Alchemists, Splash Damage, Throw Anything


Rules Questions

Scarab Sages

5 people marked this as FAQ candidate.

Did this question ever get answered? If so, my search-fu is weak.

Do alchemists get add their INT modifier to damage:


  • a) on splash damage with mundane (non-bomb) splash weapons, such as alchemist's fire or acid flask? (The 1 point of splash damage, not the primary damage.) If so, do recipients of this damage receive a Reflex save to avoid half the splash damage?
  • b) with second-round damage from such a weapon?

Scarab Sages

I'm just bumping to keep this on the front page.

Scarab Sages

In the hopes of getting some kind of reply:

My personal opinion is that the answer is no to both questions. Consider that if the alchemist *did* get his INT mod. on those things, it becomes a viable tactic to *not* want to score a direct hit with these weapons, to instead simply attack an empty square adjacent to your target(s) to deal the guaranteed damage.


I was going to try and answer this, then I read it a few times, and realized I couldn't, but since I have an alchemist in my current game, I want to know as well.

So here is another bump in hopes of help.

My personal inclination is that the summoner does get his INT on the splash damage, since he gets it on his bomb's splash damage. I don't see that as a problem regarding purposefully missing to get "auto" damage, since touch ACs are so easy to hit, and if you miss you roll for a "random" miss location, which is generally adjacent to the target anyhow. May as well roll to hit and get the extra damage from the die.

As for the secondary damage, not sure. I don't think so, as the closest thing the alchemist has is the Acid Bomb discovery, which doesn't seem to imply the secondary damage gets the INT bonus. Sort of like if you used Acid Arrow and Sneak Attack. You get the bonus damage from sneak attack on the first hit, but no sneak attack on the next round's auto-damage.

Still, official clarification would be nice.


d20pfsrd 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. This bonus damage is already included in the bomb class feature.
d20pfsrd wrote:
Creating and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the “Throw Splash Weapon” special attack. Bombs are considered a weapon and can be selected using feats such as Point Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier. Alchemists can learn new types of bombs as discoveries (see below) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

My interpretation of this is that the splash damage is a static number, as referenced above. That number is adjusted by the Int modifier. Since the Throw Anything feat references the previous language of the "Bomb" (Su), it would appear that that same language should apply to any splash type weapon, mundane or not. It also references that those caught in the splash do get a reflex save. Hope that helps.


I believe alchemists get int bonus to both the standard damage and the splash damage, and it applies to all splash weapons.

The Exchange

Tom Baumbach wrote:

Did this question ever get answered? If so, my search-fu is weak.

Do alchemists get add their INT modifier to damage:


  • a) on splash damage with mundane (non-bomb) splash weapons, such as alchemist's fire or acid flask? (The 1 point of splash damage, not the primary damage.) If so, do recipients of this damage receive a Reflex save to avoid half the splash damage?
  • b) with second-round damage from such a weapon?

Sorry for the Thread Necro - but this has come up for me, and like the OP here my search-fu has failed me.

"•a) on splash damage with mundane (non-bomb) splash weapons, such as alchemist's fire or acid flask? (The 1 point of splash damage, not the primary damage.) If so, do recipients of this damage receive a Reflex save to avoid half the splash damage?"
I beleave the first part is true, and the splash damage done with the Acid flack thrown by an Alchemist would be (1 + Int). But do the "recipients" get a Reflex Save for half?
(if they do not, this makes Acid flasks thrown by low level Alchemist stronger than their bombs).

The Exchange

In a related question....

Holy Water Flasks do 2d4 to undead (and evil outsiders). They are splash weapons... so an Alchemist would get his INT bonus added. But do they do 1+INT for a splash, or 2+INT (2 being the minumum for the 2 dice...)?


nosig wrote:

Sorry for the Thread Necro - but this has come up for me, and like the OP here my search-fu has failed me.

"•a) on splash damage with mundane (non-bomb) splash weapons, such as alchemist's fire or acid flask? (The 1 point of splash damage, not the primary damage.) If so, do recipients of this damage receive a Reflex save to avoid half the splash damage?"
I beleave the first part is true, and the splash damage done with the Acid flack thrown by an Alchemist would be (1 + Int). But do the "recipients" get a Reflex Save for half?
(if they do not, this makes Acid flasks thrown by low level Alchemist stronger than their bombs).

"Throw Anything (Ex): 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."

"Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier."

It seems the bonus splash damage dealt by bombs is added by the throw anything ability alchemists get. (Since throw anything states the calculations under bombs area already including the ability). As a result, I would think that the splash from thrown alchemical weapons would also get a reflex save for half.

