Alchemists, Splash Weapons (Not Bombs), and Splash Damage.


Rules Questions

The Exchange

So I'm looking to spin up a Rat-Folk Alchemist (YAY SYNERGIES) for PFS (I do have a Rat-Folk Boon). But I'm trying to learn all the little details about the class as someone who's really only focused on Martial Characters before.

The spells for the most part seem pretty straight forward. They are all elixirs that I will drink and upon doing so will either be cast on myself (Target:personal) I can Touch someone to have it effect them (Target: creature touched) or I can apply to one or more people at close range (Target: One creature/caster level within 25+5' per level).
A little odd for sure, but who ever said anyone chugging down concoctions like alchemists do would be anywhere near normal?

My Biggest question for the time being revolves around Throw Anything, how it's described in the Bomb Class feature, and if that description supersedes the default splash damage of normal splash weapons (particularly I noticed the issue as it would apply to Holy Water)

Throw Anything (Ex): wrote:
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Bomb (Su): (EXCERPT) wrote:
Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Holy Water: (EXCERPT) wrote:

Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.

A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

So here's the question, Does the splash dmg from a flask of holy water deal 2+int mod (minimum dmg) or does it deal 1+int mod (listed splash dmg). I know, its a minor difference, but a few hits for 1 extra splash dmg could be the difference in a horde of skeletons and massive pile of bones. I think that a bomb's splash damage is its minimum damage, and this is a specific feature of bombs, not a result of the throw anything ability being added to the bomb. This would mean holy water splash damage would simply be 1+int modifier.

Also there's a question with Alchemist's fire on whether the bonus INT modifier to damage would also be applied on the extra round of burn damage? Direct hit would be 1d6+INT MOD, is the additional round also 1d6+INT or is it just default 1d6?

Alchemist's Fire: wrote:
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.

My logic here, is throw anything simply says it adds int modifier to damage when using splash weapons, the additional rounds of dmg are still as a result of a splash weapon, so I would think the int modifier is included. But I may be extrapolating, vs just applying rules.


Holy water is not an alchemist's bomb, so splash damage from holy water thrown by an alchemist is only 1+Int mod.


Elixirs don't work that way, they work like potions which only affect the drinker. Yeah, it makes some of the extracts kind of weird, like the communal versions. To affect other people, you need to get the infusions discovery, and then you can hand them the infused extract so they can drink it when they want.

The 'splash damage is equal to minimum damage' is only for alchemist bombs. Holy water would apply your int bonus to its particular splash damage (1 + INT).

I think most people believe the INT damage is only done on the first hit, not the subsequent round of fire damage.

Sovereign Court

Yes, the splash damage of a bomb is it's minimum damage.

The splash damage of regular alchemical weapons is just the splash damage listed in the item's description; but alchemists also apply their Throw Anything bonus to the splash damage of those, so that makes them significantly scarier.

An Intelligence 16 (+3) alchemist would throw holy water for 2d4+3 on a direct hit, and 4 splash damage. Since skeletons have only 4HP and undead are destroyed at 0HP, that means you can get through them pretty fast!

--

Now here's something that startles a lot of people: although alchemists do more damage with non-bomb splash weapons, nobody gets a saving throw against that. Because the original item didn't give a save for half splash damage (it only did 1 splash damage).

The trick with that is that some low-level enemies have good touch AC, like goblins. They also have a good chance at making their saving throw against a bomb's splash damage. But if you throw an acid flask next to them, they take full damage.

--

Note that the Point-Blank Shot feat only applies on direct hits.

Sovereign Court

Red Metal wrote:
Holy water is not an alchemist's bomb, so splash damage from holy water thrown by an alchemist is only 1+Int mod.

The bonus damage alchemists get from their Throw Anything ability also applies to other splash weapons:

Throw Anything wrote:
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Since holy water is a splash weapon, alchemists do bonus damage with it.


Ascalaphus wrote:
Red Metal wrote:
Holy water is not an alchemist's bomb, so splash damage from holy water thrown by an alchemist is only 1+Int mod.

The bonus damage alchemists get from their Throw Anything ability also applies to other splash weapons:

Throw Anything wrote:
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Since holy water is a splash weapon, alchemists do bonus damage with it.

