I also had some questions in the second post.
Ignore the one about using Falling Star with Mach. Mist. upgrades. Stone Dragon needs [Magitech] weapon to use, so I am guessing Falling Star needs them too.
So revised questions:
1) How do Martial Maneuvers that give extra damage dice to each arrow or a bonus to attack, interact with the splitting enchantment?
For example, this one.
Pilot Arrow
Falling Star (Strike) [Force]
Level: Crusader 4, Swordsage 4
Prerequisite: Two Falling Star maneuvers
Initiation Action: 1 full-round action
Range: Weapon range
Target: One opponent
Duration: 3 rounds
Your first arrow becomes charged with energy, drawing the rest of your arrows towards it. When you initiate this maneuver, you make a ranged full-attack on one enemy. Your first arrow receives a +10 to hit and deals an extra 4d6 points of damage. If the first arrow hits, the rest of your attacks this round and any attacks you make against that opponent for the next three rounds receive a +5 to hit and deal an additional 3d6 points of damage.
Does the first arrow's +10 to hit go only to one arrow, or since the arrows splits into two identical arrows they bot get +10?
2) How does crafting with special materials work? How do you calculate base material cost?
3) This maneuver allows me to use an alchemical item that affects one person and instead affect an area.
ALCHEMICAL BOMB
Experimental Alchemy (Strike)
Level: Machinist 3
Initiation Action: 1 standard action
Range: Thrown
Effect: 10-foot radius burst
Duration: Instantaneous
Saving Throw: Reflex half
With a swing of your arm and the release of a catch, you toss a small canister at your foes, which bursts in midair to release a cloud of deadly chemicals.
As part of this maneuver, you use the hydraulic or pneumatic equipment in your armor to load an alchemical substance into a canister with a short-fuse detonator, which you then toss at your foes. This is a thrown splash weapon with a 10-foot range increment, which you aim at a grid intersection (see Player’s Handbook p.158 for details). Instead of affecting a single target, the alchemical substance affects all creatures (and objects, if applicable) in a 10-foot radius burst. You do not need to roll to hit, but if the alchemical substance deals damage, affected creatures may attempt a Reflex save (DC 13 + your Intelligence modifier) for half damage. If the alchemical substance normally offers a saving throw, creatures save against it using its normal DC or this maneuver’s DC, whichever is higher. The alchemical spray is instantaneous, but if the alchemical substance used has an effect over a duration, it operates over its normal duration in the usual fashion.
Special: To initiate this maneuver, you must expend one dose of an alchemical substance that can be sprayed over an area (such as a liquid, goo, or powder). The alchemical substance used determines the effect delivered by the spray.
Can I use it with, let's say Ghostblight, and affect everyone's weapons in the area of effect?
4) I read somewhere, not sure where, that you can create poisons with Craft[alchemy] if you take a -4 penalty on the roll.
Can you?
If you can, can I use those poisons with the maneuver above?