Oil Flask shenanigans.


Skills, Feats, Equipment & Spells


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One of the purchasable items is a simple oil flask. It's only a copper, doesn't take any bulk, and has some neat combat usage with very little monetary resource cost.

The long and short of it is, as two actions, you can prepare it and throw it onto an enemy with a 50% chance of it catching on fire and taking 1D6 damage.

Logically speaking, if I throw an unlit oil flask as a single action (one of the actions is to cause it to ignite), wouldn't my target be coated in oil (assuming a successful attack roll), thereby making it susceptible to an additional 1D6 Fire damage the next time it's hit with an ability that would ignite flammables, such as a Fire Cantrip or Alchemist's Fire?

Furthermore, what's the range of an Oil Flask if I use it in this manner? Even in the traditional manner it's presented, it simply tells us that it's a ranged touch attack. I could make it simple, akin to how Bombs work (AKA Alchemical Weapons), a la 20 feet, but I don't think they're meant to be that strong. Maybe 10 feet, similar to how PF1 did most splash weapons? The rules are unclear here, unfortunately, and I would like to try this tactic for low level play and see if it's a great way to synergize with other party members.


It becomes a bomb so 20 ft.

I'd say +2/DC hit if target covered in oil.


I am really surprised Oil is only 1d6. once.
I would have thought oil would burn for a while, and messy.. so i thought it would've been nothing but fire persistent damage.

Anyone else hink that should be persistent not one iteration? I mean.. oil fires burn for a while,e ven with just a small amount.

Honestly instead of attempting th 50% roll.. I think it would work well with a fire cantrip.
You throw it and another person fires a cantrip.
or. i guess one person can do the whole thing given 3 actions.

my favorite one would be to pour it out into a room from a door as a trap for the battle start.

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