Thrown items +hit

kipstafoo

First Post
This topic came up in my weekly D&D group that night and I know I read something about it somewhere, but I can't find so I'm wondering if someone else knows the answer.

If you have something like an L1 Alchemist fire, it says: Area burst 1 within 10; +4 vs Reflex.

So the question, are there any other mods taken into account there for +hit? Does it work like a basic ranged attack where you take 1/2 you level + dex mod? Or is it always +4? Some at higher levels they are just dang useless 'cause there's no way you'll ever hit anything with a reflex of 25 or higher?

I know there are higher level versions, but those do more damage and have an inherently higher +hit, but I'm still sure you apply appropriate attribute and level mod to any attack. I reserver the right to be wrong tho. :)
 

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From the Adventure's Vault FAQ

2. Do I add half my level to attack rolls when using Alchemical items?

No, page 274 of the Player's Handbook discusses how to determine the base attack bonus for a power. If it is a power that you know you add half your level to the attack roll, with a attack roll from an item like alchemist fire you would not add half your level because it is not a power you know.
 

Of course, that's a really cruddy answer, given that taken literally, it would nerf all items that gave you class powers as encounter or daily powers (wands, amulet of turning, etc).

Practically, it's "if an item lets you apply a stat bonus to the attack roll, determine it normally; if it instead provides a static attack bonus, do not add half/level or a stat bonus to it".

In essence, consumable items that provide a static attack are designed not to scale with level--otherwise you'd be able to get better-than-at-will attacks consistently for an inconsequential amount of gold at mid and high levels.
 

I think what they're trying to say is that it's the alchemist fire that is attacking the target, you just threw it there. So you don't know it, you just throw it. Items like wands or weapons with attack powers are still dependent on you to make the attack (thus the inclusion of one of your stats in the attack line) so you in a way must know the power to do it. Not the best way to have written it IMO, because its written very similarly to other item powers. I would have distinguished it better like: Standard Action. Alchemist's fire makes an attack: Area burst 1 within 10; +4 vs. Reflex; on a hit, deal 1d6 fire damage; on miss, deal half damage. Pointing out that its the item, not you, making the attack, thus you don't influence it.
 

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