Flaming torch?

Morrus

Well, that was fun
Staff member
How do you handle a flaming torch? Or is there a rule for it already that I've missed?

We assume the base is a club. We've toyed with the ideas of extra fire damage (not keen on that idea), and simply changing the damage type to "bludgeoning and fire" (prefer that). But neither seems ideal.
 

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PHB 3.5 pg. 127: "If a torch is used in combat, treat it as a one-handed improvised weapon (see page 113) that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage." So, as a torch is lighter than a club & not designed to be used as a weapon, it will be at -4 to hit and do 1d3 bludgeoning +1 point fire damage (for a Medium-sized creature).
 



One additional obscure piece of information about torches:

When used against swarms, "A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit."
 

If you're especially lenient towards torches, you can decide to lump them into this category: "Characters exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire." The rest of the rules on catching on fire are available. Now, it's likely that the intent was that a torch will not catch you on fire, but it does make a torch a lot more interesting as a weapon, especially against those zombies. :)
 

If you're especially lenient towards torches
I've ruled that you can hit with them as the rules say, or you can make a touch attack, and the target gets a Ref save DC 10 (base, no mods I can think of). A failed save means they are on fire as with the normal rules.

Quasqueton
 


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