Torches: Building a better one

Hand of Evil

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At GENCON Buttercup and I were discussing torches and of building a better one and so I start this thread.

Per the SRD:
A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet (1d2/1d3 x2) of its size, plus 1 point of fire damage.

To me a torch also provides a form of protection; the fear of fire. From the early days of man, it has kept animals at bay but what about monsters, would there not be a DC to overcome? At what point of fire damage does an object catch and burn?

So, let us discuss...
 

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This goes back to the whole "morale" stat of older editions that never got carried over. Maybe a brandished torch can grant a +1 bonus to intimidate vs. animals or low-intelligence creatures or those susceptible to fire or something? But the question then becomes are there rules for a) keeping something from attacking you or b) making something run away and not fight?

Also I was thinking there could be an alchemical solution to building a better torch -- not for fighting off critters, but for providing better illumination and longer staying power. I'd like to see a rule for that, probably would start with the craft DC for tindertwigs and go from there...
 

EricNoah said:
Also I was thinking there could be an alchemical solution to building a better torch -- not for fighting off critters, but for providing better illumination and longer staying power. I'd like to see a rule for that, probably would start with the craft DC for tindertwigs and go from there...
Wouldn't that be the sunrod? Illuminates out to 30 and 60 foot, lasts 6 hours, made out of iron.
 
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Ok, maybe something in between torch and sunrod might be a possibility.

Also what about alchemical substances you could add to a torch to create a secondary effect? Maybe an insect repellant mixed in -- keeps vermin away?

This thread probably belongs in Rules or House Rules, btw. Alas, my thread moving days are over... :)
 

Hand of Evil said:
At GENCON Buttercup and I were discussing torches and of building a better one and so I start this thread.

Per the SRD:
A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40-foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet (1d2/1d3 x2) of its size, plus 1 point of fire damage.

To me a torch also provides a form of protection; the fear of fire. From the early days of man, it has kept animals at bay but what about monsters, would there not be a DC to overcome? At what point of fire damage does an object catch and burn?

So, let us discuss...
Ah yes, the use of the Torch, the most misunderstood piece of adventuring equipment in any campiagn.

Well, for the burning part, it does well against the undead, certain lesser types..zombies, ghouls, maybe a vampire or two...its' applications are unlimited, if used by the proper hands.:D
 

Yes, just how long does it take, in D&D terms, for various substances to catch fire? Cotton or linen clothing, I'd say 2 rounds max. Leather, probably longer. I'd think that you could really do a great deal of damage with nothing but a torch and some other cheap supplies, like hemp rope (makes a nice fuse) and a flask of oil.

Now as for building a better torch, I like Eric's idea of using some sort of alchemical substance to repel insects. Citronella torches! But maybe one could also use an alchemical substance in the torch that would, I dunno, make people sleepy, or make them susceptible to hypnotism, all sorts of things like that.
 

How about a Tiki Torch - this is a solid fat/oil based torch much like a candle, different chemicals/organics can be mixed with it produce an reaction. As a solid candle life would be longer but light output about the same.
 


Hand of Evil said:
To me a torch also provides a form of protection; the fear of fire. From the early days of man, it has kept animals at bay but what about monsters, would there not be a DC to overcome? At what point of fire damage does an object catch and burn?

Animals, and fire-fearing monsters, could have a Will save to do to move within 10 ft. of a torchbearer. I'd say DC 15. Circumstance bonus to the save if the animals/monsters outnumber the torchbearers, penalty in the other way around.

If you mix a chemical repellent, then vermins are also affected.

From there, you could start a variety of alchemical items. "Froststicks" that emanates alchemical cold and are shunned by fire subtype creatures (like ashrats or firebats).
 

For lighting, I'd go with higher DCs to increase the duration or area illuminated. A masterwork torch, as it were.

I think swinging a torch at something of animal intelligence that fears fire is definitely worth a considerable bonus to intimidate checks.


Or a large canister of alchemists fire, trigger, nozzle and a small flame...

5' illumination from the pilot light. 100' stream of 'illumination' when the triggers pressed... :)
 

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