As for holy bombs, I'd say they do just 1+Int, as their splash is stated explicitly to be 1 damage.
"Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. "

The Exchange

Tarantula wrote:
nosig wrote:

Sorry for the Thread Necro - but this has come up for me, and like the OP here my search-fu has failed me.

"•a) on splash damage with mundane (non-bomb) splash weapons, such as alchemist's fire or acid flask? (The 1 point of splash damage, not the primary damage.) If so, do recipients of this damage receive a Reflex save to avoid half the splash damage?"
I beleave the first part is true, and the splash damage done with the Acid flack thrown by an Alchemist would be (1 + Int). But do the "recipients" get a Reflex Save for half?
(if they do not, this makes Acid flasks thrown by low level Alchemist stronger than their bombs).

"Throw Anything (Ex): 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."

"Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier."

It seems the bonus splash damage dealt by bombs is added by the throw anything ability alchemists get. (Since throw anything states the calculations under bombs area already including the ability). As a result, I would think that the splash from thrown alchemical weapons would also get a reflex save for half.

As for holy bombs, I'd say they do just 1+Int, as their splash is stated explicitly to be 1 damage.
"Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. "

Yeah, I've read both of those sections... and used to always give a save on the splash when an Alchemist used a Splash Weapon, not just on his bombs. But resently I had it pointed out that while an Alchemist Bomb gets a save for the splash, a Splash Weapon (like an acid flash) does not. Otherwise wouldn't there be a save for the damage for anyone throwing an acid flask? (realizing that normally this would be half of 1 point, rounded up to 1.)

I was wondering if there was any place where this "saveing throw for splase weapon damage" was spelled out...

[My past experience on the Rules Forum usually results in getting people giving several conflicting answers ("Yes", "No", "Maybe", and "You're an idiot for asking"). ]


1 person marked this as FAQ candidate.
nosig wrote:

In a related question....

Holy Water Flasks do 2d4 to undead (and evil outsiders). They are splash weapons... so an Alchemist would get his INT bonus added. But do they do 1+INT for a splash, or 2+INT (2 being the minumum for the 2 dice...)?

They're not bombs. Extra damage per dice is specifically for bombs. Even in the description of holy water it says that it's splash is 1 damage to adjacent targets.

_________________

The facts are:

-Non-bomb splash weapons definitely get int bonus to damage and splash damage.

-Delayed damage on such weapons does not get any bonus (unless explicitly mentioned like with immolation bomb)

But with regards to whether non-bomb splash damage should get a reflex save is completely and entirely missing. You CANNOT say that a reflex should apply by RAW, and would have to say no reflex. If you think it should get a reflex save (which is very reasonable), it should be done as a house rule.

I suggest that the question gets FAQ'd

While on that topic, I have the same question for Immolation bomb.
Immolation bomb has a big description covering all it's mechanics in quite a bit of detail, except it completely neglects to mention if the damage it does gets a reflex save (for the splash, not for putting out the fire). While bombs normally do get reflex saves for the splash, immolation splashes over several rounds. It mentions 2 times that it deals damage to all targets in the splash zone with no mention of a reflex save.

Immolation bomb has peculiar mechanics which cause for numerous potential problems for alchemists, so the developers should probably look over the entire skill again to check for interactions (precise bombs, strafe bomb, creatures moving through the splash of an active immolation etc.).

The Exchange

Thank you Joesi for your clear answer!

Scarab Sages

1 person marked this as FAQ candidate.

Can we get something a bit more official?
This came up for me as well, with the added consideration of the secondary damage on Alchemist's Fire. It's damage, caused by the Alch Fire, and by RAW it should apply:

Throw Anything (Ex):

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.

Alchemist's Fire:

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.

Nowhere does it say that the secondary fire is 'normal fire'.

Additionally, the Grenadier archetype grants the ability to apply an alchemical item to a weapon that takes effect on the next foe hit.

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.

This ability replaces poison resistance.


Does the Throw Anything ability only apply to splash weapons when they are used as splash weapons?

Incidentally, I'm fairly sure that the Alchemist adds their Int modifier to subsequent rounds of an Immolation bomb. Not only does the test specifically say it "repeats this (referring to the 1d6+Int) damage against the primary target". Same for the splash damage.


Wow, I had missed that part about Int bonus applying to all splash weapons. That really makes mundane alchemical weapons more attractive.

A save not being mentioned for the splash on mundane alchemical weapons is a good question, worth hitting FAQ.

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