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[Character Development] "Throw oil, catch 'em on fire"
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<blockquote data-quote="Set" data-source="post: 5100690" data-attributes="member: 41584"><p>You've got your attack as a hit with a torch that does quite a bit more damage than a torch inflicts, according to the rules on page 157, which have it doing damage as a spiked gauntlet sized for you (1d4 for a Medium user) +1 point of fire damage. Where is the +1d6 fire damage and chance to catch on fire coming from?</p><p> </p><p>I suspect that you'll need some extensive house ruling, custom alchemical gear and / or new feats to make this a viable combat option.</p><p> </p><p> </p><p>My own 'set people on fire' build was for Eberron, and used 3.5 rules, a halfling Ranger, who used the archery style for benefits to throw alchemists fire (frost, spark, acid, etc.), swapped out his pet for the Alternate Class feature to flank at range, Distracting Attack (PHB2 p 55) and had both the Grenadier (PHB2 p 79) and Shaped Splash (Races of Eberron p 111-112) feats, giving him additional bonuses with thrown splash weapons, in addition to the 3.5 bonus that Halflings got with thrown weapons. He ended up with a +12 to thrown weapons at 6th level, with an additional +1 f the target was within 30 ft., and another +1 to hit and damage with splash weapons, and the ability to cause one additional foe within 5 ft. of a target hit with a splash weapon to also take full damage, as well as the ability to cause splash damage to ignore any squares he doesn't want to hit (such as those occupied by allies), or to throw two flasks, at -2 to hit each.</p><p> </p><p>Even then, he exploited the Organized Play rules for Xendrik Expeditions, which required one to spend 5x the normal cost for consumable items (such as alchemist's fire), but had the items reset at the end of the adventure, so that if you purchased four flasks of alchemists fire (at 5x cost each), you'd have four flasks of alchemists fire at the start of every new game. Without that sort of rule, such a character would essentially be throwing money at the monsters, and he'd probably get more traction by actually throwing money at them and bribing them to work for him!</p><p> </p><p><a href="http://www.skiltair.com/Ian/Xendrik%20characters/Ran%20Eno.htm" target="_blank">At 4th level </a></p><p> </p><p><a href="http://www.skiltair.com/Ian/Xendrik%20characters/Ran%20Eno%202.htm" target="_blank">At 6th level </a></p><p> </p><p>Since pretty much everything that made him work, such as Distracting Attack, Grenadier, Shaped Splash, the additional options of Alchemical Frost and Alchemical Spark, and the Halfling racial bonus to thrown weapons, doesn't exist in Pathfinder, he's pretty much a lost cause to try and rebuild...</p></blockquote><p></p>
[QUOTE="Set, post: 5100690, member: 41584"] You've got your attack as a hit with a torch that does quite a bit more damage than a torch inflicts, according to the rules on page 157, which have it doing damage as a spiked gauntlet sized for you (1d4 for a Medium user) +1 point of fire damage. Where is the +1d6 fire damage and chance to catch on fire coming from? I suspect that you'll need some extensive house ruling, custom alchemical gear and / or new feats to make this a viable combat option. My own 'set people on fire' build was for Eberron, and used 3.5 rules, a halfling Ranger, who used the archery style for benefits to throw alchemists fire (frost, spark, acid, etc.), swapped out his pet for the Alternate Class feature to flank at range, Distracting Attack (PHB2 p 55) and had both the Grenadier (PHB2 p 79) and Shaped Splash (Races of Eberron p 111-112) feats, giving him additional bonuses with thrown splash weapons, in addition to the 3.5 bonus that Halflings got with thrown weapons. He ended up with a +12 to thrown weapons at 6th level, with an additional +1 f the target was within 30 ft., and another +1 to hit and damage with splash weapons, and the ability to cause one additional foe within 5 ft. of a target hit with a splash weapon to also take full damage, as well as the ability to cause splash damage to ignore any squares he doesn't want to hit (such as those occupied by allies), or to throw two flasks, at -2 to hit each. Even then, he exploited the Organized Play rules for Xendrik Expeditions, which required one to spend 5x the normal cost for consumable items (such as alchemist's fire), but had the items reset at the end of the adventure, so that if you purchased four flasks of alchemists fire (at 5x cost each), you'd have four flasks of alchemists fire at the start of every new game. Without that sort of rule, such a character would essentially be throwing money at the monsters, and he'd probably get more traction by actually throwing money at them and bribing them to work for him! [URL="http://www.skiltair.com/Ian/Xendrik%20characters/Ran%20Eno.htm"]At 4th level [/URL] [URL="http://www.skiltair.com/Ian/Xendrik%20characters/Ran%20Eno%202.htm"]At 6th level [/URL] Since pretty much everything that made him work, such as Distracting Attack, Grenadier, Shaped Splash, the additional options of Alchemical Frost and Alchemical Spark, and the Halfling racial bonus to thrown weapons, doesn't exist in Pathfinder, he's pretty much a lost cause to try and rebuild... [/QUOTE]
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