Grenadier Alchemist's Alchemical Weapon + Waters of Lamashtu


Rules Questions

Shadow Lodge

Hello everyone! It's me again. This time I have a question regarding the Grenadier.

Alchemical Weapon Description wrote:

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.

The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.

Waters of Lamashtu Spell Description wrote:

This spell generates what appears to be clear, pure water, but is in fact a foul secretion known as the waters of Lamashtu. The liquid functions in all the same ways as unholy water (see curse water). In addition, any creature that is anointed with or drinks this fluid must make a Fortitude save (drinking the waters of Lamashtu is particularly effective—creatures who drink the stuff take a –4 penalty on their save to resist its effects). Success causes the creature to become violently ill, vomit the fluid, and become sickened for 1d4 rounds. Failure indicates the water takes root and drives the victim mad (dealing 1d6 points of Intelligence damage) and twists and deforms the body (dealing 1d6 points of Dexterity damage).

The subject’s Dexterity and Intelligence cannot drop below 1 as a result of this effect. Casting this spell creates approximately 2 ounces of the waters of Lamashtu, enough for one draft or use (if bottled) as a thrown weapon. The fluid can be created and stored indefinitely, though it cannot be created inside a creature. Extensive exposure to the waters of Lamashtu (such as drinking nothing else for months at a time) can have other long-term effects on the target, including the development of monstrous deformities or even total transformation into a beast, depending on the GM’s whim (these mutations are rarely, if ever, beneficial to the victim).

My question is this: Do Waters of Lamashtu count as a "harmful alchemical liquid" for the purposes of being able to use them as Alchemical Weapons? They are harmful liquids created by an alchemist from her own spell list, after all...

Goal: Grenadier Alchemist/Master Chymist Lamashtan avatar whose mutagen form applies Waters of Lamashtu to her claws and fangs to deal the effects of the waters, on top of the natural attack damage.

Thanks a bunch guys!


I would go with no, since holy/unholy water is not listed as an alchemical item, like alchemist's fire and sneezing powerder are.

However, I can see why you could also think yes, since you are creating it with an extract from the Alchemy class feature. Actually, I wonder how Waters of Lamashtu even works as an extract. Extracts normally have to target the alchemist, and Waters of Lamashtu targets the water. Hmmm.... That is really weird.

I do like you concept.

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