Upping Splash Damage

So here are the changes to how to make splash weapons better. Flash will remain a standard action, and fast bombs will be allowed when throwing splash weapons. So when making more powerful or more concentrated versions of current splash weapons we will have them increase in the same manner as a monks unarmed combat damage would. So the progression would look something like this. d6, d8, d10, 2d6, 2d8, 2d10. In order to compensate the cost of the vials would increase in a liner fashion, 10, 20, 30, 40, 50, 60 and the DC to make them would also increase in a linear fashion, 15, 20, 25, 30, 35, 40 as the person making them is dealing with ever more volatile forms of the compounds (difference between Dynamite and Liquid Nitroglycerin). While a DC 40 seems excessive for 2d10 at level 10 an alchemist could have a skill prior to the roll of 39 to craft alchemy, they would need to take skill focus(craft alchemy) and Master alchemist, but it is possible for him to make that DC without much effort.

If this is not something that seems fair we can look at other options.

Upping Splash Damage

The Carrion Crown MichaelKnight