Talk:Alchemist: Difference between revisions
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(RD) I think the principle advantage of using a sling, slingstaff, or stonebow with bombs is the range increment increase (which is massive). However, if you think they should also modify the damage of the bombs, I'm open to suggestions (perhaps just a flat 'base weapon damage' of 1, 2, and 3, respectively?) | (RD) I think the principle advantage of using a sling, slingstaff, or stonebow with bombs is the range increment increase (which is massive). However, if you think they should also modify the damage of the bombs, I'm open to suggestions (perhaps just a flat 'base weapon damage' of 1, 2, and 3, respectively?) | ||
they also let you get an enhancement bonus, magic properties, and a dweomermetal, so that's ''pretty'' good, also. I think the base weapon damage is just replaced by the bomb's own damage (much like how a monk or brawler can use brass knuckles but deal their special damage instead). | |||
* Regarding the Large Target feat, I would argue that it don't work for bombs at all, since you aren't using the sling's damage (and that feat specifically states it modifies the sling's damage, not adders like sneak attack, etc.). | |||
* Deadly aim, being a flat damage bonus, I'd allow, since it isn't modifying anything; it's bonus damage you gain by taking a penalty to to-hit. | |||
speaking of projectile weapons, the projectile bomb discovery basically adds a weak version of 'alchemical' to all projectile weapons. would a projectile bomb do ammo damage (say, as a dural skiprock or a broadhead arrow) AND bomb damage? is this obvious and doesn't need clarification? hrrrm. | speaking of projectile weapons, the projectile bomb discovery basically adds a weak version of 'alchemical' to all projectile weapons. would a projectile bomb do ammo damage (say, as a dural skiprock or a broadhead arrow) AND bomb damage? is this obvious and doesn't need clarification? hrrrm. |
Revision as of 21:58, 18 November 2020
1st Selective (Feat) 3rd Point-Blank Shot (Feat) 5th Ammo Drop (Feat) 7th Large Target (Feat) 9th Splash Weapon Mastery (Feat) 11th Bomb, Improved (Feat) 13th Arc Slinger (Feat) 15th Prone Slinger (Feat) 17th Rod Whisperer (Feat) 19th Dodge (Feat) 21st Bomb, Mighty (Feat) 23rd Mobility (Feat) 25th Shot on the Run (Feat) 27th Weapon Focus (Feat) - Sling 29th Meta-Extract (Feat) 31st Cataclysm in a Bottle (Feat) 33rd Annus Mirabilis (Feat) 35th Empowering Bomb (Feat)
*good catch, although now that i thought about it, how does bombs and Large Target work? or deadly aim? or combat expertise? should we clarify, or is that what GM's are for?
thinking about it some more, I think we should add a note how bombs and pop rocks interact with slings, slingstaffs, and stonebows. an alky with a stonebow is a VERY interesting build, and the slingstaff might be even moreso. i think alchemical bombs should have a weapon damage component so this interaction with alchemical weapons is clearer. that should also clear up deadly aim...some... combat expertise seems to work just fine with thrown or projectile weapons as written, is that as intended? (i'm thinking yes)
(RD) I think the principle advantage of using a sling, slingstaff, or stonebow with bombs is the range increment increase (which is massive). However, if you think they should also modify the damage of the bombs, I'm open to suggestions (perhaps just a flat 'base weapon damage' of 1, 2, and 3, respectively?)
they also let you get an enhancement bonus, magic properties, and a dweomermetal, so that's pretty good, also. I think the base weapon damage is just replaced by the bomb's own damage (much like how a monk or brawler can use brass knuckles but deal their special damage instead).
- Regarding the Large Target feat, I would argue that it don't work for bombs at all, since you aren't using the sling's damage (and that feat specifically states it modifies the sling's damage, not adders like sneak attack, etc.).
- Deadly aim, being a flat damage bonus, I'd allow, since it isn't modifying anything; it's bonus damage you gain by taking a penalty to to-hit.
speaking of projectile weapons, the projectile bomb discovery basically adds a weak version of 'alchemical' to all projectile weapons. would a projectile bomb do ammo damage (say, as a dural skiprock or a broadhead arrow) AND bomb damage? is this obvious and doesn't need clarification? hrrrm.
(RD) I think it's pretty clear. However, looking at it now, through the lens of negative bab, it should probably allow more than one piece of ammo to be imbued per swift action (using an equivalent number of bombs or pop rocks, of course). We could instead make the discovery grant the 'alchemical' quality to any projectile weapon, and then you don't have to worry about how much ammo you can imbue. Another problem with this discovery is the fact that alchemists aren't proficient with very many projectiles... perhaps the discovery should also give them proficiency with all martial projectile weapons (they start with simple)? The more I dig into this discovery, the less I like it... maybe we should just delete it. well, simple projectiles are light and heavy crossbows, and to be honest, those are kind of awesome now :) also, an alchemist shooting bombs out of his fancy crankstick is just such a great mental image, i kind of love it :)
Discoveries 2nd directed bomb 4th element bomb 6th dispelling bomb 8th greater mutagen 10th breath weapon bomb 12th rudiment bomb 14th fundament bomb 16th demolition charge 18th lesser infusion 20th explosive bomb 22nd greater infusion 24th major infusion 26th immolation bomb 28th perfect infusion 30th mutation mastery 32nd delayed bomb 34th vestigial arm
Grand Discoveries 3rd Infinite Bombs 8th Hyper Tweaking 13th Mad Bomber 18th Persistent Spark 23rd Carpet Bomber 28th Soulfire 33rd Flesh Warping 33rd Unborn Horror