Are Bags of Holding flammable?


Rules Questions


Pathfinder Rulebook Subscriber

If a character is hit by burning oil (or similar) while carrying a Bag of Holding, could it catch fire?


See damaging magic items from the core rulebook:

"A magic item doesn't need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on the save"


Yes, a bag of holding is just as susceptible to damage as a normal bag (depending on its composition). For instance, a leather bag would be more durable, but if it's a standard burlap or such construction it's as easy to pierce or damage as any other unless it says otherwise.

In the case of the wearer/wielder getting hit by an effect that might hit the bag, it's like nicholas storm said, unless the bag was directly targeted (or it makes absolute logical sense), then it's only checked if they rolled a natural 1. In that case, you would typically go down a list of the four most likely objects to be affected and one randomly would be damaged (which may or may not be the bag).


Alchemist's fire or a broken lantern - the most likely sources of burning oil - don't even involve saves so won't harm objects unless they're specifically targeted.

Liberty's Edge

avr wrote:
Alchemist's fire or a broken lantern - the most likely sources of burning oil - don't even involve saves so won't harm objects unless they're specifically targeted.
PRD wrote:

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.

Generally it is hand waived, but it is fairly easy for your clothes and equipment to start burning when exposed to burning oil or alchemist fire. And when your clothes or equipment is burning and damaging you, it is hard to argue that that equipment isn't being damaged too.

Paizo, during the 3.5 days, published the Hardening spell, but sadly it was never reprinted, maybe for copyright reasons. A pity as it would resolve most problems related to the easy destruction of some magical item.
Adding 1 point of hardness for every two caster level of the object to existing items would increase their survivability by a lot.


johncarney wrote:
If a character is hit by burning oil (or similar) while carrying a Bag of Holding, could it catch fire?

yes, you can catch on fire and then the bag can burn. It is unlikely that it will take damage due to the failed saves rules. You might just want to carry a shield on your back to protect your other items via rules cheese.


Is that really rules cheese? Seems like a legitimate way to protect your stuff to me.


Also, wow, going by the guidelines a bag of holding would have 0 hardness and, what, 1 hit point? Eep. Might want to build it out of tougher stuff, if you can.


blahpers wrote:
Azothath wrote:
johncarney wrote:
If a character is hit by burning oil (or similar) while carrying a Bag of Holding, could it catch fire?
yes, you can catch on fire and then the bag can burn. It is unlikely that it will take damage due to the failed saves rules. You might just want to carry a shield on your back to protect your other items via rules cheese.
Is that really rules cheese? Seems like a legitimate way to protect your stuff to me.

*adjusts item* it's totally realistic that when you catch fire that your wooden or steel shield will burn up before your nice silk cloak. ROFL


blahpers wrote:
Also, wow, going by the guidelines a bag of holding would have 0 hardness and, what, 1 hit point? Eep. Might want to build it out of tougher stuff, if you can.

I believe you missed one key part about magic items though you would need to talk with your Dm to specifically figure it out.

Magic Armor, Shields, and Weapons

Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item’s hit points.

Even though this states specifically for armor shields and weapons I don't see why any other dutifully magic item (Robe of useful items for example.) Wouldn't also get these pluses since they are magical and thus more hardy than normal items.


the main reason is it is not spelled out in RAW for Wondrous items.

Old 3.5 text had the base item as masterwork but that text is not in PF and in a way that helps as pricing Wondrous Items can take some GM judgement.
For a home game I'd agree that new Hardness and HP values totalled from the base materials and the price compared to Armor Enhancement prices.
I'll point out an issue with static hardness bonuses - small sizes. A (iron)ring or a (wooden)wand should have Hrd:10, HP:2, and then Hrd:5 HP:2 respectively from the Substance Hardness chart. That makes them very hard to break via damage(sunder) as avg joe does a d4 or d6 with a weapon/tool.


Oyabun_Kyuubi wrote:
blahpers wrote:
Also, wow, going by the guidelines a bag of holding would have 0 hardness and, what, 1 hit point? Eep. Might want to build it out of tougher stuff, if you can.

I believe you missed one key part about magic items though you would need to talk with your Dm to specifically figure it out.

