Chip Pan Fire Weapons

Modifications to Scorching Weapons because Knappett is a crafty fucker and wants to burn everything.

Prerequisites: Ifrit

Benefit: You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor.

As a swift action, you can make up to two held manufactured metallic weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. This does not stack with other effects that add fire damage to weapons, such as the flaming weapon special ability.

As a standard action, you can apply lamp oil to a weapon, which when used in conjunction with the above effect causes the weapon to light aflame, dealing 1d3 additional points of fire damage with a successful hit. This does not stack with the above effect.

Any flammable materials, clothes or hair hit by the flaming weapon may catch fire. 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.

Note: This feat replaces Scorching Weapons, it’s bonuses have already been rolled in to this new feat. You may still use it in the same manner as the original if the oil is not applied to the weapon.


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