Burn baby burn

0-hr

Starship Cartographer
If a PC is hit by a flaming sphere or burning hands, they take damage. Then (as these are noninstantaneous fire sources that specifically say they catch things on fire) the PC has to save vs. cathing on fire? If that fails, then they have to save for every flammable piece of clothing and equipment? Given the low hitpoints of something like a Cloak of Charisma +4 or Scroll of Raise Dead, that seems a bit harsh. :confused:


Catching on Fire

Characters exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, since the heat and flame from these come and go in a flash.

Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)

A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.

Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
 

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Dracorat

First Post
For the record, burning hands is instantaneous. It just has a spell description that overrides the default behavior.

As for the reset, cloaks are certainly at risk. A scroll usually isnt however, at least initially, as they are usually kept in some container unless pre-readied, in which case, they are too, at risk.
 

frankthedm

First Post
Ki Ryn said:
If a PC is hit by a flaming sphere or burning hands, they take damage. Then (as these are noninstantaneous fire sources that specifically say they catch things on fire) the PC has to save vs. cathing on fire? If that fails, then they have to save for every flammable piece of clothing and equipment? Given the low hitpoints of something like a Cloak of Charisma +4 or Scroll of Raise Dead, that seems a bit harsh. :confused:
It is a bit harsh. But needed. being on fire is really bad. However, to lessen the threat of this, i run it this way.

The Reflex save to avoid catching on fire occurs at the end of one's turn.

This way, those who stand in a wall of fire or remain in the same square as a flaming sphere get ignited. This also rewards those who spend the action to put out alchemist fire and punishes those who say, "It's only 1d6 more fire damage."
 

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