Magic Armor, Shields, and Weapons

Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item’s hit points.

Even though this states specifically for armor shields and weapons I don't see why any other dutifully magic item (Robe of useful items for example.) Wouldn't also get these pluses since they are magical and thus more hardy than normal items.

What's the enhancement bonus of a bag of holding?


Well Minimum caster level of Secret chest is a lvl 10 Sorcerer/lvl 9 Wizard so I am going to error on the side of that and say minimum the Bag of holding is a +3 enhancement minimum with Bag of holding II being +4 Bag of holding III +5 and ending with Bag of holding IV at +6


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Unfortunately (and while you could certainly add some form of enchantment that makes an item more resistant to damage), what blahpers is pointing out is that items without actual enhancement bonuses do not get the added hardness and hit points for having enhancement bonuses.

A burlap bag of holding is as easy to damage as a normal burlap bag. The only benefit is that is considered attended and always get a saving throw whereas a normal item would not.

Even magical weapons and armor only get their actual enhancement bonuses to their hardness and hit points (their CL does not matter). This means a +1 keen flaming burst longsword only gets the benefits for the +1, not for the total modified enhancement bonuses that it has from keen and flaming burst even though it would counts as a +4 weapon for further enhancement and cost.

Again, there are ways to magically-reinforce things (like walls or doors), but it's not just based on CL or 'apparent' enhancements. Even the part you quote is specifically about armor, shields, and weapons. I am not certain even an amulet of mighty fists or bracers of armor would get the benefits despite their similarities (but that's a GM's call for their game).


Pizza Lord wrote:
Even the part you quote is specifically about armor, shields, and weapons. I am not certain even an amulet of mighty fists or bracers of armor would get the benefits despite their similarities (but that's a GM's call for their game).

I already referenced this part with my last post saying this.

Even though this states specifically for armor shields and weapons I don't see why any other dutifully magic item (Robe of useful items for example.) Wouldn't also get these pluses since they are magical and thus more hardy than normal items.

As for the whole its just as easy to destroy as a normal burlap sack i dont see why that would be as its a magically enhanced burlap sack that was made to house an Extra-dimensional space even if you kept each sack as a +3 enhancement since you can craft any of the 4 once you get Secret chest to me that seems more plausible for a magic item.

These aren't mundane items after all these are things with sometimes quite powerful enchantments I doubt anyone is going to enchant something without first making sure that its not going to get caught on a door and rip apart.


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Oyabun_Kyuubi wrote:
I don't see why any other dutifully magic item ... Wouldn't also get these pluses since they are magical and thus more hardy than normal items.

That's just it, if they had enhancement pluses, you might have a case. But they don't. And magical items are more hardy in many ways. They get a save where an ordinary item would not. They also have much higher saving throw bonuses based on their power level, but that doesn't make them necessarily more durable. A magic candle burns just as fast as a normal candle and melts just as easily (obviously unless its magic makes it otherwise).

Quote:
As for the whole its just as easy to destroy as a normal burlap sack i dont see why that would be as its a magically enhanced burlap sack that was made to house an Extra-dimensional space ...

Unfortunately, that's how it is. Even in the description of that same bag made to contain an extradimensional space, it tells you that it can be pierced, from inside or out. It doesn't say it's any tougher to puncture than what the bag is made from (which could be leather or linen or burlap or dragonhide), nor is it harder to do so from inside.

Bag of Holding wrote:
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever.

It doesn't say it's any more robust or that it's any tougher. If you just start dropping unsheathed daggers or swords in the bag, it will rupture if they poke it sufficiently from the inside to destroy it. Even if you tried to fill it with water, you'd probably rupture it just from the sheer weight to cubic volume of the liquid (assuming your GM let it hold liquid, rather than having it leak out the burlap), even though a normal burlap bag would be almost impossible to rupture by holding it open in a river and letting water flow in (though a burlap bag isn't a great object for holding water, you'd probably need at least a leather sack).

Quote:
These aren't mundane items after all these are things with sometimes quite powerful enchantments I doubt anyone is going to enchant something without first making sure that its not going to get caught on a door and rip apart.

