Lighting cigar in combat?

Post/Author/DateTimePost
#1

brassbaboon

Dec 20, 2009 2:10:44
This is a 4e question. My character is a cigar-chewing half-orc with a somewhat nasty dispostion. Because he's also the party sneak, he usually chews on an unlit cigar. However, once combat is initiated, he likes his cigar lit. This has proven to be a bit of a challenge since the party carries sunrods instead of torches, and even then they are rarely needed since most 4e dungeons seem to be well lit already. What he really needs is a Bic lighter, but they don't seem to be available in the stores we've been to. The DM has already agreed that lighting the cigar would be either a minor action, or could be accomplished with fast hands if my character had something ready to light the cigar.

Since the character concept includes the character's belief that a lit cigar improves his luck in a fight, when his cigar is unlit he feels less powerful and confident. In our last several encounters he has lit his cigar from torches in wall holders, from fires, and even from the smoldering remains of a dead enemy. But I would like something more reliable. Using a flint and steel just takes too long, and matches also seem to be a rarity.

Any ideas how to get my character's cigars lit on demand would be appreciated.

(In character, the lighting of his cigar has become something of a trigger that things are about to get serious. In our last battle, upon lighting his cigar he immediately rolled a critical hit, and ended up with three more crits in the fight. So it's becoming a central part of his persona.)
#2

boxcarwilly284

Dec 20, 2009 2:25:35
invent matches (tindertwigs) or pay for an everburning cigar (same cost as everburning torch).this is not an issue to be asking the community you should be asking your dm.  i dont see whats wrong with your character carrying around a primitive version of a zippo, in fact i think its really cool.

your dm should realize that just becasue they dont have rules for it doesnt mean it cant exist. thats one of his roles as a dm to create things that dont yet exist.  just ask him hey (dm) can i pay a alchemist/artifacer  100G to make this item for me. if your dm says no then your problem is not figuring out how to light a cigar, its why your dm is acting like that.
#3

disciple_of_juiblex

Dec 20, 2009 10:04:56
Yea, getting the DM to just grant you some minor item for a small fee seems like the best option. Perhaps a magic ring that as an encounter power (free action) produces just enough flame to light something combustable on fire.
#4

brassbaboon

Dec 20, 2009 10:44:32
I have asked my DM for a magic zippo. He hasn't responded. He tends to not want to do anything that isn't "RAW" so I thought I'd ask to see if people here had ideas.

How is this not a relevant question for this forum? Not only is it exactly a "what's a player to do" question, it's also a demonstration of a role-playing element that other people might find interesting and play off of in their own campaign. Also, someone might have  a clever idea that would make our game more interesting. In fact the artificer/alchemist idea is just the sort of thing I was looking for. Sure I should have thought of that myself, but I didn't. 100g is way too much though, I barely have that much gold...
#5

entropy_judge

Dec 20, 2009 11:31:33

When they introduced the cantrip in 1st Edition, there was one that was a flame trick - you could create a small flame suitable for lighting small items on fire (or a torch or prepared fire), but it wasn't useful for damage and only lasted a few seconds.  Don't know 4E very well, but you could probably get a ring or an amulet that, once per an encounter, lets you create a flame for a few seconds.

#6

salla

Dec 20, 2009 11:44:57
That's nothing but a character affectation; it doesn't aid you, or hinder you in any appreciable manner, unless you start making, like, smoke-screen cigars or exploding cigars you throw at people.  I'd let you do it for free, not even charging you for the cigars.  It's just a little character bit.
#7

brassbaboon

Dec 20, 2009 12:19:03
That's nothing but a character affectation; it doesn't aid you, or hinder you in any appreciable manner, unless you start making, like, smoke-screen cigars or exploding cigars you throw at people.  I'd let you do it for free, not even charging you for the cigars.  It's just a little character bit.


Heh, in this case a cigar is just a cigar. Wink

As a DM I'd allow something like this as a no-brainer. A world full of wonderful magic items would have long ago come up with something to light cigars and pipes with... If only to light candles or lanterns... You'd think this would be available at the nearest magical Walmart...
#8

Krusk

Dec 20, 2009 12:25:02

That's nothing but a character affectation; it doesn't aid you, or hinder you in any appreciable manner, unless you start making, like, smoke-screen cigars or exploding cigars you throw at people.  I'd let you do it for free, not even charging you for the cigars.  It's just a little character bit.


