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Flamecaster’s Bolt
Illus. by D. Crabapple
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Flamecaster’s Bolt is a light crossbow that appears to be a standard weapon in most respects—sturdy, reliable, and well used. A screaming skull is mounted on the front.
Nonlegacy Game Statistics: +1 light crossbow; Cost 2,335 gp. Omen: The crossbow is always warm to the touch.
Whenever Flamecaster’s Bolt is brought near fi re, the fl ames move aside, effectively making the weapon immune to fi re. HISTORY
Duegal was a crossbowman by trade, one of many guards who stood atop the battlements of his lord’s fortress, Mandrake Keep. His job description was straightforward—repel invaders, topple their ladders, and don’t get killed in the process. Duegal wasn’t a particularly good shot with a crossbow, a fact he openly shared with his mates. He made up for his lack of skill with humor, friendship, and generosity at the tavern. None of those qualities, though, helped Duegal stay alive when an army of goblins amassed outside the castle. The events of that battle defi ned Flamecaster’s Bolt. (DC 15) The attack against Mandrake Keep came with little warning, and the soldiers defending the citadel lacked practice. Near as anybody could tell, the goblin multitude was expanding its territory, starting with Mandrake Keep. Duegal had never participated in a large-scale battle. If he thought the castle was doomed that day, the crossbowman didn’t share his feelings. Instead he called out to his companions, “I’ll wager that even I can’t miss now.” When the battle did begin, the goblin onslaught was overwhelming. Duegal didn’t stop for a second, fi ring one blazing, oil-soaked bolt after another. (DC 20; Suffer the Flames) Duegal stood out that day, fi ring wildly into the goblins as they swarmed up the fortress’s walls. When night came, the goblins could see perfectly and had no intention of slowing down. Bonfires were lit so the crossbowmen could see anything moving below and take shots when they did. But Duegal was a madman. As companion after companion fell to enemy fi re, Duegal seemed to grow mad. He moved out from behind the arrow slits and stood up on the battlements, taunting the goblin archers below to hit him. They kept missing, while he returned fi re with his crossbow, shooting blindly into the darkness beyond the bonfi res’ light. Duegal was overcome with grief and rage, but something about his suicidal abandon inspired awe. He seemed invincible atop the wall, drawing the goblin archers’ aim away from other defenders, giving them a chance to rally and reload. (DC 25; Captive Audience) Bugbears arrived at dawn, bringing catapults. Duegal laughed at the reinforcements, drunk on the feeling of invulnerability that came from not caring if he lived or died. The bugbears loaded their massive siege weapons and fi red burning pitch at the castle, and the fi reballs transfi xed Duegal as they streaked across the morning sky. Nobody knows why he didn’t move. Perhaps he truly believed nothing could kill him. When a fl aming missile struck Duegal directly, the brave crossbowman was blown back off the battlements and into the courtyard below. The pitch exploded upon impact, setting the courtyard ablaze. At that very moment, reinforcements from the neighboring city of Murcale arrived and drove the weakened goblins back. Had it not been for the citadel guards, and Duegal in particular, Mandrake Keep would have been taken. When
Duegal’s body was recovered after the battle, people were surprised to see that his crossbow, still clutched in his hand, was completely unscathed. His spirit, however, lived on undefeated within the crossbow. (DC 30; Sacrifi cial Offering) LEGACY RITUALS
Three rituals are required to unlock all the abilities of Flamecaster’s Bolt.
Duegal’s inspired defense of Mandrake Keep founded a mundane crossbow as a legacy weapon, which was later renamed Flamecaster’s Bolt
Table 3–20: Flamecaster’s Bolt
————— Personal Costs ————— Wielder Attack Save Hit Point Level Penalty Penalty Loss Abilities
5th — — — Marked target, shore up morale 1/day 6th — — 4 — 7th — — — Fiery vengeance 1/day 8th — –1 — +1 fl aming light crossbow 9th –1 — 2 — 10th — — — Shooting wild +2 11th — — — Heat shield, soul seared 12th — — 2 +2 fl aming light crossbow 13th –2 — — — 14th — — — Shooting wild +4 15th — — 2 — 16th — –2 — +2 seeking fl aming light crossbow 17th — — — Shooting wild +6 18th — –3 2 Beyond range 19th — — 2 +4 seeking flaming light crossbow 20th — — 2 Fury unleashed
Suffer the Flames: You are required to defeat in personal combat a creature with the fi re subtype and a CR equal to or greater than your level (maximum
CR 10). Cost: 4,500 gp. Feat Granted: Least Legacy (Flamecaster’s Bolt). Captive Audience: You must divert the attention of a hostile creature away from your allies and survive the resulting events. The diverted creature must have a CR equal to or greater than your level (maximum
CR 16). Cost: 12,500 gp. Feat Granted: Lesser Legacy (Flamecaster’s Bolt). Sacrifi cial Offering: You have to knowingly and willingly enter a very diffi cult encounter (see Table 3–2: Encounter Diffi culty in the Dungeon Master’s
Guide) with no apparent opportunity for escape. You must survive the encounter. Cost: 40,500 gp. Feat
Granted: Greater Legacy (Flamecaster’s Bolt). WIELDER REQUIREMENTS
Most wielders of Flamecaster’s Bolt are barbarians, fighters, rangers, or rogues, although bards have coveted this weapon as well, drawn to its Dexterityboosting properties.