Again, you can say that, but the evidence is very clear; people do make such items, always have and they still do. Magical scrolls exist; they are made all the time and they are no harder to burn or rip or tear than a normal scroll (vellum or parchment or paper composition notwithstanding). A wooden wand is just as easy to snap as a wooden stick. You can make aspects of the item tougher when possible, such as making the bag from dragonhide, or a wand from steel or metal, or making your cloak from salamander hide instead of nylon, but that's a separate issue (other than specifically magically-reinforcing the item).

I get it, some of those are expendable items, but it's no different for cloaks and boots and vests. They do get caught and snagged and torn and spilled on and bloodstained. It's just that in most cases it's assumed you're mending (or mending) them and that such things aren't needed except as cosmetic and narrative occurrences. Only in rare, specific cases (ie. they've been targeted or you've rolled a natural 1) are they normally at actual risk of being destroyed.

Yes, in the case of the OPs question, the bag would get a save against catching fire or whatever if the wearer rolled a one, and its save would be better than a normal bags, but it doesn't have a higher hardness or hit points.

Damaging Objects wrote:
If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects).... The randomly determined item must make a saving throw against the attack form and take whatever damage the attack dealt.

I get what you're saying and why you wish it to be that way (and again, such magical items are more resistant to certain effects), but that isn't the case with their hardness or hit points unless you make it so in your game.


Pizza Lord wrote:
[snip]

So by your logic and the logic of the game persay then this means that theoretically a Belt of giants strength or Boots of elvenkind should not last more than a dungeon or two?

I mean you're doing some pretty strenuous stuff and you're fighting Dragons and scorpions the size of horses ogres and undead as a norm. So with all these items being just as strong as normal items Artifacts shouldn't really be a thing because stuff like the Apparatus of Kwalish should be heavily rusted and immobile after 50 years of unuse and no upkeep being done.

Boots of elvenkind left on a rotting corpse should be themselves rotting and unusable. a robe of useful items should be found in a dungeon littered with holes and tears and otherwise looking ratty as the 100+ year old grand wizard corpse died in it.

I mean this doesn't seem at all whats referenced in the game itself even if the rules don't state it these items seem hardier than you are making them out to be.


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Oyabun_Kyuubi wrote:

Even though this states specifically for armor shields and weapons I don't see why any other dutifully magic item (Robe of useful items for example.) Wouldn't also get these pluses since they are magical and thus more hardy than normal items.

As for the whole its just as easy to destroy as a normal burlap sack i dont see why that would be as its a magically enhanced burlap sack that was made to house an Extra-dimensional space even if you kept each sack as a +3 enhancement since you can craft any of the 4 once you get Secret chest to me that seems more plausible for a magic item.

These aren't mundane items after all these are things with sometimes quite powerful enchantments I doubt anyone is going to enchant something without first making sure that its not going to get caught on a door and rip apart.

From a rules questions standpoint, the reason why a bag of holding doesn't get additional hardness and hit points is the same reason why it doesn't get darkvision 60'--namely, because the rules don't say so.


are threads flammable? lol...
you are in a rules thread so some advice or homebrew is okay but if you diverge from RAW people are going to complain. It's just the nature of this forum not that you have a bad idea. This forum is about the rules as they are or RAW not "what if I make up this rule" or advice on how to craft a new rule in Pathfinder.

So open up a thread in the homebrew forum for your ideas and you'll get a more positive response.

It is a long standing joke that you can identify magic items based on their pristine cleanliness, much like Kings in Monty Python....


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Oyabun_Kyuubi wrote:
Pizza Lord wrote:
[snip]
So by your logic and the logic of the game persay then this means that theoretically a Belt of giants strength or Boots of elvenkind should not last more than a dungeon or two?

Well, yes. I can't speak for anyone else, but I certainly don't LIKE how fragile magic items are according to the rules, for many of the very reasons you've raised. But the fact that I don't like the rules doesn't change them.


It just doesnt really make much sense in my head thats all. I guess ill add in my rulings as part of my game rules since they arent raw lol.


As for artifacts, those have rules specifically making them harder to destroy, so your deck of many things is just fine.

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