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*Pathfinder & Starfinder
Alchemical Fireballs?
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<blockquote data-quote="Psifon" data-source="post: 339052" data-attributes="member: 3171"><p><strong>Re: Alchemist Fire</strong></p><p></p><p></p><p></p><p>I got this damage increase from a post (about a year ago) where the poster said that he had written the Sage about this. The Sage was quoted as saying that you should use the increased weapon size rules for each doubling of the volume of the liquid. Alchemist fire comes in a flask. A flask is one pint. 8 pints to the gallon, and so 16 flasks in two gallons. The table used in determining the damage was from the monster manual (and other places):</p><p></p><p>Old Damage (Each)* New Damage</p><p>------------------...............----------</p><p>1d2................................1d3</p><p>1d3................................1d4</p><p>1d4................................1d6</p><p>1d6................................1d8</p><p>1d8 or 1d10......... ..........2d6</p><p>1d12..............................2d8</p><p></p><p></p><p>So starting with 1d6 over two rounds, with 1 point of splash damage you get the progression I listed on the prior page (see previous post). Note that this gives you 4x the damage for 16x the cost.</p><p></p><p>I like this system because it makes intuitive sense, and it uses existing rules to solve a problem that is not covered in the rules. Namely, how much damage does a gallon of alchemist fire do? I presented this to my DM as a suggestion (note: suggestion) about how to answer this question. It is up to him to decide whether to use it or not.</p><p></p><p>There is NO QUESTION that I can create a two gallon container of alchemist fire and shrink it with the shrink item spell. So my decision to do so, forces my DM to make a ruling. This is why (despite Kreynold's assertion to the contrary), my trick doesn't use house rules. What it DOES do is force my DM to make house rules. I CAN DO THIS. The question is how will it work in game terms. As you can see in my previous post, this is for the DM to decide, and no one else.</p><p></p><p>I still think it's a good trick tho.</p></blockquote><p></p>
[QUOTE="Psifon, post: 339052, member: 3171"] [b]Re: Alchemist Fire[/b] I got this damage increase from a post (about a year ago) where the poster said that he had written the Sage about this. The Sage was quoted as saying that you should use the increased weapon size rules for each doubling of the volume of the liquid. Alchemist fire comes in a flask. A flask is one pint. 8 pints to the gallon, and so 16 flasks in two gallons. The table used in determining the damage was from the monster manual (and other places): Old Damage (Each)* New Damage ------------------...............---------- 1d2................................1d3 1d3................................1d4 1d4................................1d6 1d6................................1d8 1d8 or 1d10......... ..........2d6 1d12..............................2d8 So starting with 1d6 over two rounds, with 1 point of splash damage you get the progression I listed on the prior page (see previous post). Note that this gives you 4x the damage for 16x the cost. I like this system because it makes intuitive sense, and it uses existing rules to solve a problem that is not covered in the rules. Namely, how much damage does a gallon of alchemist fire do? I presented this to my DM as a suggestion (note: suggestion) about how to answer this question. It is up to him to decide whether to use it or not. There is NO QUESTION that I can create a two gallon container of alchemist fire and shrink it with the shrink item spell. So my decision to do so, forces my DM to make a ruling. This is why (despite Kreynold's assertion to the contrary), my trick doesn't use house rules. What it DOES do is force my DM to make house rules. I CAN DO THIS. The question is how will it work in game terms. As you can see in my previous post, this is for the DM to decide, and no one else. I still think it's a good trick tho. [/QUOTE]
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