thorin001 |
I have a 4th level Alchemist (grenadier) with the Explosive Missile discovery. I have an 18 Int. I use Explosive missile to infuse my arrow with the power of my bomb and the Alchemical Weapon ability to attach an acid flask. For the sake of sanity assume the arrow itself does 1d8.
Is the final damage
A. 1d8+ (2d6+4 fire)+ (1d6+4 acid) or
B. 1d8+ 2d6 fire + 1d6 acid +4(fire or acid)
Does the answer chance if I change the acid flask to alchemist fire?
Alchemical Weapon:
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.
Explosive Missile:
As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.
Murdock Mudeater |
I have a 4th level Alchemist (grenadier) with the Explosive Missile discovery. I have an 18 Int. I use Explosive missile to infuse my arrow with the power of my bomb and the Alchemical Weapon ability to attach an acid flask. For the sake of sanity assume the arrow itself does 1d8.
Is the final damage
A. 1d8+ (2d6+4 fire)+ (1d6+4 acid) or
B. 1d8+ 2d6 fire + 1d6 acid +4(fire or acid)Does the answer chance if I change the acid flask to alchemist fire?
Alchemical Weapon:
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.Explosive Missile:
As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.
Using your quotes only, as I read it, you apply the ammunition's normal damage, with the flask attached being consider bonus damage to that. Then you resolve your Bomb serperately for damage. So although one attack, you have two seperate damage rolls (once for the crossbow and flask, and a second one for the bomb). This distinction in damage rolls matters for Resistances and DR only, as they are otherwise the same attack.
ItsJustAce |
The Alchemical Weapon ability does not add your int to damage:
Damage = 1d8 + (strength bow mod) + (1d6 + xd6 + int fire) + 1d6 acid
x= number of extra d6 for alchemist level
Crit Damage = 3d8 + (strenghtx3) + (2d6 + xd6 + intx2 fire) + 1d6 acid
Be aware this consumes your standard action. So, at later levels you will not be able to fire more than one arrow a round.