Alchemist fire + throw anything


Rules Questions


1 person marked this as FAQ candidate.

Does the +int mod damage get added to just the first round, or both the first and second round damage from alchemist's fire when using an alchemist with throw anything?


Methinks, or at least that's how my DM ruled it, that it's only the first round that gets the bonus... the wording does not take multi round damage splash weapons into account, so only the first round is affected.


Anyone else?

Scarab Sages

DrakeRoberts wrote:
Does the +int mod damage get added to just the first round, or both the first and second round damage from alchemist's fire when using an alchemist with throw anything?

Your talking about the Alchemist class feature, "throw anything (ex)" and using it with the item, Alchemist's Fire?

It's a bit vague, so it took me a bit.

Yes, as I understand it, you would get the INT bonus damage each time you "roll" damage with a splash weapon. Since Alchemist's fire only allows "rolling" damage on the initial target, it would apply then, and when that target burned the round after, assuming the target didn't use a full round action to put out the fire or otherwise put out the fire with other means.


interesting reasoning, thanks, I'll submit that to my DM the next time I play an alchie


Throw Anything (Ex) wrote:
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.
Oil, Alchemist's Fire wrote:

You can throw a flask of alchemist's fire as a splash weapon 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 lake or magically extinguishing the flames automatically smothers the fire.

Emphasis mine

The 1d6 the following round is stipulated as damage dealt by the Alchemist's Fire. Therefore it is damage dealt by a splash weapon, therefore it can be argued to be affected by throw anything.

I could see it go both ways, as your GM might rule the 2nd round damage is due to fire, not damage caused by a splash weapon.

Scarab Sages

J4RH34D wrote:


The 1d6 the following round is stipulated as damage dealt by the Alchemist's Fire. Therefore it is damage dealt by a splash weapon, therefore it can be argued to be affected by throw anything.

I could see it go both ways, as your GM might rule the 2nd round damage is due to fire, not damage caused by a splash weapon.

I can also see it both ways, but as GM I'd apply it both times. Reasoning is that the second time is completely avoidable, and only applies if the targeted creature makes a choice not to put out the fire, and instead decides to endure the flame while making other actions that round.

As per the description, you can remove the flames with a DC15 reflex save, which has an inbuilt +2 if you drop prone while doing it. You can also remove it by extinguishing the flame with magic. Or by jumping into a lake, or similar body of water. That's plenty of ways to bypass the second round's flame.

Not to mention, the attack itself must hit directly, so anything with high touch AC is likely unaffected by this attack. They can target the square, but the hitting the square only will not directly hit the target, so will not apply either the rolled damage, nor the INT bonus to rolled damage.


For context, I always assumed you didn't get the extra damage, as the second round was burn damage from the fire rather than from the weapon itself, but when questioned on that assumption, I realized that it didn't last like normal butn damage and wasn't specified as such either, so the argument appeared to have merit. Still, it seemed powerful enough to double check on.


1 person marked this as a favorite.

Well the int mod isn't added to lingering damage on bombs, so I'd say that's a good precedent that it does not.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Alchemist fire + throw anything All Messageboards

Want to post a reply? Sign in.