Lighting a light source and time cost


Rules Discussion


Simple question:

Does the rules regulate how long it would take if say, by buddy's lantern suddenly goes out and I want to light a torch?


More in detail:

I would have to sheathe (or drop) whatever I'm holding, pull out the torch from my pack, apply some fire to it somehow, and then I have a new light source.

But short of magic, in what ways do I create fire quickly enough?

Of course I could just rule it however I wanted to, but several other things in this game is given very detailed timing rules, so I just assumed there's an answer to this case too...


Even more specifically ;-)

I couldn't find any tinderbox in the equipment chapter. I would assume actually *starting* a fire is way too cumbersome and slow, and that most people carry a protected ember that quickly can produce a flame to light a candle or similar...

What is the design intent?

Are you supposed to be sold out of luck if your lantern goes out, and just hope you survive until you can afford a continual flame... Or, on the other hand, is this not intended to be an issue at all, and you simply draw already-lit torches out of your backpack...? :)

The Exchange

Most likely you just draw the torch (manipulate action) light the torch (manipulate action). Job done.


leonvios wrote:
Most likely you just draw the torch (manipulate action) light the torch (manipulate action). Job done.

Are you simply assuming this or basing it on reading the rules?

What are you using to light the torch? (I'm assuming safety matches and BIC lighters haven't been invented yet :-)


Flint and Steel wrote:

Item 0

Source Core Rulebook pg. 290
Price 5 cp
Hands 2
Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.


Safety matches do exist in PF1e. They’re called tinder twigs. My level 1 characters routinely carried a pack of 10 tindertwigs, some tobacco and I believe rolling papers (can’t remember if they existed or not). Because if you want to talk to a guard doing so over a smoke helps put them at ease.

Higher level characters would carry flasks of whiskey/scotch for the same reason.

As it turns out page 290 answers this question:
1 action: pull out torch
1 action: pull out flint and steel
At least 3 actions (often more): light the torch

If you use a sunrod:
1 action: pull out sunrod
1 action: activate Sunrod

And my favourite because of the surprise on the GM’s face when I do it:
1 action: pull out torch
1 action: pull out tindertwig
1 action: Light torch


Tindertwig


Thank you

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