Lamp Oil
“Light up your world and banish the shadows with Lamp Oil – the secret to illuminating your path in the darkest corners!”
Source Core Rulebook
A pint of oil burns for 6 hours in a lantern or lamp. You can also use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of lamp oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Using Splash Weapons Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.) You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage. You Miss: First, roll 1d8 to determine the misdirection of the throw. 1 – Falls short (straight line towards the thrower.) 2 through 8 – Count around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target. Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares. |