Difference between revisions of "Torch (D&D equipment)"
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| − | This is a torch made for fighting, consisting of an iron tube holding oil with a special wad that burns hotly at one end and serves as a striking head. The torch illuminates as a normal torch and does fire damage. A pint of lamp oil keeps it burning for an hour.   | + | This is a torch made for fighting, consisting of an iron tube holding oil with a special wad that burns hotly at one end and serves as a striking head. The torch illuminates as a normal torch and does fire damage. A pint of lamp oil keeps it burning for an hour. The user gets to add Strength bonuses to this fire damage in the normal fashion. A torch hit in combat is to brief to start a fire.  | 
| − | + | Burning alchemists fire instead of oil in a torch increases the damage as if the weapon was one size category larger (1d8 for a Medium torch).  | |
| − | + | A regular torch can be used as a weapon, but does damage as a weapon of one size category less (1d4 for a Medium torch) and goes out on an attack roll of 1 or when used for a coup-de-grace.  | |
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Latest revision as of 09:33, 30 March 2007
This article is imported from the Hastur wiki. See the import log for details.
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This is a torch made for fighting, consisting of an iron tube holding oil with a special wad that burns hotly at one end and serves as a striking head. The torch illuminates as a normal torch and does fire damage. A pint of lamp oil keeps it burning for an hour. The user gets to add Strength bonuses to this fire damage in the normal fashion. A torch hit in combat is to brief to start a fire.
Burning alchemists fire instead of oil in a torch increases the damage as if the weapon was one size category larger (1d8 for a Medium torch).
A regular torch can be used as a weapon, but does damage as a weapon of one size category less (1d4 for a Medium torch) and goes out on an attack roll of 1 or when used for a coup-de-grace.