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View Full Version : Ways to improve "catching fire"



Escheton
2010-12-01, 12:09 PM
There are items and spells that force your foe to make a dc 15 ref save or catch fire. Which is 1d6 dmg/turn and I think some problems with concentrating.
Are there ways to pimp this up?

AstralFire
2010-12-01, 12:10 PM
http://www.d20srd.org/srd/psionic/powers/controlFlames.htm

It's more of a "destroy structures" spell than a combat spell though.

Critical
2010-12-01, 12:12 PM
There are items and spells that force your foe to make a dc 15 ref save or catch fire. Which is 1d6 dmg/turn and I think some problems with concentrating.
Are there ways to pimp this up?
Flasks of oil? Bag of oil flasks? :smalltongue:

Other than that, don't think that other choices than giving your enemy a fire vulnreability or something.

Telonius
2010-12-01, 12:35 PM
Apply brown mold (http://www.d20srd.org/srd/dungeons.htm#slimesMoldsAndFungi).


Brown Mold (CR 2)

Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.

Nonlethal, but it could knock out a low-hp character.

Escheton
2010-12-01, 01:04 PM
Nice, though perhaps difficult to apply praktically.

The spells combustion (second lvl wiz/worc) and ray of flame(first lvl wiz/sorc) ignite your foe.
As does the brimstone blast invocation(lesser)

I am liking the blast, but am uncertain how to determine the dc.