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Stuff I missed in my original description:
If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.
If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.
If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.
Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.
Additional thoughts:
- Overrun attempts while mounted are performed by your mount, though certain rider feats like Trample and Mounted Onslaught provide benefits to your mount's overrun attempt.

So I've been trying to build a Cavalier, and I'm really frustrated with how much of a mess Charge is, especially for mounted characters.
I attempted to clean it up, and make sure it's more viable for ride-by attack, but not cheesy. I think the biggest mistake with Charge was trying to make it its own move, rather than an action as part of a move. This is my first attempt at something like this, but let me know what you think:
It probably needs to be fleshed out a little more, but this is little enough detail that feats that modify these rules clearly modify it, but you can't, for example, use a hypothetical wheeling charge to meet the pre-requisite that your charge brings you adjacent to your target. I made this adjacent, even for reach weapons, because attacking sideways as part of a charge would kind of negate the extra force of your charge. You could still take a double-move with your mount and make a standard attack per existing mounted combat rules, but it wouldn't be a charge.
Anyways, any thoughts? Be nice please :)
Also, it was never the intention of the creators to limit you to a list of items. If you don't like the idea of adding enhancement bonuses to items in the "magical item" list, maybe you should think up your own idea for an armor appropriate to his level/build, and price it appropriately.
I don't see any reason why you can't add further enchantment on the celestial armor. It's craftable, so while whoever's crafting it, they should be able to enchant it as much as they want. Unless there's a limit to the awesomeness of an armor before the crafter's head explodes.
Celestial chain shirt sounds like it should be ok to me, although you're losing one of the main benefits - that is "medium armor treated in all ways as light armor"-ness.
Also, just because it's listed in the magical items section, doesn't mean it's "unique" or "as is". Adamantine Breastplate and Mithral Shirt are both on there as well.

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Of course the major downside of smoke-path bombs is that you can't bomb into melee... well without your teammates getting pissed at you.
More backup for the "smoke bombs do damage" argument is how sunlight bomb modifies blinding bomb:
"Sunlight Bomb (Su)*: The alchemist can throw bombs that explode with a searing radiance equivalent to that of sunlight and that act as blinding bombs. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are staggered for 1 round. "
At least I think I'm reading that right, that it's like a blinding bomb with additional effects. The wording to me seems to imply that blinding bombs do damage as well. Since the entry for blinding bombs is written almost exactly like smoke bombs, it seems to support the "smoke bombs deal damage" claim.
Ogre has some good builds. Kinda makes me regret not going down the smoke bomb path. I probably would have if i knew smoke bombs did damage when i rolled up my alchemist. Who would have thought? I mean, real-life smoke bombs don't deal damage. And "stink bomb" hardly sounds as dangerous as it is :P
Oh well, I should just have fun instead of trying to figure out how to make my character OP. I have to learn to stop worrying and lob the bomb (thanks to Ogre and Dr. Strangelob(love)).
Not sure if this is a new clarification, but the class feature that gives the alchemist brew potion states:
At 1st level, alchemists receive Brew Potion as a bonus feat. An alchemist can brew potions of any formulae he knows (up to 3rd level), using his alchemist level as his caster level. The spell must be one that can be made into a potion. The alchemist does not need to meet the prerequisites for this feat.
0gre wrote: there are other effects which are based on the splash radius so if you change the splash radius you change the other effects.
Oh, and this almost seems like a reason to interpret this as affecting all bombs. Unless they worded the smoke bomb discovery to acommodate future released discoveries (i.e. strafe bomb). If not, they should have just said smoke bombs affect an area with a 10 ft radius.

the 10 ft radius would only be OP for the smoke bomb path, imo. Explosive bomb has the most damage potential for a direct hit, not counting resistances. It deals the extra 1d6 damage indefinitely, until the enemy takes a full round action to extinguish himself.
because of the resistances though, i might be better off taking acid, frost, and shock bombs, since i can already deal fire damage with my regular bombs. then take sticky bombs when i qualify for the extra DoT.
that being said, it is a pretty good buff for the fire bombs. especially good for those situations where you have a large mob of weaker enemies.
I'll see how my DM interprets this. I wish they just wrote it like this though:
"When the alchemist creates a bomb, he can choose to make an explosive bomb. Explosive bombs have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, etc."
This would allow you to choose between making a regular bomb, or an explosive bomb. Really only useful at low levels where you either don't have precise bomb, or you're just afraid of missing.

[edit] oh this thread is a year old... sorry :P [/edit]
Hey all, new here. My group just switched from 3.5 to pathfinder, and I'm liking it so far.
I rolled up an Alchemist from APG. I had similar questions with throwing splash weapons, as I was specializing in bomb slinging. I came across one of the Alchemist's discoveries:
"Fast bombs: An alchemist with this discovery can
quickly create enough bombs to throw more than one
in a single round. The alchemist can prepare and throw
additional bombs as a full-round action if his base
attack bonus is high enough to grant him additional
attacks. This functions just like a full-attack with a
ranged weapon. An alchemist must be at least 8th level
before selecting this discovery."
This seems to be the only place they explicitly state that it's even possible to throw multiple splash weapons in one round. My DM was nice enough to let me apply this discovery to all splash weapons.
What really bugs me is why they have to use the word "alchemical items". There can be an alchemical item that's not a splash weapon, and there can be a splash weapon that's not an alchemical item. I'm assuming alchemical items refers to anything that can be made using the craft (alchemy) skill. That makes holy water the notable exception. I guess you could call it a potion, but that's just being silly.
If it was up to me, I'd say any item that is readily available can be drawn as a free action using quick draw. That means anything strapped to you, not in a pouch or something. I'm imagining my alchemist with bandoliers of flasks and bombs strapped all over him. Complete with a utility belt of extracts/mutagens.
Then it would be DM's discretion if that item was readily available, or if you could theoretically strap that much gear to you as i described.
For the oil flask scenario, you could throw it to create an oil slick as a standard action, or spend a full round fixing a fuse to it, free action to light it, and a standard action to throw.
My... several cents :)
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