That splash radius was the bomb, yo


Rules Questions


An Alchemist uses the Throw Splash Weapon special attack when he uses his bombs. The Throw Splash Weapon rules in the book are adequate for most adventures but, not for the Alchemist.

I had a little bit cleared up Here..

For instance if I miss my target and I roll a 1 on my 1d8 does that mean that the bomb lands on me?

If I miss an intersection(which shouldn't happen often) what does it mean by count the number of squares? Starting form which square?

If I roll a 2,4,6 or, 8 on my 1d8 do I count the squares One-Two-One?

Splash radius seems to be a term invented specifically for the Alchemist

If my splash radius is 10 feet instead of 5 feet what does that look like?
My STEEL SQWIRE Miniatures Skirmish Package is useless for this isn't it?
I also have a similar question regarding light.

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
PRD wrote:

Throw Splash Weapon

A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. Splash weapons cannot deal precision-based damage (such as the damage from the rogue's sneak attack class feature).

You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.

If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.


Boy does that NOT HELP AT ALL. I have the core rulebook and know how to get to the PRD I have read the rules over and over again.

Shadow Lodge

Its easiest to just treat it as a ten foot radius blast. Pick an intersection and go from there


0gre wrote:
Its easiest to just treat it as a ten foot radius blast. Pick an intersection and go from there

Thats what I did last game session when I hit a Grid intersection but when you hit a creature you are at least dealing splash damage to the eight squares that encircle the creature.


Roll the d8 -- if you threw at a creature count squares around with 1 being the one closest to the alchemist from the target and go clockwise around them.

If instead you targeted a grid intersection then you'll do the same thing but instead of counting squares around you'll count grid intersections (so you'll start at the grid intersection closest to the alchemist that is adjacent to the target intersection and count around clockwise from there).

Regardless there are eight possible squares(or intersections) that the blast could land in.

o = target
x = possible place a miss will land:

xxx
xox
xxx

With the counting going like this:

456
3o7
218


Abraham spalding wrote:

Roll the d8 -- if you threw at a creature count squares around with 1 being the one closest to the alchemist from the target and go clockwise around them.

If instead you targeted a grid intersection then you'll do the same thing but instead of counting squares around you'll count grid intersections (so you'll start at the grid intersection closest to the alchemist that is adjacent to the target intersection and count around clockwise from there).

Regardless there are eight possible squares(or intersections) that the blast could land in.

PDR wrote:


Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.

Where it says "Squares" do I also count Grid intersections if that is what I originally targeted?

If I count grid intersections then does it only deal splash damage in the four adjacent squares where I stopped counting?

If I count diagonal squares do I use the same rules as a character uses when he moves diagonal spaces?

Does "range increment of the throw" mean the range increment of my bombs or the range which I threw them?


A bomb has a range of 20'. That's its range increment. Every 20' is an additional range increment, imposing a -2 penalty on the attack roll beyond the first. When you miss, your shot is off by the number of range increments you threw. So if your target was only 20' away, it'd scatter one square. Between 20' and 40' would be 2 squares. Etc, etc.


Yes, Yes, Yes, and range increment of the thrown weapon. A bomb has a range increment of 20 feet and therefore will be off by 4 squares.

Seems to me like you have it all figured out now.


Abraham spalding wrote:
Seems to me like you have it all figured out now.

Not everything:

If my splash radius is 10 feet instead of 5 feet what does that look like?

a normal 5 foot splash radius looks like this
XXX
XOX
XXX

does a 10 foot splash radius look like this?
XXXXX
XXXXX
XXOXX
XXXXX
XXXXX

or this?

OXXXO
XXXXX
XXOXX
XXXXX
OXXXO


The second. In the case of intersection it should look like this:
m
o
v
i
n
g
d
o
w
n

10 radius for an intersection hit (moved down to avoid portray):
ooxxoo
oxxxxo
oxxxxo
ooxxoo


Abraham spalding wrote:
The second.

Thanks Abraham spalding

but I'm not done yet

prd wrote:
Smoke bomb*: When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.
prd wrote:
Explosive bomb*: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

"Smoke bomb" seems to suggest that if your splash radius were increased your fog cloud area would increase.

"Explosive bomb" increases the splash radius to 10 but because they both have "*" after there names it seems that these don't stack.

Why do you think they chose to word "smoke bomb" the way they did?


Perhaps they were planning for feats or other features at some time that would increase the bomb's splash radius. If the "whatever" increases the bomb's splash radius 5 feet then the explosive bomb would have a total splash of 15 feet whereas the smoke bomb would have a total splash of 20 feet.

Beyond that I'm not sure -- they've used different wording for similar features before: Sometimes it's to keep things looking and reading fresh other times it is because they want actual different effects. I'll take a guess when possible but I don't try and tell people that I know my guess is right generally.

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