Rules Quesiton: Advanced Firework Techniques and Fuse Grenades


Pathfinder Society


I've seen over in the general PFS section people reverence the Advanced Fireworks Techniques:

Quote:

Characters who possess ranks in the Craft (alchemy) skill can use the following advanced techniques to improve their fireworks.

Fuse Lengths: Fireworks often have a slow-burning fuse, which allows the user to get away to a safe distance. A character with 3 or more ranks in Craft (alchemy) can increase the fuse length of a firework (a full-round action) to cause a 1- to 2-round delay between ignition and detonation. A character with 6 or more ranks in Craft (alchemy) can adjust the fuse length to create up to a 1-minute delay.

Lighting Multiple Fuses: A character with 5 or more ranks in Craft (alchemy) can light a number of fireworks within reach equal to 1 + her Dexterity modifier as a full-round action.

Shortening Fuses: A character with 2 or more ranks in Craft (alchemy) can cut a fuse so that the firework detonates at the end of her turn; however, if the wielder rolls a natural 1 on her attack roll when throwing a firework with a shortened fuse, the firework misfires in her hand.

Multiple times, I've seen people try to apply this to fuse grenades. Has there been any official ruling on this? Or is this more of a house ruling and best not to be tried in PFS?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Which book is this from?

Sczarni 5/5 5/55/5 ***

Fuse Grenades aren't Fireworks, though...


Jared Thaler wrote:
Which book is this from?

By the looks of it, the Alchemy Manual Player Companion Guide, page 28.

Nefreet wrote:
Fuse Grenades aren't Fireworks, though...

Exactly my thoughts as well! I've seen it mentioned here and here. I would hardly call either a reputable source, however, so I'm pretty much just looking for confirmation that this would not work in PFS.

Sczarni 5/5 5/55/5 ***

Well, as a general Pathfinder rule, you need to show evidence that you can do something, not evidence that you can't.


Nefreet wrote:
Well, as a general Pathfinder rule, you need to show evidence that you can do something, not evidence that you can't.

Absolutely agree and apologies if I was being unclear! I was more seeing if this has been confirmed as okay and I just couldn't find the reference, but it's sounding like this is not a commonly accepted practice and it's better to just steer clear in official play.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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From AR:

The spontaneous alchemy rules on pages 4-5 are legal for play;
Archtypes...
Equipment...
Feats...
Misc.: the new abilities for improved homunculi on page 14 are legal for play. The ooze crafting section on pages 22-23 is not legal for play. The herbalism as alchemy section on page 24 is legal for play. The mythic path abilities and 1st-tier universal path abilities sections on page 26 are not legal for play.

It doesn't look like using your craft alchemy to make custom fireworks is legal in PFS.

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