Way to beat me to it.


This is one of those things that as a DM I would want to encourage.

#9

ADHadh

Dec 20, 2009 15:39:36

When they introduced the cantrip in 1st Edition, there was one that was a flame trick - you could create a small flame suitable for lighting small items on fire (or a torch or prepared fire), but it wasn't useful for damage and only lasted a few seconds.  Don't know 4E very well, but you could probably get a ring or an amulet that, once per an encounter, lets you create a flame for a few seconds.



Wizard has those. Lighting and putting out a small fire has been listed as an example of "Prestidigitation" in the PHB.
#10

caiuz

Dec 20, 2009 16:41:45
If you have Adventurer's Vault availeble in your game and hand slot free for a magic item, you sould get:

Hedge Wizard’s Gloves Level 4
With a wave of these patched gloves, you can perform magic tricks.
Item Slot: Hands 840 gp
Power (At-Will ✦ Arcane, Conjuration): Standard Action.
As the wizard’s mage hand power (PH 158).
Power (At-Will ✦ Arcane): Standard Action. As the
wizard’s prestidigitation power (PH 159).
#11

misterarcane

Dec 20, 2009 18:33:24
If you have Adventurer's Vault availeble in your game and hand slot free for a magic item, you sould get:

Hedge Wizard’s Gloves Level 4
With a wave of these patched gloves, you can perform magic tricks.
Item Slot: Hands 840 gp
Power (At-Will ✦ Arcane, Conjuration): Standard Action.
As the wizard’s mage hand power (PH 158).
Power (At-Will ✦ Arcane): Standard Action. As the
wizard’s prestidigitation power (PH 159).



Ahh, ninjaed, I was going to sugest this, if you DM won't hourserule a magical lighter.. this is a RAW one, and you also get mage-hand in addition to your 'magical lighter' which is a nice sneaky power.   The downside is because of prestidigitation's many uses, it is a standard action.

#12

MrCelsius

Dec 20, 2009 18:40:55
     The basic magic of prestidigitation could easily be used by a magewright to produce magical self-lighting cigars.  I can easily see them being the 'high class' option; it's showy, it's convenient, and it's an extravagant solution for a minor bother most people just live with.
#13

brassbaboon

Dec 21, 2009 0:00:40
Heh, my character has gloves already, which give a +2 damage to bloodied targets. I might swap gloves around... But you've given me some ideas for sure. My character is trained in thievery, I think I might be able to use that to my advantage. I'll email my DM tonight and see if my fast hands, coupled with a convenient bit of alchemical items would be enough to strike a quick spark. He might go for that, although I suspect he'll make me buy the alchemical items. I'm thinking phosphorous and steel wool, with a flint and steel. With fast hands I could whip that out and strike the spark I need, and then I could reload the alchemical components between fights.

I think that will work. Thanks for the excellent advice.
#14

boraxe

Dec 21, 2009 9:09:49
From what you've written, I'd not change a thing. Rather than simply having a lighter or a bunch of matches to spark up every combat, having your PC do it from items or events in the combat or environment itself is far more interesting and fun.
#15

Johnathan_Vagabond

Dec 21, 2009 9:28:45
You've got flint and steel for lighting campfire's, haven't you?  Ask to use it to light your cigar as a minor action.

You might suffer a bit, in that you've got to draw a weapon afterwards, but I see no reason why this wouldn't be sufficient (with suspended disbelief) to light your cigar in combat.

P.S.- You should always carry flint, steel, and tinder when your the sneak.  If you come up the hay bales used for the enemy castle/town/caravan's horses, you can dump them somewhere and light them on fire.
#16

hannibalrex

Dec 21, 2009 12:33:04
You mention your half-orc is an alchemist or at-least has access to alchemists items?  What if you uncorked an alchemist's fire to light your cigar?  The chemicals combust on exposure to open air, right?  Sounds pretty flashy to me and way cheaper than new magic gloves.

