Just wish to make sure we are all talking about the same thing here...
Under Grenadier they gain the class feature Alchemical Weapon(Su)
[sblock=So you don't have to look it up.[/sblock]
Alchemical Weapon (Su)
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. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces poison resistance.[/sblock]
So on my turn I can use a move action to apply the substance and the a standard action to make an attack.
If using a bow or crossbow you still draw an AoO for the standard action. But the move action is a supernatural ability so does not.
Note: Crossbow users would still need to load their ammunition(unless they applied it to a bolt already loaded).
_________________________________________________
This is my problem area. Please bear with me.
The alchemist discovery Explosive Missile says the following:
[sblock=Explosive Missile]
As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. [/sblock]
So on my Grenadier character's turn his actions could be -
Move - Use Supernatural Ability: Alchemical Weapon
Standard - Use Supernatural Ability: Alchemist Discovery Explosive Missile
Both of which do not draw an AoO.
I don't think you can say you use your standard action to use the Explosive Missile Discovery and still draw an AoO from firing a range weapon since it is part of the ability. For it to work the other way you would be saying the character takes two standard actions that round (using the ability and firing).
Now I'm not saying the ability itself is overpowered, fireball beats it hands down. My problem is it allows for a character to do something (a lot of somethings) without consequences to the actions taken.
I've ranted enough. Needless to say this is why I hate splat books, it's like their all written by players for players.
HM