The question at hand was not whether alchemists get INT bonus damage on splash damage, but whether splash damage for non-bombs followed the 'bomb recipe' which was minimum damage of the direct hit.


Ascalaphus wrote:
Red Metal wrote:
Holy water is not an alchemist's bomb, so splash damage from holy water thrown by an alchemist is only 1+Int mod.

The bonus damage alchemists get from their Throw Anything ability also applies to other splash weapons:

Throw Anything wrote:
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Since holy water is a splash weapon, alchemists do bonus damage with it.

Yes, that's what I said.

The Exchange

Red Metal wrote:
Ascalaphus wrote:
Red Metal wrote:
Holy water is not an alchemist's bomb, so splash damage from holy water thrown by an alchemist is only 1+Int mod.

The bonus damage alchemists get from their Throw Anything ability also applies to other splash weapons:

Throw Anything wrote:
All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Since holy water is a splash weapon, alchemists do bonus damage with it.
Yes, that's what I said.

Yes, looks like we are all on the same page here, that's how I was interpreting it too, just wanted to run it by some more people in case I was wrong.


Just double check the rules on elixirs, they basically work just like potions.

The Exchange

_Ozy_ wrote:
Elixirs don't work that way, they work like potions which only affect the drinker. Yeah, it makes some of the extracts kind of weird, like the communal versions. To affect other people, you need to get the infusions discovery, and then you can hand them the infused extract so they can drink it when they want.

Of course... in the first read-through with all the extracts, infusions, mutagens, discoveries. I got lost a little bit. I see where that's called out in the Alchemy (SU) Ability.. Guess that really puts a damper on a lot of the options. Especially for the things like Negate Aroma, Resist Energy, Lesser Restoration...

I'm already thinking by the time it's level 5 and hits lvl 3 extracts I'll be earmarking a significant portion of lvl 2's for alchemical allocation..

The Exchange

_Ozy_ wrote:
Just double check the rules on elixirs, they basically work just like potions.

Yeah, basically potions, that don't get any of the benefits from potion based feats/abilities. It was buried in the Alchemy (SU) portion of the class, and by the time I was looking through all the actual extracts in Hero Lab and seeing the spell descriptions I'd forgotten that part.

I'm already having a fun time trying to figure out how to track half the moving parts in Hero Lab accurately, or if I'll just have to resort to running this character only on paper.

I may have to sit down with one of my player/gm friends that plays an alchemist in hero lab and see how he manages everything.

The Exchange

a point on Critical Hits with Splash Weapons often over looked...

The Alchemist does x2 damage - and that includes his INT bonus. (with his bombs only the Base Die is doubled - normally only +1d6 along with his INT bonus).

So a 5th level Alchemist that rolls a Crit would do 2d6+2INT with Liquid Ice or [(3d6+INT)+(1d6+INT) with his bomb] to whatever he hit.


Glorf Fei-Hung wrote:
_Ozy_ wrote:
Elixirs don't work that way, they work like potions which only affect the drinker. Yeah, it makes some of the extracts kind of weird, like the communal versions. To affect other people, you need to get the infusions discovery, and then you can hand them the infused extract so they can drink it when they want.

Of course... in the first read-through with all the extracts, infusions, mutagens, discoveries. I got lost a little bit. I see where that's called out in the Alchemy (SU) Ability.. Guess that really puts a damper on a lot of the options. Especially for the things like Negate Aroma, Resist Energy, Lesser Restoration...

I'm already thinking by the time it's level 5 and hits lvl 3 extracts I'll be earmarking a significant portion of lvl 2's for alchemical allocation..

Yeah, especially at higher levels, I've often used Amplify Elixir + Alchemical Allocation to boost the duration of some long lasting potions. You start to turn 10 min/level buffs into several hour buffs.

Depending on your party makeup, infusion is usually a must-get discovery, so you can use your extracts on your teammates when necessary.

Giving a monkey tumor familiar poisoner gloves with some buff extracts loaded up can help with the action economy in combat.

Finally, there's no '8 hour recent casting' rule for alchemists. So, whenever your GM decides your extract slots 'refresh', you can drink extracts right before and not cut into your slots for the day (if you have any extracts left over). If your slots refresh in the morning you can get some long lived extracts nominally 'for free'.

Leaving slots open is also a good idea since it only takes you a minute to make an extract.

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