Sorry for the length of text, but I am having hard to tracking down some info.
1. The Salve of Exemplar Weapon from the Melee Tactics Toolbox doesn't list what type of Item it is, while d20PFSRD lists it as an Alchemy Item. Is it true that it is an Alchemy item? If it is true, what is the DC to craft it?
2. The Fuse Grenade says you light the fuse than 1d3 rounds later it explodes, but do you now how many rounds that is? EX: I roll and get two rounds. Do I know I have 2 rounds or is that Meta Gaming?
d20pfsrd wrote:
Fuse Grenade
Price 100 gp; Weight 1 lb.
DESCRIPTION
This hollow clay container holds a small charge of black power and a slow-burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 points of bludgeoning damage and 1d6 points of fire damage in a 10-foot-radius burst (Reflex DC 15 halves). You throw a fuse grenade as if it were a splash weapon.
3. The Grenadier ability Alchemical Weapon states:
d20pfsrd wrote:
Alchemical Weapon (Su)
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
Is the Fuse Grenade a weapon for purpose of combining an Acid to it?
If it is a weapon for the purpose of Alchemical Weapon:
Do I have to hit the enemy with the Grenade to get the Acid to go off then the Grenade explodes 1d3 rounds later, or does the Acid get apply after the Grenade explodes meaning a creature would take 2d6 fire, 1d6 acid, and 1d6 Bludgeoning Reflex save for have?