Splash Weapons: Difference between revisions

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A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. These include such classic favorites as hornet's nests and bottles of alchemical fire, which is basically magic napalm and the best friend of people fighting trolls.   
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. These include such classic favorites as hornet's nests and bottles of alchemical fire, which is basically magic napalm and the best friend of people fighting trolls.   


you hit the creature's touch AC, the splash weapon deals direct hit damage to the target as described in the item.  It also bursts messily and inflicts a lower amount of splash damage (half) to all creatures within 5 feet of the space of the targeted creature.  Splash damage does not inflict additional damage to the target of the direct hit damage, even if the creature targeted is large enough to be in both the directly-hit square and one or more splashed squares.
To attack a creature with a splash weapon, make a [[ranged touch attack]] attack equals or exceeds the target's AC, the splash weapon deals direct hit damage to the target as described in the item.  It also bursts messily and inflicts a lower amount of splash damage (half) to all creatures within 5 feet of the space of the targeted creature.  Splash damage does not inflict additional damage to the target of the direct hit damage, even if the creature targeted is large enough to be in both the directly-hit square and one or more splashed squares.


Creatures hit with the direct damage of a splash weapon do not get a saving throw to attempt to reduce its damage.  However, any creatures affected by the splash damage of a splash weapon automatically take only half damage from the weapon, just as though they had succeeded on a Reflex save for half.  No actual saving throw is rolled; they just succeed.  However, any creature that has an ability that further reduces damage on a successful reflex save, such as the Evasion class feature, may apply that ability, since they are treated as having succeeded on the saving throw.
Creatures hit with the direct damage of a splash weapon do not get a saving throw to attempt to reduce its damage.  However, any creatures affected by the splash damage of a splash weapon automatically take only half damage from the weapon, just as though they had succeeded on a Reflex save for half.  No actual saving throw is rolled; they just succeed.  However, any creature that has an ability that further reduces damage on a successful reflex save, such as the Evasion class feature, may apply that ability, since they are treated as having succeeded on the saving throw.
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[[Image:Splash_Weapon_Scatter_1.jpg|325px|right|Scatter result of 2]]
[[Image:Splash_Weapon_Scatter_1.jpg|325px|right|Scatter result of 2]]
The GM adjudicates all thrown splash weapons that are not targeted at a creature's touch AC or blindingly obvious area targets such as floors or walls. Such attacks are always against difficult, impeded, or blocked squares. Blocked squares are as solid as the ground, and break flasks reliably, unless they are made of things like flesh or rubber.  As a rough rule of thumb, impeded squares are usually sufficient to break a thrown splash weapon, and squares of difficult terrain are often good as well.  The exact character of the obstacle is left up to the GM.  A flask of acid thrown into dense spider webs is unlikely to break, but that same flask thrown into a tangle of melted sword-blades is almost certain to break, while a tangle of thorny brush falls somewhere in between.
The GM adjudicates all thrown splash weapons that are not targeted at a creature's AC or blindingly obvious area targets such as floors or walls. Such attacks are always against difficult, impeded, or blocked squares. Blocked squares are as solid as the ground, and break flasks reliably, unless they are made of things like flesh or rubber.  As a rough rule of thumb, impeded squares are usually sufficient to break a thrown splash weapon, and squares of difficult terrain are often good as well.  The exact character of the obstacle is left up to the GM.  A flask of acid thrown into dense spider webs is unlikely to break, but that same flask thrown into a tangle of melted sword-blades is almost certain to break, while a tangle of thorny brush falls somewhere in between.


If you target a non-creature square (such as the ground) with a splash weapon and it breaks on impact, creatures in the target square or any adjacent squares are dealt only the splash damage (half damage, no save).  The direct hit damage is not dealt to ANY creature.
If you target a non-creature square (such as the ground) with a splash weapon and it breaks on impact, creatures in the target square or any adjacent squares are dealt only the splash damage (half damage, no save).  The direct hit damage is not dealt to ANY creature.

Revision as of 19:16, 29 July 2019