Conchobhar Shortstone

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I think that if you make a sunder attempt, then you're arrow damage wouldn't be halved. However, this would require a 3 level dip into fighter...

The fighter archetype Archer's Trick Shot (Ex)
At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

Also, I'm not a GM, but I'm guessing that mounting a bomb to an adamantine missile won't necessarily cause the adamantine's hardness cancellation (up to 20 points) to stack with that of the bore bomb's (up to half hardness), though were I a GM (and since saboteur alchemists are dear to my heart) I'd allow the arrow to pierce the first 5 feet of object (assuming less than 20 hardness) and then apply the bomb damage to the following 5 feet, thus dealing collateral damage to the initial/pierced 5 feet. Not immediately sure how that would all work out, but G2G!

Oh, see also: Demolition Charge
Prerequisite: Alchemist 8.
Benefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn't affect the bomb's splash damage.


Does the Explosive Bombs discovery passively increase the splash radius of ALL of an alchemist's bombs (as seems to be stated in the first line of the discovery explanation; see below...) or just the radius of Explosive Bombs, exclusively?

From paizo's site:
"Explosive bomb*: The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames."

I apologize if this has been answered in other threads, however I haven't been able to find this specific issue addressed anywhere. This discovery reminds me of abilities in other games (namely MOBAs) which contains boh a passive and an active function.