Pirahna

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shroudb wrote:


When you ONLY have 1 hand available, "making+throwing" a bomb with Quick Bomber is the same exact action cost as simply making a Strike with your weapon, and it'll deal less damage.

That's like saying "when you have no hands kicking is better than punching"

Ignoring 2 of your strongest action economy savers in the class with the most action economy problems so you can do less damage than any other martial character is not something to be so smug about...


SuperBidi wrote:
Xenocrat wrote:

It's not 100% clear they work together. Quick Bomber works with bombs, Healing Bombs are elixirs that you can throw "as if it were an alchemical bomb."

I think only willfully stupid GMs wouldn't allow it, so perhaps as many as 1/3.

There are many such aspects of the game were 2 interpretations were possible and the community chose one and it slowly infused inside most tables (especially through PFS). So I'm confident it will be a thing.

On the other hand, I've forbidden the use of Versatile Vials with Quick Bomber. The words are slightly different so I've considered it was not possible (even if Versatile Vials are also Bombs). This decision is clearly based on RAW, I wait to see what the community thinks to see if I should change my mind on that (I have adapted some of my rulings when I've realized RAW was considered inappropriate by most players).

And yet you're basing your entire opinion of the class on a non-RAW interpretation. Compared to the old feat, the new healing bomb does not give elixirs of life the bomb trait, and is thus not a viable item for Quick Bomber. Period.


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So the worst case scenario about a level 1 feat is that its a free 2-4 damage per round...that's still insanely valuable.

And lets not forget the other level 1 feat tax: Far lobber, which in my opinion is far more egregious, just make bombs 30 feet baseline.


I can see why everyone disagrees.

I just feel like having 2/3 of your kit disabled every turn will encourage people to hyper focus on weapon ikons at the detriment of everything else, but maybe the Additional Ikon feat is the real problem and should be removed.

Otherwise i fear stacking a single ikon type is going to end up too far ahead of more diverse builds.


I feel like most Transcend options will never get used otherwise, always having to be weighed against the more powerful options, turning what could be an incredibly versatile and fun class into a one-trick pony of stacking as many weapon Immanences as possible and bouncing between 2 identical weapon Ikons(thanks to the Additional ikon feat)