| Ciaran Barnes |
I already know its a terrible archetype, so lets skip that part of the conversation.
The 4th level ability Explosive Torch deals some extra damage, but its also "sets the target on fire". Pathfinder's environmental rules have a section titled "catching on fire" so I think that governs what happens. By the CoF wording, the enemy would get a saving throw when at risk of catching on fire, but the wording of ET says that it sets the target on fire. The way I interpret this is that there is no initial save and it takes 2d6 instead of 1d6, but on each turn thereafter it takes 1d6 if it fails the save. Thoughts? Also, is rolling on the ground or smothering the fire a standard action?
Explosive Torch (Ex)
At 4th level, as a standard action, a blazing torchbearer can drop a special blend of explosive powders onto his torch before using it as a weapon. His next successful melee attack with the torch deals an additional 2d6 points of fire damage and sets the target on fire. This attack must be made within 1d4 rounds or the torch prematurely explodes at the end of the blazing torchbearer's turn, dealing damage to the blazing torchbearer and setting him on fire.
Catching on Fire
Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash.
Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out—that is, once he succeeds on his saving throw, he's no longer on fire.
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those whose clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.
| dragonhunterq |
Looks like you take 2d6 damage, then get a DC15 ref save or catch on fire taking another 1d6 damage immediately and every round until extinguished.
I don't think you automatically catch fire. I could easily be persuaded that I am wrong though.
Extinguish flames is a full round action - that I am confident of :)