Pielorinho said:
That's fine -- it just sounded like you were coming down really hard on people for trying to make effective characters.
Darklone said:No sneak attack damage with grenade like weapons like alchemists fire...
Sneak Attack: Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can only count as sneak attacks if the target is within 30 feet.
...
*Grenadelike weapons require no proficiency to use. See text for full details on using these weapons.
**Grenadelike weapons deal splash damage to all creatures within 5 feet of where they land.
LokiDR said:I would also like to hear a reference on that SA with grenade-like weapon. Alchemist fire, IIRC, doesn't deal damage untill the next round, so I wonder most about that. If you critical with an alchemist fire, does it double all the damage, or just one round worth?
LokiDR said:I think I need to make a rogue with the pyro feat that sneak attacks with alchemist fire![]()
Pielorinho said:
As far as evil plans go, that one doesn't suck.
(although it can be pretty expensive, especially at lower levels).
Daniel

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.