Splash Weapons
Weapon | Direct Hit Damage | Splash Damage | Critical2 | Damage Type | Reflex DC | Range Increment | Size | Weight | Purchase DC | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Acid, mild | 1d6 | 1 | 20 | Acid | — | 10 ft. | Tiny | 1 lb. | 6 | — |
Molotov cocktail1 | 1d6 | 1 | 20 | Fire | — | 10 ft. | Small | 1 lb. | 3 | — |
1 This weapon cannot be purchased as an item; the purchase DC given is for the weapon’s components. 2 Threat range applies to direct hits only; splash damage does not threaten a critical hit. |
Many splash weapons, such as Molotov cocktails, are essentially homemade devices (improvised explosives). The purchase DC given in Table: Explosives and Splash Weapons reflects the typical cost of the necessary components. See the Craft (chemical) skill for details on making improvised explosives.
Acid, Mild
A character can throw a flask of acid as a grenadelike weapon. A flask is made of ceramic, metal, or glass (depending on the substance it has to hold), with a tight stopper, and holds about 1 pint of liquid. This entry represents any mild caustic substance. Acid may be purchased in many places, including hardware stores.
Molotov Cocktail
A Molotov cocktail is a flask containing a flammable liquid, plugged with a rag. A Molotov cocktail is easily made by hand (Craft [chemical] check DC 10 or Intelligence check DC 15). The purchase DC given is for the components. To use it, the rag must first be lit, requiring a move action (and a lighter or other source of flame). The cocktail detonates in 2 rounds or on impact with a solid object, whichever comes first. A target that takes a direct hit is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire.