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<blockquote data-quote="Eccles" data-source="post: 1470751" data-attributes="member: 5675"><p>1. I'd probably go with either rogue or sorceror. Sorceror for a carefully chosen list of flame themed spells, or rogue for the equipment and nasty mindset. You can go a long way with lantern oil, tindertwigs and alchemist's fire...</p><p></p><p>2. I'm pretty sure that fireball doesn't set things on fire, although you might like to decide on any spell he casts as you go along. For instance, a <em>burning hands</em> spell cast on a pile of parchment would definitely do the trick...</p><p></p><p>The 3.5 SRD has this to say about catching on fire: </p><p></p><p><strong>Catching on Fire</strong></p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>---</p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="Eccles, post: 1470751, member: 5675"] 1. I'd probably go with either rogue or sorceror. Sorceror for a carefully chosen list of flame themed spells, or rogue for the equipment and nasty mindset. You can go a long way with lantern oil, tindertwigs and alchemist's fire... 2. I'm pretty sure that fireball doesn't set things on fire, although you might like to decide on any spell he casts as you go along. For instance, a [I]burning hands[/I] spell cast on a pile of parchment would definitely do the trick... The 3.5 SRD has this to say about catching on fire: [B]Catching on Fire[/B] 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. --- Hope that helps! [/QUOTE]
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