Do splash weapons always hit?


Rules Questions

Grand Lodge

If I'm throwing something such as Alchemist's Fire, is it guaranteed to always land within at least one space of the target? Are there rules for falling short or overthrowing?


claudekennilol wrote:
If I'm throwing something such as Alchemist's Fire, is it guaranteed to always land within at least one space of the target? Are there rules for falling short or overthrowing?

There are rules.

Quote:
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.


It's only guaranteed to land within one square of the target if thrown within one range increment

Throwing Splash Weapons

bloody ninjas...

Grand Lodge

Where can I find this in the actual PRD?

Nevermind, it was there all along, I just didn't read that part well enough, apparently.


I bet looking would help.


claudekennilol wrote:
Where can I find this in the actual PRD?
As I already said:
Quote:
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.

I'm not fond of the actual PRD's organization, but it's in the combat section where they talk about Splash Weapons. Same place they give the chart for miss direction.

Grand Lodge

Nothing wrote:
I bet looking would help.

I did look, thanks. My reading comprehension is just awful. Don't be an ass.


Also don't forget that splash damage always deals minimum possible damage, and they still get the save to reduce it.

So a 20th level alchemist the splash damage would be 10+int (also any other special modifiers that might add to the damage). And those affected would get a reflex save for half damage.

Early on splash damage can be effective because of the bonus int damage representing a decent chunck of enemy hp. After a few levels though splash damage just doesn't keep up to be aprticularly meaningful.

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