
Zollergeist13 |
Alright so I have been reading Paizo forums for a while now but this is my first post so please bear with me if i break a rule or have posted in the wrong forum.
So what i wanted to do was discuss making modern weapons in pathfinder using preexisting items and spells to do so. my concept is to make this Battle Wizard that can ride around in a tank throwing grenades and Using flame throwers and stuff. For example to build a flame thrower we
1) get a handy haversack and fill one compartment with water
2) We cast enhance water to make it alcohol.
3) we get a robe of twine and put a bunch of rope in the same compartment
4) In battle hold a torch and cast animate rope to burn your enemies to the ground!
I know animate rope only moves it 1 foot out so the enemies would have to be attacking you to hit them as such I'm looking for a better way to propel it (maybe telekinesis?).
"The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target."
I also believe you can create a grenade by using explosive runes on a sack filled with caltrops.Though i question the rules how it says
"You and any characters you specifically instruct CAN read the protected writing without triggering the explosive runes." Does this mean i can choose to read it myself and make it explode?
So what do you guys/gals think? Also how can we turn a cart into a battle tank/Attack chopper?

Jeraa |

I also believe you can create a grenade by using explosive runes on a sack filled with caltrops.Though i question the rules how it says
"You and any characters you specifically instruct CAN read the protected writing without triggering the explosive runes." Does this mean i can choose to read it myself and make it explode?
Yes, you can read them yourself to set them off. But you don't want to. And it isn't a grenade, but more like an explosive vest or belt.
You trace mystic runes upon a book, map, scroll, or similar object bearing written information. The explosive runes detonate when read, dealing 6d6 points of force damage. Anyone next to the explosive runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the explosive runes is entitled to a Reflex save for half damage. The object on which the explosive runes were written also takes full damage (no saving throw).
If you are close enough to read them, you take damage with no save.

Artemis Moonstar |

*Cough* I'll just uh... Drop these alchemical weapons here from the SRD for ya...
Price 100 gp; Weight 1 lb.
DESCRIPTION
This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.
CONSTRUCTION REQUIREMENTS
Skill(s) Craft (alchemy) DC 25.
Type Price Weight Source
Iron 50 gp 1 lb. UE
Silver 70 gp 1 lb. UE
Cold iron 100 gp 1 lb. UE
Adamantine 150 gp 1 lb. UE
DESCRIPTION
This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use.
CONSTRUCTION REQUIREMENTS
Skill(s) Craft (alchemy) DC 25.
EDIT!:
While I'm here....