
ohako |
Bandolier:This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other's way and restrict your movement).
1. I load a bandolier with 8 flasks of alchemist's fire. (or 8 thunderstones, or holy water, or whatever)
2. Clearly I can't throw it, or if I did, I would suffer horrific penalties to actually hit something with it.
3. Someone casts create pit and traps some poor monster.
4. I walk up to the pit, and drop in the bandolier, aiming at the monster. Hopefully I make my Reflex save to avoid falling into the pit myself.
Question: Does my victim take 8d6 fire damage?

Claxon |

It's not covered clearly under the rules. It's a GM adjudication at this point. The items weren't intended to be used in this manner, and nothing within the rules clearly explains how you should run it. Part of the issue is, that if this works why can't you attempt to throw the entire bandolier at a creature? Mabe you have big penalties to hit, maybe the range is only 5ft. But, it still allows you to get big burst damage if you can hit.
I think the problem is one that boils down to aciton economy and how this sort of thing subverts it. If this where reality it would surely be possible to put a bunch of flasks in a bag and throw it hoping they would hit the target and cause massive damage. But for game balance, it's probably better if it doesn't work.

Claxon |

The victim will only take direct hit damage if you hit it with a touch attack. Thus if you dropped 8 flasks, you'd only do 8 fire damage.
You know what, thats probably the best way to handle it.
SAy that you can only target a creature with one flask. If you drop more than one flask at a time, they only do splash damage to creatures in the area.
Note that this would actually make it a waste of flask since each would only do 1 point of damage. You could build up to large amounts of damage theoritically, but it wouldn't be a very useful strategy with the weight and needing to carry and move around the items.
Possible, but impractical. And it maintains balance.

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The victim will only take direct hit damage if you hit it with a touch attack. Thus if you dropped 8 flasks, you'd only do 8 fire damage.
WOW! my alchemist would really love this ruling.
Let's think this ruling thru more.
he does 1 + INT (for him that's 10 right now, so 11 points with each splash), so anything which would increase the number of SPLASHES would very much increase damage. 8 splash damages would be 88 points - with no save.
A better way MIGHT be to treat a hit by more oil/fire stuff/acid as doing a longer duration of burn. So something (the Target) would take burning damage (1d6) for being hit, then burn for a round per flask hit with (or perhaps splashed with). And maybe would be able to try to put the fire out (reflex save, with a bonus for "drop and roll").... Other attackers might try to splash more flammables to extend the duration even more...

DrDeth |
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Well, Ok, OP, if your alchemist fell into the pit, would you think it's OK for the DM to rule all your bombs & alchemical stuff to go off, your potions smash, etc?
No. I think that the rules indicate that such stuff must be triggered, which is part of the attack action.
Thus, just dropping them doesn't necessarily set them off.
You just have to take attack options, but of course dropping them would give a bonus to hit.

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What you may be looking for is a keg of black powder...
Black Powder: Black powder is the key explosive component within a firearm that enables it to function, but in larger amounts this alchemical material can be quite destructive on its own as well. A single dose of black powder is enough to power a single shot from most one-handed and two-handed firearms, while 10 doses are required to fire a cannon. Black powder is often stored and transported in kegs (which hold 100 doses), but in this quantity the powder itself becomes dangerous. Exposure to fire, electricity, or a misfire explosion causes black powder to explode—a single keg that explodes in this manner deals 5d6 points of fire damage to anyone within a 20-foot burst (DC 15 Reflex half). Storing black powder in a powder horn protects the powder from explosion.
... it has a base price of 1,000gp, but the Gunsmithing Feat lets you craft that for only 100gp worth of materials (crafting a 5d6 damage wand of fireballs, by comparison, costs you 112.5gp worth of materials per 5d6 damage 'shot').