Fuse grenade and alchemists


Rules Questions


hi all
i was wondering if an alchemist throws a fuse or a pellet grenade (from ultimate equipement), do they count as thrown weapons for the int bonus on damage?


I personally am not familiar with the new items from Ultimate Equipment, could you please put their item description down?


here:
FUSE GRENADE PRICE 100 GP
WEIGHT 1 lb.
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. Crafting this item is a DC 25 Craft (alchemy) check

and

PELLET GRENADE PRICE varies
WEIGHT 1 lb.
Iron 50 GP
Silver 70 GP
Cold iron 100 GP
Adamantine 150 GP
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.


I asked pretty much the same thing a couple of weeks ago. Read about it here.

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