You are sitting in the Grand Lodge in Absalom, sharing tips and pointers with a new trainee, when you notice that you are being watched. A wispy woman covered in blue tattoos is peering at you from the shadows. She catches your eye and approaches you, staggering a bit under the weight of an overstuffed bandoleer of alchemical goods.
"Would you like to be my test sub---...Oh, sorry, Venture Captain Valsin told me I need to stop asking every Pathfinder I run across to participate in my experiments... My name is Aura Kholoran. I am an alchemist from the Flesh Forges of Oenipion, in Nex. Actually, my grandmother was an air genie who was...oh, but you probably don't care to hear about my heritage. I heard you giving this new agent some advice, so I figured I would chime in, to talk about the wonder and glory that is..Alchemist's Fire!"
She seems far too excited for the topic at hand, but the trainee seems interested in hearing her out.
"Alchemist's fire is a staple in any Pathfinder's toolkit. Sometimes, you will be swarmed by really, really small enemies, like swarms of insects, too small for you to attack with weapons. What do you do then? Why, you use your trusty alchemist's fire! It has many other uses too--it clings to your target, burning them even after the initial impact. And, what's more, it splashes out to anyone standing next to your target.
Alchemists like me know a few extra tricks to make it even more effective! Only 20gp a pop! Anyway, carry on..."
With that, she turns and starts to walk away.
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 fire.
- Sean K. Reynolds clarified that it does not take a full round action to prepare alchemist's fire or other "ready-to-go" splash weapons. It only takes a full round action to make your own splash weapon, like a molotov cocktail.
- Characters with the Alchemist class feature Throw Anything add their intelligence bonus to damage with splash weapons, like alchemist's fire. Unlike an alchemist's bomb, alchemist's fire provides no reflex save for the splash damage.