Splash Weapon Self Imolation


Rules Questions

Grand Lodge

When a splash weapon hits a target, it does partial effect to the creatures in each of the surrounding squares.

Could you smash an alchemical weapon over your own head, take full effect, and splash everyone around you? What would the DC be?

Basically, the situation is that we are running into a bunch of creatures that cast darkness. Glow ink glows and is visible in darkness, even magical darkness, but not deeper darkness. Glow ink mixed in marker dye makes the marker dye glow and marker dye is a splash weapon. I want to give everyone in the party marker dye glow ink. That way, if you get stabbed, you just break it over your head, and you, and your opponent are now glowing. Now everyone can target your opponent, and I can find you to heal you. (Obviously, if you have darkvision, just throw it at the nearest intersection to the opponent and take the DC 5 check, but I don't want to wast mine on a 50% miss chance from concealment, so if I can just break it against my helmet or shield that is even better.)

Sovereign Court

You should be just fine aiming at AC 5 and throwing it at your feet to splash into all adjacent squares.

An interesting solution though you'd need to be careful as your allies would only notice that now there are two+ things splashed a particular color and they might not be sure which is you and which is your opponent.

Grand Lodge

I'm the one either belting out gnomish war cries or screaming in terror (depending on if I have run out of rounds of bardish performance.) I'm a gnome bard, I think they will figure it out :)

My worry is that if I "throw" it, i.e. if it leaves my hand, then a very strict Gm could say "Okay, roll you concealment, 50% miss chance. You missed? Okay, it travels one range increment, 20 feet, in a random direction."

If it never leaves my hand it can't travel off and explode somewhere else and be wasted. At worst it can fail to break.

Shadow Lodge RPG Superstar 2010 Top 8

I'd allow a character to hit themselves automatically, no roll or miss chance or any of that. But that's just me, your GM might feel differently.

Grand Lodge

Morgen wrote:
An interesting solution

We are full of interesting solutions. Last week we had the fighter bullrush the enemy using the door the enemy was hiding behind. It still took us 4 more rounds to kill him. Even with AoO when he tried to stand back up.


FLite wrote:
My worry is that if I "throw" it, i.e. if it leaves my hand, then a very strict Gm could say "Okay, roll you concealment, 50% miss chance. You missed? Okay, it travels one range increment, 20 feet, in a random direction."

I just wanted to point out that it won't travel 20 feet if you miss on a close throw like that. Here's why, from the Throw Splash Weapon section of the combat rules:

Throw Splash Weapon

PRD wrote:
Then, count a number of squares in the indicated direction equal to the range increment of the throw.

Suppose you are throwing a splash weapon with a range increment of 20 feet. If your target is 20 feet away, that is 1 range increment. A miss will travel 1 square in a random direction. If you throw it 60 feet, that's 3 range increments, so a miss will travel 3 squares.

So if the enemy is within a single range increment and you miss, it will only scatter by 1 square, so the splash will still hit them.

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