
ForsakenM |

I'm just here to make sure I don't jip either myself or any GM, since I'm fairly new to PFS. I'm going to list what I think the numbers come out to, so please feel free to correct me.
When throwing a splash weapon, if I'm correct, your To Hit is: BAB + Dex Mod + Size Mod + Any Range Penalties. For me this comes out to 2+2+1=5, with an extra +1 from Throw Anything, a possible +1 from Point-Blank Shot, and I don't suffer from shooting into combat due to Precise Shot. This ends up often being a +7 To Hit with a splash weapon.
Now for Damage, specifically with Bombs, specificall on direct hit. At Lvl 3, Alchemist bombs deal 2d6 damage. Alchemists add their Int mod to their damage, and I was informed that bombs are considered light throwing weapons, which meant I also add my Dex mod. This comes out to +5, and due to my Pyromaniac trait (and the fact that I can only make fire bombs right now) I add another +1, with another possible +1 from Point-Blank. This often means I add +7 to most bomb attacks upon direct hit.
Now, this is the part I get confused on: splash damage. I was informed that splash damage is equal to the minimum amount of damage the thrown item could deal. I'm not sure how this works though, since Alchemists add their Int mod to their splash dmg as well, and no one informed me on whether I add the possible +6/+7 from everything else. Do I add the original Int/Dex mods, Pyro, and PBS? Do I not add them? Do I only add some of them? Adding it all makes the min dmg 11, which seems pretty steep considering I could hit upto 8 enemies with it. Or maybe it isn't, seeing as the can all make a DC14 Reflex save to take half the damage.
Also, do I not add my Pyro bonus to Alchemist Fire?

Zedth |

2nd'd Marthkus' confusion. You don't add your dex mod to your damage. Not sure where you got that from.
Your splash damage = minimum damage as you said, so yes it would include all off the possible dice (in your case, 2d6, minimum is 2 damage) plus any modifiers such as your Intellect bonus, point blank shot, pyromaniac, etc.
Alchemists are nasty :) Their splash damage is quite significant.

Tribalgeek |

I'm going to go in order here.
1. Where are you getting the +1 to hit from. 2 bab 2 dex 1 what? This might come through if you told us what race you were. I think your a gnome due to the pyromaniac trait so that could be where your getting the +1.
2. I see no rules that say light thrown weapons add dex to damage, I see that thrown weapons including slings add str to dmg. That being said I am pretty positive that it won't work on bombs. Never had an alchemist in any of my groups include it in the dmg for bombs.
Think about it, the damage from the bomb isn't from being hit with it, it's from the sucker exploding.
3. Splash damage is going to be 2 (from the 2d60 + int for sure possibly +1 from point blank but I'm not positive on it. Pyromaniac will factor in as it raises the minimum damage, but considering what I am reading of it if it is the gnome racial trait at lvl three wont do anything, treating the alchemist as one level higher at this point doesn't raise the damage level. If it something other than the gnome racial trait speak up.
No your Pyromaniac doesn't effect alchemist fire if it is the gnome racial trait, it raises specific class features and spells alchemist fire is neither of these.

ForsakenM |

Alright, thank you guys for explaining that to me. Now, just to clarify that I understand everything:
1. Whoever told me (and the website I found that said this) that you add your Dex mod to your dmg when using a Throwing Item (as long as it was considered Light, not Heavy; They said it was Dex for Light, Str for Heavy) is silly. I only add my Dex mod for To Hit.
2. When it comes to min dmg, I look at the minimum amount my die rolls would be, THEN add any and all bonuses. With Pyro and Int mod, and possible PBS, this comes out to 6/7 with a DC14 Reflex for half. That seems a lot more fair.
3. Alchemist Fire is not considered a spell, a granted power of the fire domain, a fire elemental bloodline power or flame mystery revelation, or a bomb. Therefore, it gets no bonuses.
@Tribalgeek: Alchemists gain Throw Anything as a bonus feat at Lvl1. Throw Anything negates the penalties of using an Improvised Weapon, and adds +1 to the Attack Roll when using a Splash Weapon.
As for your statement about the bombs, I agree, but consider this: If somebody whisked a bomb at you, and it physically hit you, I'm sure it wouldn't be pleasant. It would have to be considered nonlethal, and as such is irrelevant.

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3. Alchemist Fire is not considered a spell, a granted power of the fire domain, a fire elemental bloodline power or flame mystery revelation, or a bomb. Therefore, it gets no bonuses.
While you're right about everything else, this actually isn't true. As others have mentioned and is stated in the Throw Anything class feature, in addition to getting +1 to hit and the Feat, you also get to add your Int mod to the damage of all splash weapons. Alchemist fire falls under that banner.

ForsakenM |

ForsakenM wrote:While you're right about everything else, this actually isn't true. As others have mentioned and is stated in the Throw Anything class feature, in addition to getting +1 to hit and the Feat, you also get to add your Int mod to the damage of all splash weapons. Alchemist fire falls under that banner.3. Alchemist Fire is not considered a spell, a granted power of the fire domain, a fire elemental bloodline power or flame mystery revelation, or a bomb. Therefore, it gets no bonuses.
Sorry, I didn't clarify: I meant that it gets nothing from Pyro trait.

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Deadmanwalking wrote:Sorry, I didn't clarify: I meant that it gets nothing from Pyro trait.ForsakenM wrote:While you're right about everything else, this actually isn't true. As others have mentioned and is stated in the Throw Anything class feature, in addition to getting +1 to hit and the Feat, you also get to add your Int mod to the damage of all splash weapons. Alchemist fire falls under that banner.3. Alchemist Fire is not considered a spell, a granted power of the fire domain, a fire elemental bloodline power or flame mystery revelation, or a bomb. Therefore, it gets no bonuses.
Oh, gotcha. No, you're correct, it does not.

Tribalgeek |

Alright, thank you guys for explaining that to me. Now, just to clarify that I understand everything:
1. Whoever told me (and the website I found that said this) that you add your Dex mod to your dmg when using a Throwing Item (as long as it was considered Light, not Heavy; They said it was Dex for Light, Str for Heavy) is silly. I only add my Dex mod for To Hit.
2. When it comes to min dmg, I look at the minimum amount my die rolls would be, THEN add any and all bonuses. With Pyro and Int mod, and possible PBS, this comes out to 6/7 with a DC14 Reflex for half. That seems a lot more fair.
3. Alchemist Fire is not considered a spell, a granted power of the fire domain, a fire elemental bloodline power or flame mystery revelation, or a bomb. Therefore, it gets no bonuses.
@Tribalgeek: Alchemists gain Throw Anything as a bonus feat at Lvl1. Throw Anything negates the penalties of using an Improvised Weapon, and adds +1 to the Attack Roll when using a Splash Weapon.
As for your statement about the bombs, I agree, but consider this: If somebody whisked a bomb at you, and it physically hit you, I'm sure it wouldn't be pleasant. It would have to be considered nonlethal, and as such is irrelevant.
Well the not getting str to it is my opinion, I would talk to your dm about it and what ever he says go with it. Adding your str dmg to the bombs isn't going to break anything so why not.