emptied eggshells carefully packed with various alchemical substances. A poison smoke grenade is effective only when thrown into a fire source, where it bursts into a cloud of vile, stinking smoke. The cloud spreads to a radius of 10 feet from the fire source, and has the effect of a stinking cloud spell: Creatures within the cloud must make a successful Fortitude save each round (DC 13) or become nauseated. The only action a nauseated character can take is a single move (or move-equivalent) action per turn. The effect lasts for 1d4+1 rounds after the character leaves the cloud. There is no effect if the grenade misses the fire (though the grenade is ruined). Naturally, eggshell grenades are very fragile and must be stowed carefully to avoid breakage. If a character carrying these items suffers damage from falling, each eggshell grenade must make a Fortitude save (as if the character were making the saving throw) against a DC of 10 + the amount of damage suffered. Eggshell grenades are too light to be used in a sling or other launcher.
Editor: Again, it would be easier to fireball the egg then to throw it into fire. Still, it could serve as a distraction. And it does last a few rounds.
See above trick with weapon capsule for ignition.
What happens if I use x10 the charges and load in a blaster?
GLOWPOWDER
- LORDS OF DARKNESS (3.0)
- TOME AND BLOOD (3.0)
Simple Thrown Ammunition (Powder)
Cost: 50 gp
Alchemy DC: 20
Range: 10 ft
Weight: 1 lb
This luminescent dust clings to surfaces and creatures, making them glow. The grains of powder glow about as brightly as sparks from a campfire. They don’t provide illumination, but they are noticeable. When sprinkled on an object or surface, the powder helps reveal edges and details, granting a +2 circumstance bonus on Search checks made on the treated area. A creature sprinkled with the powder is likewise easier to detect: Spot checks to see the creature gain a +2 circumstance bonus. An invisible creature sprinkled with the dust has only one-half concealment (20% miss chance instead of 50%). Once applied, the dust clings and glows for 1 minute. A creature sprinkled with the powder can wash it off by taking a full-round action. The powder usually comes in a tube that allows the contents to be blown or shaken out. Blowing out the powder is a standard action that draws an attack of opportunity and creates a 10-foot cone. If carefully sprinkled, the powder can cover 125 square feet (five 5-foot squares). It takes a full-round action to shake out enough powder to cover a 5-foot square. The Alchemy DC to make one tube of glowpowder is 20.
Editor: Flour is 1 sp. Just saying.
So I only need 5 charges to reach my weight requirements for loading into my sand blaster.
Any thoughts on how that should be handled with this material?
POWDERED SILVER
- COMPLETE SCOUNDREL (3.5)
Simple Thrown Ammunition (Bullet)
Cost: 20 gp
Alchemy DC: 20
Range: 5 ft
Weight: 1 lb
This fine silvery dust sparkles when held in the light and is contained in a half-inch-diameter glass sphere. A powdered silver pellet can be thrown as a ranged touch attack with a range increment of 5 feet. Alternatively, it can be loaded into a sling and used as a sling bullet. When it strikes a firm surface, the pellet bursts and sprays out the powder within. Any creature with damage reduction that is overcome by silvered weapons takes 1d6 points of damage and is sickened for 1 round if hit by a powdered silver pellet (a DC 12 Fortitude save negates the sickened condition, but not the damage). Other creatures take no damage from a powdered silver pellet.
Editor: Sickening is only a -2 modifier, so cost to benefit ratio is low.
5 charges to make 5 pounds. Effects when loaded into my sand blaster?
FLOUR POUCH
- DUNGEONSCAPE (3.5)
Simple Thrown Ammunition (Calculus)
[Splash]
Cost: .1 gp
Range: 10 ft
Weight: - lb
This deceptively simple burlap satchel of flour is tied loosely on purpose. While it could be used to bake a loaf of bread on a particularly long expedition, its true purpose is to locate invisible opponents. You can attempt to strike an invisible opponent with a flour pouch as a touch attack. You still must pinpoint the target or choose a space to attack into, and the normal miss chance for total concealment applies. If you hit the target, the pouch bursts open, spilling white flour over a portion of the invisible creature. You can also throw a flour pouch as a splash weapon; any invisible creature standing in the space struck is covered in flour, as are all other creatures within 5 feet. Coating an invisible creature in flour lets you keep track of its position and reduces the miss chance to 20% (instead of the normal 50% for total concealment). While an invisible creature is coated in flour, its bonus on Hide checks is reduced to +10 if the creature is moving, or to +20 if it is not moving. If the creature moves through water, is subjected to a gust of wind, or spends a full-round action brushing the flour off, all the flour is removed from its body.
Editor: The chance of you getting this to work is fairly low, but hey, it’s a silver piece.
Now this one looks like it should work with a sand pipe. But if I load 10 packets into my sand blaster, should it do any damage? It's flour. Also, flour floating in the air becomes quite explosive. Just saying.
So:
1) your thoughts.
2) did I miss any contenders?