Oil+Fire+Fire Res 10


Rules Questions

Silver Crusade

Primos: Ok so if I have Fire Res 10 and I coat myself in oil and then light a match, I catch fire.

- What happens when I hit someone with an unarmed attack(If I have improved unarmed)? Do I do fire Dmg? If so how much? Do they catch fire (DC15)?

- What happens If I grapple someone? Do I do fire Dmg? If so how much? Do they catch fire? Is there a save?

- How long does the oil burn?


LostSoul wrote:

Primos: Ok so if I have Fire Res 10 and I coat myself in oil and then light a match, I catch fire.

- What happens when I hit someone with an unarmed attack(If I have improved unarmed)? Do I do fire Dmg? If so how much? Do they catch fire (DC15)?

- What happens If I grapple someone? Do I do fire Dmg? If so how much? Do they catch fire? Is there a save?

- How long does the oil burn?

This is similar to a house-rule I made for a player who wanted to pour oil on his sword and set it on fire.

I would allow the player's unarmed attacks (including a successful grapple check) to do +1d6 fire damage, as though they had the flaming quality. The target does not catch fire. This lasts for one attack roll or until the end of the flaming player's next turn, whichever comes first, after which the oil burns away. Dousing yourself in oil is a standard action that provokes an opportunity. One pint of oil is enough for a single application.

Just a suggestion, obvs.


Pathfinder Maps Subscriber

There used to be a rule somewhere for whacking someone with a burning torch, but I think I'm remembering old 3.5 rules. If I recall correctly, it was basically light club damage with 1 point of fire damage tacked on (no save).

If you wanted to do your schtick, I'd simply replace the torch/club damage with your unarmed strike damage, but keep the rest the same (tack on 1 point of fire damage).

Now, if you were to grapple and pin the fellow whilst doused in burning lamp oil, then I might treat it as if you were both standing in a square of burning lamp oil.


Since this is really a non-rules question, let me add some non-rules insight.

This would affect your visibility, due to massive light pollution.

This would suffocate you, since fire consume oxygen.

Does Fire Resistance protect your clothing? If so, would it not protect the debris (or flammable oil) on your clothing? It's gotta be one way or the other, I would think.

Damage output would depend on the temperature of the fire. Lamp Oil doesn't burn very hot, so you would need to find something that burns hotter. Unfortunately, hotter means faster. Take that into account.

You can probably get around these issues by only coating your bare arms in a flammable liquid before lighting. I would rule that grappling while lit would deal twice the damage as striking them would. And also that fuels that burn hotter both do more damage and peter out sooner.

Something along these lines:

Potential Houserulez:


Fuel | Strike Dmg | Grapple Damage (wielder takes max*2) | Duration

*Lamp Oil | 1 | 2 | 6 rds

High Grade Lamp Oil | 1d6/2 | 1d6 | 3 rds

Spirits | 1d4 | 2d4 | 2 rds

*Regular Lamp Oil burns so slow that it is easy to extinguish. If a grappler succeeds the check to maintain a grapple, the flames are extinguished and do no damage that round.


Of course, I just made that up on the spot, so it probably needs some tweaking

Silver Crusade

Gruuuu wrote:
Good Stuff

Thanks I will use something like this.

Thinking something around the effects of Tar and Refined oil.

So will use the middle one.

Might tweek it a bit.

Grand Lodge

Gruuuu wrote:
This would suffocate you, since fire consume oxygen.

I like where you are going with this, however, keep in mind that we're dealing with a magical fantasy world. Sometimes, applying real-world physics can have unexpected results. If you rule that being on fire would consume oxygen, why wouldn't Fireball do the same thing? If it does use up oxygen, then would you use the drowning rules? If so, the wielder would be able to hold him breath up to his CON before "drowning." For most, especially fighters, this is plenty of time to finish the combat and then snuff out the fire.


TwilightKnight wrote:
Gruuuu wrote:
This would suffocate you, since fire consume oxygen.
I like where you are going with this, however, keep in mind that we're dealing with a magical fantasy world. Sometimes, applying real-world physics can have unexpected results. If you rule that being on fire would consume oxygen, why wouldn't Fireball do the same thing? If it does use up oxygen, then would you use the drowning rules? If so, the wielder would be able to hold him breath up to his CON before "drowning." For most, especially fighters, this is plenty of time to finish the combat and then snuff out the fire.

I concede that there are holes in my Swiss Cheese argument, but it seems LostSoul is the GM here, so he should be able to decide what things he wishes to consider, and which to ignore.

And the only thing I could offer up in terms of explanation is that Fireball is both a) magical fire, who knows WTF goes on in there, and b) fireball has duration instantaneous.
There are actually suffocation rules, which are nearly identical to to drowning rules, so sure. But you're right, no one except those with a con of 6 are even in danger.
But, wtf? 60 seconds (con 10) while taking a standard or full round actions? Seems generous.

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