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Squiggit wrote:

A strike is made against a single target, and is the attack being made.

Blindpepper bomb is kind of a weird item and probably written incorrectly because the actual strike/hit doesn't appear to do anything at all (and the text implies but doesn't explicitly state that you shouldn't even be making a strike in the first place), but you're definitely not hitting multiple people with an attack here.

That's where it's weird though. It's an alchemical bomb that is written as if it were a spell. When talking about Saving Throws DC's the wording in the PC implies that they are still attacks just not defined as the [Attack] trait.


Blindpepper Bomb (PF #157, pg. 78) is an Alchemical Bomb that requires a Strike to activate. When thrown it explodes in a 15-foot-raduis burst. All creatures in the area must make a Reflex save with being impacted on a success, failure, or critical failure.

Debilitating Bomb (PC2, pg. 66) is an Alchemist Feat that lets you add an effect to an alchemical bomb. "If the attack with the bomb hits, in addition to the bomb's normal effects, the target must succeed at a Fort. save..."

If a Blindpepper Bomb is made with a Debilitating Bomb Additive then which creature, or creatures, makes the Debilitating Bomb Fort. saves?

My interpretation would be that all the creatures have to make the Fortitude save from Debilitating Bomb. Blindpepper Bomb requires a Strike which has the Attack trait. What is a little less clear is what "hits" is. If a creature gets a success on the Reflex Save they still suffer some effects, which means they are hit and thus have to roll the Debilitating Bomb save. A critical success would mean they aren't "hit" at all.

I don't find any definition for the term 'Hit' in the rules it's all based on degrees of success. With the only mention of hit being in terms of calling a critical success a critical (PC, pg. 401)

I then looked for it a saving throw (PC, pg. 404) would be an attack, which leans toward it is based on a description of a Will saving throws: "Will saving throws measure how well you can resist attacks to your mind and spirit."

So this is obviously an edge case and I'm wondering what the actual rules say if I missed something in my interpretation.


Since going through the deity list shows no travel and madness domains I guess that is something I'm unable to do.

I am still a fan of the travel domain (and exploration subdomain to see through walls) I guess then I am looking for the best buffing domains out there then. Luck seems to be fairly good but i'd rather give buffs to multiple people at once rather then a single person. Is anything possible to that extent given the domains?


I'll be playing my first pathfinder societies game next week and I am looking for some advice on how to build a dwarven cleric. The plans I wanted to go with him were to mainly to hinder enemies via debuffs, be mobile, and maybe get into melee a bit once the enemy is probably debuffed.

I have no deity so I am looking at the Travel and Madness domains, possibly the Caves subdomain.

Could anyone recommend a good stat array, and feats that would suffice for debuffers. I am thinking that Channel Energy would mostly be used outside of combat for healing purposes since the idea i had in mind for this character was healing only as a last resort in combat.

Thanks for reading.