Pathfinder newbie here. Table-top newbie in fact. 36 years old. Never too late to start. Soo many questions. Here are some I cannot find definitive answers to:
Targeted Bomb Admixture states: "When you throw bombs, they can only hit a direct target; they do not splash. ..."
Throw anything states: "You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons."
So my alchemist, "Throtch Shartflinger" (stink bombs baby!) has just chugged his targeted bomb admixture and is chucking a bomb at a qlippoth. Does he get the +1 to attack even though the bomb no longer does splash damage? Is the bomb still technically a "splash weapon" despite not doing splash damage anymore?
Also, Stink Bombs, Smoke Bombs, etc: do they still do splash damage? As far as I can tell from the forums here and elsewhere, they do still do direct damage (which makes sense: they have to explode to release the cloud) but I've seen no definitive answer to the question of splash damage (which may or may not make sense: I was under the impression that the fog/stinking cloud replaces the splash part of the bomb.) Some threads have even suggested that smoke/stink/incendiary cloud bombs do no direct damage either.
And finally, Point Blank Shot: "You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet." It definitely applies to direct damage with bombs, but does it effect the splash damage?
The splash damage for bombs states "Splash damage from an alchemist bomb is always equal to the bomb's minimum damage..." which leads one to believe that yes, PBS would effect the splash damage since it is in effect raising the minimum bomb damage, but due to the nature of PBS, that kind of doesn't make sense...
Any answers would be greatly appreciated.
Full Name
Kazavel Aldaris
Race
AC 25 | HP 88+11/88 (Negative) |Fort+11 , Ref+12, Will+14 | Perception+10 darkvision | 40-10 ft speed | Exploration: Avoid Notice (+12) |
Classes/Levels
Spells per day: 3/3/2/0 | Focus 2/2 | Curse: minor |Conditions: none
Gender
Spawn's Stats:
AC 24 | HP as master's (Negative) |Fort+12 , Ref+13, Will+13 | Perception+10 darkvision | 25 ft speed | Conditions: none |
It was a dark and stormy night. Kazavel, an elf who had been groomed for a position of power at his vampiric master's side, was given his first chance to speak before the undead aristocracy. A dark and stagnant path, at least compared to the bright future as a prodigy sorcerer that he had inherited from his ancient parentage.
Unfortunately for him, the transformation into a vampire had completely snuffed that flame, rendering him unable to tap into the power of his heritage. Unfortunately for everyone else, Kazavel had also inherited his living family's rebellious streak. His first speech was... impolite, to say the least. A brutal take-down of his master, his master's allies, and the entire nobility are what followed, with verbal flames that burned even hotter than his long-lost magic.
His master was absolutely gobsmacked at the fledgeling's attitude, and the nobles were temporarily stupefied by the outburst. The demand for retribution was swift, but sadly, Kazavel's destruction would not be. He was chained up and locked in his coffin, which was dragged into an open field and set down with the head facing east. A small hole was drilled through the lid to let a thin beam of sunlight in. A thin beam that would gradually sear through the undead elf's body from groin to brain at an agonizing pace.
The screams from inside the coffin were unmistakable, as were the wisps of smoke escaping the hole and the scent of searing flesh. But something happened to Kazavel. Someone, or something, intervened. When his thoroughly disappointed master came to collect his remains, he found the coffin to be empty.
The disgraced vampire took to wandering world, hoping to escape the suffocating reach of the undead aristocracy. He settled down in a trade city in Mwangi, having decided to establish a more relaxed place for himself and any potential spawn of his own. Taking on the moniker of 'Ashes' to suit his burn-scarred body and newly rekindled magic, he works through the night to establish a trade in blood. Hedonistic parties, cults dedicated to fictitious deities, and running a healer's hut with a reliance on medical bloodletting are just a few of his favorite tricks.
Perception +10; darkvision
Skills Academia Lore +9, Athletics +10, Deception +16,
Diplomacy +13, Geb Lore +9, Intimidation +18, Medicine +10, Occultism +9, Religion +10, Society +9, Stealth +12, Vampire Lore +9
Str 12, Dex 16, Con 14, Int 10, Wis 12, Cha 19
Items adventurer’s pack, climbing kit, cloak of feline rest, demon mask, disguise kit, hat of disguise, handwraps of mightly blows (+1 striking), healer’s tools, lantern (hooded), oil (3 six-hour uses), oil of unlife (lesser), oil of unlife (moderate), silvertongue mutagen (moderate), 20 sling bullets, ventriloquist’s ring, wand of spirit link (1st), 1 week of rations, one goat, 13.81 gold
AC 25; Fort +11, Ref +12, Will +14 (+2 circumstance bonus to saves and DCs against Grapple, Shove, and forced movement, +2 circumstance bonus to saving throws (or any other defense) against disease and poison.)
HP 88 (negative healing); Resistances physical 3 Weakness revulsion, sunlight vulnerability
Speed 40 feet
Melee [one-action] fangs +11 (grapple, unarmed), Damage
2d6+1 piercing
Melee [one-action] light mace +12 (agile, finesse, shove), Damage 1d4+1 bludgeoning
Melee [one-action] mace+10 (shove), Damage 1d6+1 bludgeoning
Ranged [one-action] sling +12 (propulsive, range increment 50
feet, reload 1), Damage 1d6 piercing
Drink Blood [one-action] (divine, necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Kazavel’s reach; Effect Kazavel sinks his fangs into that creature and drinks its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If Kazavel succeeds, the creature becomes drained 1, and he gains temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the drained condition or grant Kazavel more temporary HP.
Class Feats Vampire Dedication, Vampiric Progenitor, Daywalker
General Feats fleet, toughness
Skill Feats Assurance (Deception), Dark Shepard, Multilingual, Intimidating Glare
Other Abilities basic undead benefits, curse of creeping ashes, signature spells
(harm, impending doom, spirit link)
Spawn's Stats:
Kuatha CN UNDEAD
Male eidolon 7
Eidolon Typeundead stalker Languages Common, Draconic, Elven, Necril, Mwangi
Perception +11; darkvision
Skills Athletics +14, Intimidation +10, Religion +11, Society +9, Stealth +15
Str 16, Dex 18, Con 16, Int 10, Wis 14, Cha 12
AC 24; Fort +12, Ref +13, Will +13 (+2 circumstance bonus to saving throws against death effects, disease, and poison effects, and non-damaging effects that target only undead.)
HP (see master; negative healing); Weakness revulsion, sunlight vulnerability
Speed 25 feet
Melee [one-action] fangs +14 (deadly d8, finesse), Damage
2d6+3 piercing
Melee [one-action] fist +14 (agile, finesse), Damage 2d6+3 bludgeoning
Drink Blood [one-action] (divine, necromancy) Requirements A grabbed, paralyzed, restrained, unconscious, or willing creature is within Kuatha’s reach; Effect Kuatha sinks his fangs into that creature and drinks its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If Kuatha succeeds, the creature becomes drained 1, and he gains temporary HP equal to the target's level that last for 10 minutes. Further uses against the target don't increase the drained condition or grant Kuatha more temporary HP.
Class Feats Daywalker
Skill Feats none
Other Abilities negative essence