Sure, it's not RAW, but I certainly think you could stretch something like that. 
#17

Jayden

Dec 21, 2009 12:46:25

Take a feat called Arcane Initiate (I think)  It's the multiclass wizard feat.  If I am correct, it gives you the use of one Wizard At-will with which you can use as an encounter.  With this, you can take Prestidigitation, and use it to light your cigar at the begining of every encounter.

#18

brassbaboon

Dec 21, 2009 14:15:35
OK, based on some of the suggestions here, I've worked it out with my DM. My character's backstory is that he was raised in a slaver compound after his parents and sister were captured in a raid, and he was given to the slaver blacksmith as a work slave. So he worked in a smithy most of his childhood until he killed the blacksmith and escaped the compound.

Using some alchemical materials, the DM has said that the next time I am in town I can rent time at a smithy, or work with a smith, to create a small device that is a sort of paleolithic bic lighter. Basically it's a hollow steel tube, sealed on one end, which is filled with flint, steel, alchemical compounds and cotton. When struck on a hard object the flint and steel make a spark which light the alchemical materials and the cotton keeps the spark going long enough to light a cigar. It will be treated as an item with an encounter power, so it can only be used once per encounter, unless my character spends an action reloading it, which is unlikely. With "fast hands" my character will be able to light his cigar as a free action. So it's really perfect.

Thanks for the advice, I wasn't going in the alchemy direction until posting here, and that seems to be what the DM accepted as a reasonable approach.

Now, unfortunately, I have to wait 'til we get back to town to make it.
#19

brassbaboon

Dec 21, 2009 14:17:31
Yes, my character already had flint and steel, but using flint and steel is listed as a standard action in the PHB so that wouldn't work for lighting the cigar in combat. I don't want to sacrifice an entire turn, the most I'm willing to give up is a minor action.
#20

salla

Dec 21, 2009 15:46:39

Take a feat called Arcane Initiate (I think)  It's the multiclass wizard feat.  If I am correct, it gives you the use of one Wizard At-will with which you can use as an encounter.  With this, you can take Prestidigitation, and use it to light your cigar at the begining of every encounter.




Arcane Initiate lets you choose a wizard at-will attack power; Prestidigitation doesn't qualify.
#21

moltengrace

Dec 21, 2009 19:53:28
I'd like to hear a story eventually of how his party is fighting enemies and they somehow become covered in oil and his character says something cheesey cool like "If you can't stand the heat, get out of the dungeon" and then flicks his cigar into the oil and wins the game.


Edit: Ask your DM to allow your orc to replace two of his teeth with replacement flint and steel, accordingly. (Probably will need a surgeon or something in game to help do this next time you're in a town) When he wants to light his cigar he puts the end against his teeth and grinds them together, creating sparks. Not only does it seem fitting in the setting, it seems very orky to me.
#22

MrCustomer

Dec 22, 2009 12:40:32
I have asked my DM for a magic zippo. He hasn't responded. He tends to not want to do anything that isn't "RAW" so I thought I'd ask to see if people here had ideas.



The problem with granting a magic zippo, is that it is an instant source of fire, which concievably could have some potential beyond just quickly lighting a cigar during a fight.

I suggest you ask for those tindertwigs, as these might be more acceptable to the DM.

Or failing that get a hooded lantern. It is a viable light source that can be hooded completely to prevent all light from showing even while burning, it has a directional beam which is more useful in many situations then a radius glowing sunrod in reducing how visible your party is to others. And it runs on oil which is easier to carry then torches. It also has uses beyond just a light source, you can use the oil lamp as a grenade like weapons, pour the oil on something and light it on fire etc. you can also use such a lamp, tied to you packsack, to light a cigar.

You should note to the DM that a zippo lighter is really just a small oil lamp with a flint and steel mechanism on it. Although the flint and steel mechanism might not be allowed, having a small oil lamp (about the size of a lighter) with shielded hood and a small flame is perfectly within RAW and you could easily use this to light a cigar.
#23

sanityfaerie

Dec 22, 2009 13:03:18
If you were willing to spend a standard action on it (...and I'm not at all saying that you should be) there are any number of MC feats that will give you the at-wills of other classes, some of which have the fire element.  For that matter, any MC that will let you use wands as an implement will give you access to master's wands of (insert choice fo fire-based power here).  For that matter, you could just get a +1 flaming dagger.  Free action to make its damage fire damage should be sufficient to the task.

