Alchemist's Throw Anything and Pellet Grenade


Rules Questions


Ok, so alchemists add their INT modifier to splash weapon damage.

Throw Anything:
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.

The pellet grenade from Ultimate Equipment deals three types of damage.

Pellet Grenade:
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.

Assuming, let's say, a +4 INT modifier, how much damage does it deal?


I guess what I'm asking is: would it be 1d6+4B + 1d6+4P + 1d6+4Fire in a 10' radius? If not, where would the +4 apply?


I'm not -entirely- sure Pellet Grenades are splash weapons at all.


Pellet Grenade wrote:
This variant of a fuse grenade has most of the black powder replaced with metal pellets.
Fuse Grenade wrote:
You throw a fuse grenade as if it were a splash weapon.

That was one of the first things I checked. It definitely should apply the bonus. I'm just not sure to what, exactly. I think, as an interim "if it comes up" house-rule, I'm going to say that the bonus damage applies to the 1d6 Fire damage and not to the Bludgeoning or the Piercing damage.


The +4 would be tagged on at the end, as for which type... I'd actually allow the player to choose. Might as well throw them a bone for making a knowledge check high enough to know which to use.


Skylancer4 wrote:
The +4 would be tagged on at the end, as for which type... I'd actually allow the player to choose. Might as well throw them a bone for making a knowledge check high enough to know which to use.

I can dig that. Sounds perfectly reasonable. Thanks.


well the main thing i think is that the text says "fuse grenade as if it were a splash weapon" so it technically is not, but behaves as if, this is what confuses me about applying the alchemist rules on thrown stuff or not


Ismodai wrote:
well the main thing i think is that the text says "fuse grenade as if it were a splash weapon" so it technically is not, but behaves as if, this is what confuses me about applying the alchemist rules on thrown stuff or not

There are no caveats on the "as if it were a splash weapon" bit, leading me to believe that it behaves like a splash weapon in all ways, including interaction with alchemists' Throw Anything class feature.


i+ll discuss this with my GM (i`m the alchemist who wants to add a new toy to my arsenal) :P

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Abyssian wrote:
Ismodai wrote:
well the main thing i think is that the text says "fuse grenade as if it were a splash weapon" so it technically is not, but behaves as if, this is what confuses me about applying the alchemist rules on thrown stuff or not
There are no caveats on the "as if it were a splash weapon" bit, leading me to believe that it behaves like a splash weapon in all ways, including interaction with alchemists' Throw Anything class feature.
Fuse grenade wrote:
You throw a fuse grenade as if it were a splash weapon.

That's your caveat right there. It says that it's thrown as a splash weapon, but doesn't mention sharing any other properties. So I'd have to say it doesn't get bonus damage.

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