The Rogue takes his time to target the face or joint or other weak spot to do lots of time. So he does extra damage with he hits and attacks less (reflected in his BAB) often than the fighter.The Rogue has some way of increasing the liquid's damage, though. It's up to each individual group to come up with a flavor reason for this, but the rules seem pretty clear to me. Obviously, the Rogue hits just the flammable spot ("go for the beard!"), or propels the flask so most of the liquid splashes in one direction, or everybody else just throws grenade-like stuff at people's feet instead of directly at their body, or whatever. "Makes no sense" is really not an impressive argument in a fantasy game.
The pint of ale, by the way, would deal more damage in the hands of a Rogue (if it deals damage at all, that is).
The fighter relies on hitting harder and more frequently than the rogue. Thus, his higher BAB that can be used on PA and greater number of number of attacks per round than a rogue.
Bad 2nd & 3rd degree Burns are said to be one of the most painful injuries you can suffer. Every time someone flexes that joint will feel it. Remember Hit Points represent both your ability to take damage and your ability to avoid and ignore physical damage.
The fighter who takes weapon focus (acid flask) and then weapon specialization (acid flask) has learned how to throw the flask with more momentum and better aim than others. The container of the acid flask does more damage on impact than someone without the two feats.How does weapon specialisation allow a fighter to deal more damage with throwing acid?
Simply apply the same logic to sneak attack.![]()
There my justification of the RAW rules allowing you to apply sneak attack and weapon specialization to these grenade-like weapons.