
Skarm |

Hi all,
The granadier has the Alchemical Weapon class feature, which states as follows:
"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."
So...in theory, I can have any harmful alchemical liquid or powder (alchemical weapon) infused in any other weapon or piece of ammunition:
But...
...since alchemical weapons ARE weapons, I could have alchemical weapons infused with alchemical liquid and powders?
...I could create a mixture with the Hybridization Funnel and infuse that mixture into the chosen weapon?
...could I infuse incredibly damaging mixtures in apparently innocent ammunitions...
...like an Alchemical Acid Fire mixture infused into a featherweight dart? Would this allow to fire inconspicuously from a wrist launcher and still cause 1d6 acid, 1d6 fire and 1d6 fire in the next round to the affected creature?
...if I succeeded the Sleight of Hand skill check to keep the wrist launcher concealed, I could have a low-level NPC *burst in flame* in an apparent (albeit fake) example of "self-combustion"??
What if I ALSO poisoned that dart before loading in the wrist launcher? The above NPC might be killed by the joint effect of poison and alchemical infusion?
I'd have found fascinating to use alchemical weapon with things like pellet grenades, which seem quite weak compared with other alchemical weapons...but apparently this ability doesn't like splashes, spreads or other area of effect effects...
...BUT...if I had a Rogue (Poisoner) of at least 3rd level, I could change a cheap poison (i.e., Red Tears) into an inahalant poison and then glue multiple vials of converted poison to an iron pellet grenade...and...
...when the grenade explodes, the inhalant poison could get spread into the burst area of effect (generating a nasty chemical weapon!!)!!
Would be this do-able?
Also there are some alchemical tools that deal damage, such as the blasting jelly or the phosphorescent gel and there are some weapons that ALREADY have no splash effect...such as a tar bomb!
...so...would be possible infuse blasting jelly into a tar bomb?
...and a wielded alchemical weapon such as the flame fountain firework could be infused with blasting jelly and alchemical fire to deal a devastating fire strike on the first hit opponent as touch melee attack?
There are other inconspicuous weapons like the feartherweight darts...or they are the unique option to damage without being noticed?
The alchemist could use this ability on someone else's weapon (i.e., the barbarian's axe or the paladin's greatsword) to add an "extra kick" to the party strikers?
Thanks,
Skarm

avr |

...since alchemical weapons ARE weapons, I could have alchemical weapons infused with alchemical liquid and powders?
Alchemical weapons being weapons is iffy, same with natural weapons. It may refer to manufactured weapons only.
...I could create a mixture with the Hybridization Funnel and infuse that mixture into the chosen weapon?
This works.
...could I infuse incredibly damaging mixtures in apparently innocent ammunitions...
...like an Alchemical Acid Fire mixture infused into a featherweight dart? Would this allow to fire inconspicuously from a wrist launcher and still cause 1d6 acid, 1d6 fire and 1d6 fire in the next round to the affected creature?
This works too.
...if I succeeded the Sleight of Hand skill check to keep the wrist launcher concealed, I could have a low-level NPC *burst in flame* in an apparent (albeit fake) example of "self-combustion"??
What if I ALSO poisoned that dart before loading in the wrist launcher? The above NPC might be killed by the joint effect of poison and alchemical infusion?
Yeah, yeah.
I'd have found fascinating to use alchemical weapon with things like pellet grenades, which seem quite weak compared with other alchemical weapons...but apparently this ability doesn't like splashes, spreads or other area of effect effects...
...BUT...if I had a Rogue (Poisoner) of at least 3rd level, I could change a cheap poison (i.e., Red Tears) into an inahalant poison and then glue multiple vials of converted poison to an iron pellet grenade...and...
...when the grenade explodes, the inhalant poison could get spread into the burst area of effect (generating a nasty chemical weapon!!)!!
Would be this do-able?
I don't think there's any guarantee that the vials of poison would break at the right time (not immediately when the grenade lands, or even that they would when it explodes), the grenade would be significantly harder to throw IMO (improvised weapon?), and the random delay on a pellet grenade would still be a problem. Not actually impossible IMO though.
Also there are some alchemical tools that deal damage, such as the blasting jelly or the phosphorescent gel and there are some weapons that ALREADY have no splash effect...such as a tar bomb!
...so...would be possible infuse blasting jelly into a tar bomb?
...and a wielded alchemical weapon such as the flame fountain firework could be infused with blasting jelly and alchemical fire to deal a devastating fire strike on the first hit opponent as touch melee attack?
See above; alchemical weapons may not be valid targets.
Edit: missed the below.There are other inconspicuous weapons like the featherweight darts...or they are the unique option to damage without being noticed?
They're the only weapons which work this way without special spells or very high level class abilities which I can think of. What did you have in mind?
The alchemist could use this ability on someone else's weapon (i.e., the barbarian's axe or the paladin's greatsword) to add an "extra kick" to the party strikers?
Works, but remember the 1 minute duration.

avr |

OK, you're probably going to want the illusion of calm extract. This works with thrown weapons to hide your actions should you wish to use javelins or daggers instead of a wrist launcher. Which may be a good idea if you might miss the first shot, considering the full round action required to reload. Javelins have a better range too and daggers are easier to hide, and both do actual damage. The coin shot extract would also work nicely with illusion of calm. Note that there's nothing stopping you casting coin shot more than once in advance, if you've got the extract slots.
If you're serious about using poison, considering that grenadiers lose the poison use and poison resistance abilities, you might want to infuse the poisoned weapon with a ghast retch flask. The sickened condition drops the targets' saves by 2.