Alchemical item idea and request for help


Advice


So I was thinking about self-lighting cigars for a fantasy/post-apoc game my friend is running. I've put my questions out to my group, but I thought I'd ask here as well.

Since Alchemist's Fire ignites upon contact with air, I was thinking about containing a drop of it in ceramic around the end of the cigar. To light, the ceramic is cracked, the Alchemist's Fire ignites, and the cigar is lit.

1) Are there any problems with this logically? How about mechanic-wise?

2) Assuming that it would work, what skill/DC would be appropriate? For reference, Alchemist's Fire is a Craft (Alchemy) check, DC 20.

3) What would be the cost of the item? For reference, Alchemist's Fire is 20gp, but that's for a full vial that deals 1d6 whereas I'm thinking that the MOST damage it could do would be 1 point. That should be enough oil to light the cigar.

Comments/Suggestions?


Sounds almost like you want a tindertwig instead of alchemists fire. You could say there's a rough strip added to the end of the cigar that when pulled, causes the friction to ignite the tindertwig, which lights the cigar. You wouldn't have any damage, though you could start a fire. So maybe 1 damage.

Of course, that's mostly thematic anyway. The check for tindertwig and alchemist's fire are the same; DC 20. Your cost, however, is much lower at 1gp. This would make it more believable in terms of cost vs benefit of a merchant. It's gimmicky, but not so outrageously priced.

Tobacco is 1GP (Adventurer's Armory)
Tindertwig is 1GP (Core)
Maybe a 1GP cost of rolling them into a cigar and transport/selling.

So I'd say 3GP a cigar. 2GP if the GM is nice.

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