Flamecaster’s Bolt Wielder Requirements
Base attack bonus +3 Diplomacy 2 ranks Weapon Focus (light crossbow)
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Flamecaster’s Bolt. Marked Target (Su): At 5th level and higher, on command, you can cock and fi re the empty Flamecaster’s Bolt to launch a harmless bolt of energy. With a successful ranged touch attack, the bolt strikes a single target up to 400 feet away, with no range increment penalty. The struck target is outlined as if by a faerie fi re spell. Caster level 5th.
Shore Up Morale (Sp): Beginning at 5th level, once per day on command, you can use bless as the spell. Caster level 5th. Fiery Vengeance (Sp): At 7th level and higher, once per day on command, you can cause Flamecaster’s Bolt to launch a fi reball as the spell. Caster level 7th.
Shooting Wild (Su): At 10th level, the spirit within Flamecaster’s Bolt lends you what little precision Duegal enjoyed in life, granting you a +2 enhancement bonus to your Dexterity. At 14th level this bonus rises to +4, increasing to +6 at 17th level.
Heat Shield (Su): Starting at 11th level, you can withstand temperatures up through severe heat (to 140° F) without having to make Fortitude saves. (See page 303 of the Dungeon Master’s Guide for details on heat dangers.)
Soul Seared: When you reach 11th level, the undefeated spirit of Duegal transforms Flamecaster’s Bolt into an intelligent item. The weapon can speak Common, Goblin, and Orc, but it can also communicate with you telepathically. It has darkvision and hearing out to 60 feet, along with an Intelligence score of 10, a Wisdom score of 15, and a Charisma score of 15. Flamecaster’s Bolt is chaotic good. The item’s Ego score is 9 + its effective enhancement bonus (a total of 11 at 11th level), or 13 + its enhancement bonus if any greater abilities have been
unlocked. In the event a personality confl ict occurs and you lose, Flamecaster’s Bolt infl uences you to travel abroad, seeking out and eradicating evil creatures that rely on overwhelming numbers to defeat their opponents.
Beyond Range (Su): At 18th level, you gain damage reduction 10/magic against ranged weapons.
Fury Unleashed (Su): Once you attain 20th level,
Flamecaster’s Bolt gains the special purpose of defeating creatures that rely on overwhelming numbers to swarm their enemies. When facing opponents outnumbering you and your allies by at least 50 percent, you can use the fi ery vengeance ability once per round without expending that ability’s normal daily use limit. Since it is a dedicated power (see page 270 of the Dungeon
Master’s Guide) under the control of Flamecaster’s Bolt, this ability ceases to function once the numbers are even or to your advantage again. You can attempt to use fury unleashed when not outnumbered, but this requires a successful Will saving throw to overcome the weapon’s Ego (13 + enhancement bonus). ADVENTURE SEED (EL 6)
Abilities Str 16, Dex 18, Con 18, Int 9, Wis 10, Cha 8 Feats Dodge, Improved InitiativeB, Least Legacy (Flamecaster’s Bolt)B, Mobility, Rapid Reload, Spring
AttackB, Weapon FinesseB, Weapon Focus (light crossbow)B Skills Diplomacy +1, Listen +2, Spot +3 Possessions Flamecaster’s Bolt with 20 bolts Burn (Ex) Those hit by slam attack, or hitting the fire warden with natural weapons or unarmed attacks, must make a DC 15 Reflex save or catch on fire.
The flame burns for 1d4 rounds (DMG 303). Move action to put out the flame. Marked Target (Su) On command, can cock and fire empty Flamecaster’s Bolt to launch a harmless bolt of energy. With a successful ranged touch attack, the bolt strikes a single target up to 400 feet away, with no range increment penalty. Struck target outlined by a faerie fire spell. Caster level 5th.
Fire Warden Lair
Entrance Tunnel This passage descends into the volcanic cavern and has stairs roughly hewn into the cold lava. This area is subject to very hot conditions (above 90°F).
When Flamecaster’s Bolt was discovered uncharred on
Duegal’s incinerated body, a cleric was summoned to dispose of the crossbow, for fear the weapon was spiritually tainted. The priest, more curious than close-minded, summoned a fi re elemental to gain further insight into the crossbow. He handed the crossbow over to the elemental for examination. The fi ery creature immediately felt a kinship with the weapon and refused to give it back, disappearing with it when the summoning spell expired. The “fi re warden” can now be found in a volcanic cavern, where temperatures range between very hot (above 90°F) and severe heat (above 110°F).
Fire Warden CR 6
Fire elemental fighter 2 N Medium elemental (extraplanar, fire) Init +8; Senses darkvision 60 ft., Listen +2, Spot +3 Languages Ignan AC 17, touch 14, flat-footed 13; Dodge, Mobility hp 53 (6 HD) Immune critical hits, fire, flanking, paralysis, poison, sleep, stunning Fort +8, Ref +8, Will +1 Weakness +50% damage from cold Speed 50 ft. (10 squares) Ranged Flamecaster’s Bolt +11(1d8+1/19–20) or Melee slam +9 (1d6+4 plus 1d6 fire plus burn) Base Atk +5; Grp +8 Special Actions burn Spell-Like Abilities (CL 5th, only with Flamecaster’s Bolt): 1/day—bless Fire Mephit Statue This small niche contains a life-sized fi re mephit statue that breathes fl ame as a burning hands spell.