Alchemical Weapons

Throw Splash Weapon

A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square. Splash weapons cannot deal precision-based damage (such as sneak attack).

You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.

If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.

Energy Attacks

Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Name Cost Dmg Critical Range Weight Type Special
Acid 10 gp 1d6 x2 10 ft. 1 lbs. Acid Splash
Alchemist's fire 20 gp 1d6 x2 10 ft. 1 lbs. Fire Splash
Alkali Flask 15 gp 1d6 x2 10 ft. 1 lbs. Acid Splash/See text
Bottled lightning 40 gp 1d8/1 x2 20 ft. 1 lbs. electricity / sonic Splash/See text
Fuse Grenade 100 gp 2d6/1d6 x2 10 ft. 1 lbs. B/Fire Area/See text
Holy/Unholy Water 25 gp 2d4 x2 10 ft. 1 lbs. - Splash/See text
Liquid ice 40 gp 1d6 x2 10 ft. 1 lbs. Cold Splash
Keros Oil 5 gp 1d3 x2 5 ft. 1 lbs. Fire See text
Pellet Grenade, iron 50 gp 1d6/1d6/1d6 - 10 ft. 1 lbs. B/P/fire See text
Pellet Grenade, Silver 70gp 1d6/1d6/1d6 - 10 ft. 1 lbs. B/P/fire See text
Pellet Grenade, Cold iron 100 gp 1d6/1d6/1d6 - 10 ft. 1 lbs. B/P/fire See text
Pellet Grenade, Adamantine 150 gp 1d6/1d6/1d6 - 10 ft. 1 lbs. B/P/fire See text
Powder, Flash 50 gp - - 10 ft. 1 lbs. Fire See text
Powder, itching 60 gp - - 10 ft. 2 lbs. Poison See text
Powder, Sneezing 60 gp - - 10 ft. 2 lbs. Poison See text
Thunderstone 30 gp - - 20 ft. 1 lbs. Sonic Area/See text
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