+1 Flaming Everburning Torch?


Rules Questions

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

Let's say that I took Firebrand as a feat. Since I treat torches as weapons, could I get an everburning torch with weapon enhancements?

On another silly note, could I make that torch a frost weapon?

(Noting that you would rule one way or another in your home game is fine, but I would also like to know a RAW answer since this would theoretically be a PFS character.)


RAW, I believe if it is not found on the weapon table, it is not able to be enchanted as a weapon.

Grand Lodge

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Iammars wrote:
Let's say that I took Firebrand as a feat. Since I treat torches as weapons, could I get an everburning torch with weapon enhancements?

Well, an everburning torch produces no heat...

PRD wrote:
Everburning Torch: This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.

[Emphasis mine]

So even if you were allowed to enchant improvised weapons, it would still do no fire damage...


Iammars wrote:

Let's say that I took Firebrand as a feat. Since I treat torches as weapons, could I get an everburning torch with weapon enhancements?

On another silly note, could I make that torch a frost weapon?

(Noting that you would rule one way or another in your home game is fine, but I would also like to know a RAW answer since this would theoretically be a PFS character.)

I doubt so because only Masterwork WEAPONS can become MAGIC Weapons...

.. Feats like throw anything or Firebrand make it so a house hold item can become a weapon, but only to those individuals that have those Feats.. and not the creators of the Magic Weapons....

Would not have mattered anyways since you would have to pay the enhancement bonus and cost for a "Magic CLub Torch"..

You could just get a normal wooden Club(Masterwork)... paint the top part black... Have it enchanted (magic Weapon).. and then have Continual Flame cast on it to make it look like a Torch... Sort of negates the reason to have that Feat...

I'm not sure you can make a masterwork Torch (300 Gold +1 Copper... really?) and have it enchanted... unless there are some Gnome Tinker Weapon Torches Paizo hasn't shown us yet..

EDIT: EDIT: You can light a normal Torch and then CAST Continual Flame on it with the Feat and still do normal Torch damage... Sort of redundant I think


No. Just because you treat it as a weapon doesn't mean it's a weapon, anymore than the barbarian being convinced that that elephant over there is a mouse doesn't make it a mouse.


It would deal damage as a stick! And a +1 Flaming would certainly be thematic!


You could work it up as a club. You would need to have all the costs of buying a magic club... but a torch and club are similar and nothing wrong with getting a little bit of fluff in your crunch now and then. ;)

Dark Archive

Masterwork Club = 300 gp
Making is +1 = 2000 gp
Adding "Continual Flame" = 50 gp

2350 gp for a +1 "ever-burning torch" that can be used as a weapon.
8350 gp for a +1 "ever-burning torch" that does frost damage.

fun at parties!

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

Ah damn. Oh well. Thanks guys.


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Ask your DM. As mentioned, EBT sheds no heat, but this sounds fun to play. Alchmist fire bombs would be a nice touch too.


Ciaran Barnes wrote:
Ask your DM. As mentioned, EBT sheds no heat, but this sounds fun to play. Alchmist fire bombs would be a nice touch too.

Absolutely. I think this would be great if the DM would allow it.

Sczarni

Step 1 Buy Real Weapon aka Sword
Step 2 Have Aasimar Buddy (Or Party Caster) Cast Continual Flame On It
Step 3 Do What You Want To Do

Grand Lodge

Don't 10% of all magical items shed light?

Sczarni

blackbloodtroll wrote:
Don't 10% of all magical items shed light?

Yea anything that says it has a glow...Flaming, Frost, Corrosive, Electric, Holy, etc. I believe glow atleast a bit.


magic item creation wrote:
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.
magic weapons wrote:
Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Grand Lodge

Ah, 30%.

I thought it was lower.

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