DCs for burning infusion


Rules Questions

Liberty's Edge

The kineticist burning infusion says:

"Element(s) fire; Type substance infusion; Level 1; Burn 1
Associated Blasts blue flame, fire, magma, plasma
Saving Throw Reflex negates

Your kinetic blast ignites your foes. Whenever an infused blast hits a foe and penetrates its spell resistance, that foe catches on fire, regardless of whether it takes damage. A foe that catches fire takes 1d6 points of fire damage each round until the fire is extinguished. Against a creature on fire from this infusion, any fire kinetic blasts gain a +2 bonus on attack rolls, to DCs, and on caster level checks to overcome spell resistance."

So I believe (based on how the description of DCs for kineticist) that when the ability is initially used, the saving throw DC is 10+(kin lvl)/2+Con modifier.

If the target fails this saving throw with above DC, it catches on fire.

MY QUESTION: What about subsequent saving throw DC in future rounds to extinguish the flame? Do these subsequent ones use the reflex save DC of 15 (default system one to put flames out if you are on fire), or some other DC? In other words, is the first DC relatively "hard" as it is the 10+(kin lvl)/2+Con modifier and subsequent ones are "easy" at 15?

Shadow Lodge

To my knowledge, after the initial blast, if they are on fire there are no subsequent reflex saves. If you faled the initial save you are considered on fire and follow the normal rules for such to extinguish the flames: full-round action to "drop and roll", cast Create Water, etc.

Shadow Lodge

It looks like once you're on fire, you're just on fire. DC 15 Reflex.

Catching On Fire

I ran into this with my Inquisitor; we concluded that Blistering Invective sets the initial save at the spell's DC, then you're "on fire" which is its own condition.

The immediate +1d6 fire damage is easy to forget.


Sorry for the necro, but I asked Mark Seifter a similiar question last month and feel nennafir could benefit from his response.

Protoman wrote:


Mark, while I like the kineticist's burning infusion, especially for its bonus to attack, DCs, and caster level checks against the on-fire target, I find myself hesitant to use it at times due to still not fully understanding how exactly the target puts it out:
I assume the "Reflex negates" is to avoid getting set on fire to begin with. But if already on fire from burning infusion, does the target:
1) Start suffering taking the 1d6 on-fire damage immediately once they fail the initial saving throw? Or on its next turn like with alchemist's fire?
2) What's the actions to put out the fire? Is it a full round action (like with immolation bombs, explosive bombs, and alchemist's fire)? Is it like the like the Environment Catch on Fire rules where I think it's a free Reflex save at beginning of target's turn (if they fail, more damage) and during their turn they can get another saving throw if "rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus" (I assume full-round action for that too)?
3) What's the DC to put out the fire? Is it like the Environment Catch on Fire rules of a flat DC 15 Reflex save to put out fires on clothing and equipment or does one use the initial saving throw DC of 10 + half kineticist level + Con modifier?
As of late I've been doing target starts takes on-fire damage on their subsequent turns (like with alchemist fire, but where it actually sticks around) and full-round action to put it out using the initial Reflex DC because I felt that DC 15 Reflex of the Environment rules was rather low and for equipment rather than actual person on fire and the actual DC used is the "avoiding set on fire DC to begin with" in general. But I'd like to be sure on the procedures and difficulties so as to not be unfairly penalizing my burning infusion victims.
Mark Seifter wrote:
Yeah, the catching on fire rules are pretty confusing and seem almost-contradictory at times in multiple places. I tend to pretty much agree with you on much of what you include here, with one exception that (annoyingly), ongoing damage is just not as codified as it should be, so when it happens during your turn is unclear, despite being important if it might knock you out (and bleed you might never take if you can stop it before end of turn). We could really use something like a "beginning of turn phase" and "end of turn phase" that has specific things that happen during them (with ongoing damage picking a side and sticking with it).

So any DCs use the ones provided by kineticist, forthe ongoing damage, work it out with GM til it ever gets officialized?

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