Actually, though, I'd almost suggest that you not.  Your character gets some of his flavor from not only having a lit cigar, but having to work to get his cigar lit.  Flavor like that is almost always good.  If you streamline it, it can actually lose cool factor, unless you can make the way he does it be cool.
#24

Myck

Dec 22, 2009 14:51:45
In a world where the stereotypical wizards all smoke pipes, it's not unlikely that some wizard would create a magical device to light their pipe.  As others have said, just because it's not in the rules doesn't mean it doesn't exist.  These items would essentially be 1/2- or 0-level magic items are not significant enough to rate entry in the rulebook.

In high magic worlds (which I dare say most D&D worlds are), it's logical that someone would have created magic items for everyday use.  Like a broom that sweeps the floor by itself, or silverware that always shines without polishing, or a spoon that continuously stirs, or a brooch that makes you smell like roses, etc.  Since the books only list items that would be significant to an adventurer, these lesser magic items are left out and it's up to the players and DMs to come up with them.

Of course, in low magic worlds these items would be few and be very expensive.
#25

brassbaboon

Dec 23, 2009 0:39:34
Thanks again to everyone. It looks like the paleolithic cigar lighter tube will work. And it would be very difficult to use that to light a larger fire without being just as easy or easier to use standard flint and steel. I like that we came up with an item that will be treated like any other encounter power item. Now if I get my cigar lit and it goes out (which has happened a couple of times) I'm on my own again.

This looks like it will work. I just have to find a blacksmith or a smithy now... And our group is deep down in a dungeon at the moment, so it's gonna be a while...
#26

DoctorBadWolf

Dec 24, 2009 18:07:39
OK, based on some of the suggestions here, I've worked it out with my DM. My character's backstory is that he was raised in a slaver compound after his parents and sister were captured in a raid, and he was given to the slaver blacksmith as a work slave. So he worked in a smithy most of his childhood until he killed the blacksmith and escaped the compound.

Using some alchemical materials, the DM has said that the next time I am in town I can rent time at a smithy, or work with a smith, to create a small device that is a sort of paleolithic bic lighter. Basically it's a hollow steel tube, sealed on one end, which is filled with flint, steel, alchemical compounds and cotton. When struck on a hard object the flint and steel make a spark which light the alchemical materials and the cotton keeps the spark going long enough to light a cigar. It will be treated as an item with an encounter power, so it can only be used once per encounter, unless my character spends an action reloading it, which is unlikely. With "fast hands" my character will be able to light his cigar as a free action. So it's really perfect.

Thanks for the advice, I wasn't going in the alchemy direction until posting here, and that seems to be what the DM accepted as a reasonable approach.

Now, unfortunately, I have to wait 'til we get back to town to make it.



so much win
#27

Tequilasaurus

Dec 25, 2009 2:27:55
My previous campaigns had small, quarter-sized magical stones that could create fire about as well as a modern lighter. They were "flamestones", and were fairly commonplace for lighting candles, pipes, etc. 

There were also stones of other elements, equivalent to batteries, evercold ice cubes,  and micro-fans.
#28

brassbaboon

Dec 26, 2009 0:25:36
In my own campaign world magic pretty much has taken the place of technology. Wizards hire out to city planners to create permanent streetlights, traffic control systems, water creation and delivery, etc. The world is full of clever and useful magic items that don't do much but make life easier for the folks who live there. They range from simple word-command driven light sources to complex multi-layered spells used by kings or other leaders to address the masses.

Many of these magic items are simple commodities that you can find for sale at virtually any marketplace. In fact there's a sort of tension between the market for these items and cheap labor, since a magical broom sweeps perfectly, never takes breaks, gets married or asks for a raise.
#29

arakis

Dec 26, 2009 19:30:45
Arcane Initiate lets you choose a wizard at-will attack power; Prestidigitation doesn't qualify.

...But it let you take scorching burst.

"The half-orc smile, chewing his cigar.
-SHAKE-BUM- he mumble, snapping his left hand fingers while keeping the cigar over whit the right hand.
-SHAKE-BUM- and the scorching burst rolled out, burning the goblin minions and lighting the cigar.
From the shadow behind them, a roar reply to his fiery offence.
-Time to play seriously...-"