Thread: torch as Weapon
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Silveras
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Join Date: Aug 2010
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Old April 14th, 2017, 02:26 PM
The rules for using a Torch as a weapon are in the Core Rulebook, in the entry for the Torch (p.157).

Quote:
Originally Posted by Pathfinder Core Rulebook
Torch: A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Emphasis mine.

I raised this as an issue with LWD some time ago, but it went nowhere.

The Torchbearer feat was first printed in the Dungeoneer's Handbook and provided the PC with a Cohort-lite companion .. who was required to be of a selection of classes and must take the Torch Handling feat. As voydangel noted, the most relevant part of that feat is that Torches are treated as Simple Weapons. The Torch Handling feat, as implemented in HL currently, has no effect.. just text... as supposed.

This is not the same as the Asmodeus-worshipper specific Firebrand feat from Faiths of Corruption, which does not grant the other benefits and gives the light mace damage instead of the standard Gauntlet damage (the wording is awkward.. it just says you don't incur the penalties for using an improvised weapon and classifies it as a light weapon; while Torch Handling actually says to treat the Torch as a Simple Weapon).

The Torchbearer and Torch Handling feats were combined into the Light Bearer feat in Ultimate Intrigue.. without the part about treating Torches as Simple Weapons.

Burn! Burn! Burn! is a Goblin-specific feat from Goblins of Golarion that adds 1d4 fire damage to ANY attack using a non-magical fire item (such as alchemist's fire or a lit torch).

Quote:
Originally Posted by Burn! Burn! Burn!
Benefit: You deal an extra 1d4 points of fire damage when you attack with fire from a non-magical or alchemical source (such as with torches or alchemical fire) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or putting yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks or to splash damage.
Perhaps now that there are at least two feats which build on the rule in the Core Rulebook, LWD will re-consider adding Torches (lit and unlit) as weapons and connecting the feats to them.
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