Source Core Rulebook
You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.
A direct hit deals 1d6
points of fire damage. Every creature within 5 feet of the point where the flask
hits takes 1 point of fire damage from the splash. On the round following a
direct hit, the target takes an additional 1d6 points of damage. If desired,
the target can use a full-round action to attempt to extinguish the flames before
taking this additional damage. Extinguishing the flames requires a DC 15 Reflex
save. Rolling on the ground provides the target a +2 bonus on the save. Leaping
into a lake or magically extinguishing the flames automatically smothers the
Alchemical Power Components
Source Adventurer's Armory
An alchemical power component is an alchemical item used as a material component or focus for a spell in order to alter or augment the spells normal effects. What follows is a sample of these effects using this item as a component; your GM may allow other combinations.
This dwarven favorite can make fire spells last longer.
hands (M): One target that fails its Reflex saving throw (your choice) catches
on fire as if it has been struck by alchemists fire.
followed by an (M) expend the alchemical item as a material component
followed by an (F) use the item as a focus and do not expend it.
cases, the alchemical item does not have its normal effect and does not
affect any other parameters of the spell. You cannot use the same item
as both a focus and a material component at the same time.
Source Core Rulebook
Using Splash Weapons
Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)
You Hit: Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
You Miss: First, roll 1d8 to determine the misdirection of the throw.
1 - Falls short (straight line towards the thrower.)
2 through 8 - Count around the target creature or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.
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