Blanking on alchemist's fire


Rules Questions


Okay, I know this is a very basic question, but ...

Quote:
On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

When does the secondary damage take place? On the target's turn following the direct hit, like bleed damage, or on the attacker's turn, like acid arrow?

Option 1:

Round 1, init 20: PC scores direct hit on BBEG with alchemist's fire
init 15: BBEG either acts and takes additional damage OR spends a full-round action trying to extinguish the flames

Option 2:

Round 1, init 20: PC scores direct hit on BBEG with alchemist's fire
init 15: BBEG acts OR spends a full-round action trying to extiguish the flames
Round 2, init 20: BBEG takes additional damage (unless he made the Reflex save) and PC acts again


2


What about for Explosive Bomb?

It's unclear there but seems to imply that the damage is taken immediately, then every round after (since it's missing the "round following" text)

Quote:
The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Sovereign Court

I'd go with the usual definition of a Round from the combat chapter:

Quote:
When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

This means that if you set someone on fire with alchemist's fire and secondary damage occurs the next round, everyone gets one chance to do something about it. Even if you and the enemy are immediately following each other in initiative.

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