Saironthis |
My first question has to do with the Alchemist Variant of the "Throw Anything" Feat. The particular emphasis is bold.
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
If the Splash weapon has more than one source of damage, does the intelligence modifier apply every time?
Price 20 gp; Weight 1 lb.
Alchemist's fire is a mix of several volatile liquids that ignite when exposed to air. You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire. Crafting this item is a DC 20 Craft (alchemy) check.
If the victim didn't extinguish the fire, would they take another 1d6 + Int the next round or would it deal the normal 1d6?
Type Price Weight
Iron 50 gp 1 lb.
Silver 70 gp 1 lb.
Cold iron 100 gp 1 lb.
Adamantine 150 gp 1 lb.
This variant of a fuse grenade has most of the black powder replaced with metal pellets. When it explodes, it deals 1d6 points of bludgeoning damage, 1d6 points of piercing damage, and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). A typical pellet grenade uses iron pellets, but they can instead be packed with silver, cold iron, or adamantine, bypassing damage reduction as appropriate to that material type. Like ammunition, the pellets are destroyed after one use. Crafting a pellet grenade is a DC 25 Craft (alchemy) check.
Would this weapon deal 1d6+Int Bludgeoning, 1d6+ Int Piercing, and 1d6 + Int Fire damage, or would it deal each set of damage THEN the bonus intelligence damage?
Can Alchemists wear Medium and Heavy armor without penalty to using their Extracts? (If proficient, of course)
Finally, did we ever get an update on whether an Alchemist counts as a spellcaster for Item creation feats? (Besides Brew Potion)
Jericho Graves |
I'm not going to quote anything because a) I don't have strong forum-fu and b) I'm not up to date on faqs.
But for throw anything it only applies once to the pellet grenade damage. For the alchemist's fire, that is just ongoing fire damage, not the alchemist fire itself.
Also, extracts do not have an arcane spell failure as they are not spells.
For the last one, you'd have to ask someone more knowledgeable than myself. I hope this helps.
Rynjin |
Throw Anything only applies to the initial toss, and it only applies once. The Pellet Grenade deals 3 types of damage, but it only deals damage once.
Extracts have no Arcane spell failure, because they are not Arcane spells. In fact, they are not counted as spells at all. Which, unfortunately, answers your last question.
No, Alchemists by RAW do not qualify for Item Creation Feats. Nor any Feat that requires a caster level, since they do not have an actual caster level. They just use their Alchemist level as if it were a caster level for any variables that relies on.
In essence an Alchemist looks like a caster, walks like a caster, and quacks like a caster, but he's not a caster.
Because somebody (I think it was SKR but it might have been Jason Buhlman) thought it would be funnier that way or something.
Rushley son of Halum |
Ok so lets go.
With the throw anything question I'm not sure it really matters. I can't think of any thrown weapons that actually apply multiple damage types except those used with a hybridization funnel. To the best of my knowledge this hasn't been faq'd but I would think the best practice would be to apply int damage once, splitting it between damage types if needed.
Alchemist fire only does the additional fire damage on the next turn. After that the fires go out on their own. It also only deals 1d6 damage, no int.
Pellet grenades. Look at them carefully, they're not actually a thrown splash weapon. They don't do splash damage, they do area damage. Thrown yes, splash no. So no int damage at all.
Extracts are not subject to arcane spell failure or anything of the same nature.
Alchemists are not spell casters for item creation feats.