Oil, Alchemist’s Fire
You can throw a flask of alchemist’s fire as a splash weapon with a range increment of 10 feet.
Source Core Rulebook
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.
Craft (alchemy) DC: 20
Alchemical Power Component
Source PZO9410
This dwarven favorite can make fire spells last longer.
- Burning Hands (M): One target that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
- Fireball (M): One target per caster level that fails its Reflex saving throw (your choice) catches on fire as if it has been struck by alchemist’s fire.
- Flaming Sphere (M): Any creature damaged by a flaming sphere catches on fire as if it has been struck by alchemist’s fire.
- Protection from Energy (M): If cast to ward against cold, increase the amount of cold damage absorbed by 5.
- Resist Energy (M): If cast to ward against cold, increase the cold resistance to 12. At caster level 7th, you may use two flasks of alchemist’s fire as a power component to increase the cold resistance to 24. At caster level 11th, you may use three flasks as a power component to increase the cold resistance to 36.
- Scorching Ray (F): Add a +1 circumstance bonus on your attack roll with all rays from the spell.
- Scorching Ray (M): Any target damaged by a scorching ray catches on fire as if it has been struck by alchemist’s fire.