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Old 30th April 2009, 09:42 PM   #1 (permalink)
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filthgrinder Goblin Sharpshooter (Lvl 2)
Setting Arrows on Fire

How does everyone handle lighting arrows on fire and shooting monsters with them? I can't seem to have any rules on it.
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Old 30th April 2009, 09:45 PM   #2 (permalink)
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How 'bout "Minor action to light an arrow with burning pitch; does an extra 1d6 or 1d8 damage; ongoing damage 2 or 5 (save ends).
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Old 30th April 2009, 09:52 PM   #3 (permalink)
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How 'bout "Minor action to light an arrow with burning pitch; does an extra 1d6 or 1d8 damage; ongoing damage 2 or 5 (save ends).
That's better than a daily item power.

I'd say no extra damage. The amount of material you'd have to put on the arrows to get them to light up would reduce the effectiveness of the arrow.

Last edited by lukelightning; 1st May 2009 at 01:22 AM.. Reason: I sounded like a jerk
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Old 30th April 2009, 10:02 PM   #4 (permalink)
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How about something like: if there's an adequate source of fire within one square, take a move action to light the arrow. A burning arrow does half its damage as fire damage.

That way its base damage is no different, but it's useful against targets that are vulnerable to fire.
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Old 30th April 2009, 10:04 PM   #5 (permalink)
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Use the legendary pg 42 of the DMG. Since it's something that they could do every round, it should probably have the low damage associated with a stunt done by characters of their level.
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Old 30th April 2009, 10:11 PM   #6 (permalink)
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I would just allow the arrows to ignite flammable they hit. That's usually what they were used for in combat anyway, burning hay or wooded areas to change the battlefield.
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Old 30th April 2009, 11:09 PM   #7 (permalink)
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AbdulAlhazred Goblin Sharpshooter (Lvl 2)
Yeah, I don't think a burning arrow would do any extra damage to a target in particular, unless it was vulnerable to fire maybe. Make putting pitch on the arrow a minor action, and lighting it another minor action. Then if it hits something that can burn, it can start a fire.
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Old 30th April 2009, 11:20 PM   #8 (permalink)
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Lauberfen Goblin Sharpshooter (Lvl 2)
Yup. Where this is relevant is vs trolls.

Burning arrows shouldn't be useful enough to extra damage in normal combat.
But an ingenious party should be able to set things on fire, and deal with Trolls once they've beaten them.
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Old 1st May 2009, 12:17 AM   #9 (permalink)
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Are you kidding? That's better than a daily item power.

I'd say no extra damage. The amount of material you'd have to put on the arrows to get them to light up would reduce the effectiveness of the arrow.
Agree. If there is going to be extra damage associated then it needs to cost the players something other than some small coin for pitch. Maybe a Weapon Proficiency feat for flaming arrows or take a penalty to hit and to the arrow's range. (Maybe this is too much the other way)

If you just change the type of damage to fire with no ongoing, then maybe no cost.
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Old 1st May 2009, 12:41 AM   #10 (permalink)
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fba827 Orc Berserker (Lvl 4)
i would jump to the dmg pg42 for stunts, but considering how OFTEN this could get used -and- considering that it pretty much negates the need for the magic item that is flaming amunition, i'd keep it small. maybe a flat +2 fire damage (and possibly a -1 to attack given the added weight to the arrow). i haven't really thought it all out, but that is my initial reaction.
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Old 1st May 2009, 12:52 AM   #11 (permalink)
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Wouldn't you need two characters to do this?* I just can't picture one guy with a bow being able to dip an arrow in pitch, light it on fire (with what? the torch he's not carrying?) and shoot it, every round.

Otherwise, you'd have to spread out some pitch and find something to hold the torch to really make the maneuver work...

*or one Thri-Kreen
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Old 1st May 2009, 05:31 AM   #12 (permalink)
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Given how burning arrows were traditionally only used against buildings and not against people, I'd say they should be given stats that make them less useful then normal arrows against the majority of enemies. And even against enemies with a fire vulnerability there should be some give and take to their use.

A reasonable solution might to make all your damage fire damage but then give a significant penalty on top of that. Something like half damage, or -2 to hit. That way they become situational and still significantly worse then having a flaming magic item, but useful in a pinch against trolls and similar enemies.
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Old 1st May 2009, 05:48 AM   #13 (permalink)
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It does Fire damage. That's about all you need.

Player ingenuity and page 42 comes in when you combine it with other elements of the environment - like dousing someone in oil or other flammable materials, setting curtains on fire, etc.
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Old 1st May 2009, 05:48 AM   #14 (permalink)
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Crazy_Dragon Goblin Sharpshooter (Lvl 2)
If then player rolls a 1 they should have a chance to be light on fire to balance it... if you have a risk to take ongoing 5 fire damage, they would be more cautious
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Old 1st May 2009, 01:10 PM   #15 (permalink)
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Ryujin Goblin Sharpshooter (Lvl 2)
Off the top of my head I would say 0 points of fire damage and unattended combustible materials save or burn, creatures with vulnerability to fire take that damage, -1 to hit, and long range attacks may only be used to hit an area rather than a creature. The pitch treated arrows aren't going to be particularly accurate.
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Old 1st May 2009, 01:52 PM   #16 (permalink)
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If an ignition source is nearby and the arrow is already prepared.

Minor Action: Damage gains the fire type.

Prepared arrows are poorly balanced and are -2 to hit, ignited or not (to discourage players preparing all their arrows on the off chance). That's about the most I would give it. If they are against a vulnerable creature then they get a bonus or it might stop Regeneration for others. But no extra damage or else the players would be using the tactic all the time.
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Old 1st May 2009, 03:07 PM   #17 (permalink)
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jimmifett Goblin Sharpshooter (Lvl 2)
I'd use the Kobold Slinger (from either the DMG adv or KotS i think) as an example. If i recall correctly, the slingers would have 'firepots' (jars of embers i guess) that they'd load into their sling and hurl at you. Normal damage for the attack, but the firepot added i think an ongoing 2 fire damage (save ends).
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Old 1st May 2009, 04:00 PM   #18 (permalink)
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So why would an archer ever use ordinary arrows after you give them ongoing 2 for nothing?
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Old 1st May 2009, 05:05 PM   #19 (permalink)
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I'm against special ammo like this that isn't part of class or paragon path powers. If you allow special arrows you are making rangers even more powerful, while the warlocks look at their little rods and wonder "how can I light my eldritch blasts on fire and get bonus damage for free?"

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I'd use the Kobold Slinger (from either the DMG adv or KotS i think) as an example.
But that's the slinger's special power. You can't take a monster power and say "hey, let the PCs do this too!"

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Old 1st May 2009, 05:44 PM   #20 (permalink)
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Bleoberis De Ganis Kobold Slinger (Lvl 1)
Light Arrow: Minor Action

Damage type becomes Fire.

Critical: Ongoing Fire 5 (Better for seiges and against rigging and sails)

-2 To Hit - arrow has a lump of pitch on the end.

New Equipment: Flame Arrows (30) 10gp 6 lb.

Flesh Arrow +2 Damage, -1 To Hit
Bodkin +1 To Hit, -2 Damage

Last edited by Bleoberis De Ganis; 1st May 2009 at 05:51 PM..
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