Setting Arrows on Fire

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
 

log in or register to remove this ad

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.
 

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.
 

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
 

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.
 

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.
 

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).
 


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?"

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!"
 
Last edited:

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:

Pets & Sidekicks

Remove ads

Top