smoke bombs last 1r a level . does this mean as long enemies stay inside the smoke they keep getting the "splash " damage ? For stink this does not matter as its only 1 round . with smoke . getting the jump on enemies and surprise bomb them .then when ini is rolled and its the alchemists turn . the enemies who are still inside the smoke , damage again ?
Lantern Tricks Source PPZO94102 Lanterns come in a variety of shapes and sizes. Each of these tricks can be performed with any sort of lantern or lamp, except when a specific kind of lamp is indicated in the description. In addition to the feat, skill, or other requirements listed for each of these tricks, you must have the Equipment Trick (lantern) feat to use a trick. Intensified Oil (Craft [alchemy] 3 ranks): You can combine three flasks of oil into a single use of improved oil as you add it to a lamp or lantern. This improved oil causes the lamp or lantern to which it is added to burn more brightly than usual, increasing its light range by 50%. This improved oil can only be used in the lamp or lantern it’s mixed in and has no additional special effects.
If an alchemist takes this feat . would that make the lantern bomb trick a very cheap version of alchemist fire indeed ? so for like 1 sp or 4cp( self crafted ) yer make a 1d6+int damage weapon !
so with 1 level barbarian arch type hurler distance of bombs becomes 30 feet . with farshot and distance thrower 90 feet without penalty ?
on an other note .. adding monk arch type far strike would you be able to throw the alchemist bomb and 1 other throw item using the Flurry of blows ?
for a lvl 1 barbarian archtype hurler .. basic str 16 ,alchemist lvl 4 mutagen str and at lvl 4 bull str adding enlarge .. giving him str 30 what kind of anvil is adviced ? Looking for things to throw beside bombs and alchemy weapons . and always fan of the old cartoons where anvil's drop .. what damage would such an avil do ? oh handy haversack is in possesion .
from what i understand from the bomb launchers . goblin only ? i am a Dwarf and it increases range to 30 feet . so from basic 20 feet to 30 feet ,, now if it had said +30 feet . it would be an option to discuss with my GM .. but i think i will take 1 lvl barb/hurler to get +10 feet . for stink bombs that be one nasty range . eventualy forche will be added aswell .. but cognagen 1st so at lvl 5 i be having int 18 , add cognagen +4 int..fox cunning +4 int..and the feat what increases BOMB dc +2 .dc 22 . now i just need to be carefull with my bombs/ alchemy weapons acid/alch fire . shriek etc ..
Hurling, Lesser (Ex) Benefit: As a full-round action while raging, the barbarian can lift and hurl an object up to one size category smaller than herself with both hands or two size categories smaller with one hand as an improvised weapon with a range increment of 10 feet. This inflicts damage as a falling object plus the barbarian’s Strength bonus. This damage is halved if the object is not made of stone, metal, or similar material. This is a ranged touch attack, and the target may attempt a Reflex save (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) for half damage. The barbarian may apply Power Attack to this attack as a one- or two-handed weapon, as appropriate. This hurling ? IF it would .. means str and int added to a bomb
would be 1 deadly alchemist/barbarian mad bomber build
i do wonder .. in the campaign where my alchemist to be will start , the bomb chucker is not permitted [PFS Legal] Bombchucker
if this would stack with bombers eye .. it becomes 40 so 200 . a decent range.
ah oke then i guess it wont do the same for earth/earth. earth/aether now seems an usefull aspect. lvl/2 as dr/adamantium with at lvl 7 getting temporary hp aswell ..
would this aswell mean if 1 use a standart action to take a burn . i get DR/- AND temporary hp+ 1/2 lvl ?
would the Force ward increase at level 7 if yer take it a 2nd time ? or does the level -4 only count for an other elemental effect ? If they would stack , do they count as 1 source for the hitpoints effects ? i mean if yer got main and secondary defence ward . it would be at lvl 7 , 7 and 3 . for a total of 10 temporary hp ..with a regeneration of 2 hp a min .. If yer take a point burn , they would BOTH increase by 1/2 the kinithesist lvl ?
i am making use of the life conduit spell .. 1 round a lvl . transferring 1d6 of hp from me to the eidolon . as synthesist . if our party healer then uses his channel healing to heal the party i get healed aswell .. at the moment only the lvl 1 version . so far my eidolon has not been in dire need that i needed to use the life-link to keep it around.
ray uses Touch ac ... bow uses normal ac.. and i wonder myself . using an AOMF and arcane strike mythic . that could add bane + holy , would still be nice , for natural weapons for the bard assistance get flag bearer feat and banner of the ancient kings for some nice added to hit/ damage . lastly .. the feat arcane blast comes to mind ..making any spell yer dont need , a ray . A magic missle for 5d4 or a ray of 2d6+1d6 + arcane strike mythic effect ,, legal ? Makes it very usefull to make a buff support caster and still deal semi decent damage
so the spell" snapdragon fireworks" , doesn't get 1/2 orc bonus per shot ? only on the 1st round ? Snapdragon Fireworks School transmutation [fire, light]; Level bard 2, sorcerer/ wizard 1 CASTING Casting Time 1 standard action
EFFECT Range long (400 ft. + 40 ft./level)
DESCRIPTION A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers. still nice to get targets what got concealment ..
so with the spell snapdragon fireworks this extra 1d4 would only affect the first shot and not the rest ? An 1/2 orc using the favored bonus on fire ( 1/2 a level ) would still make well use of it .. 1d4+1 at lvl 2 1d4+2 at lvl 4 etc .. for a lvl 1 spell that's a nice hit .. hitting the square and not the person aswell avoide concealment/ mirror image ( i hope) . Duration 1 round/level
DESCRIPTION A favorite display at halfling midsummer festivals, this spell lets you create fireworks in the shape of tiny dragons. Once per round, as a move action, you may designate a target 5-foot-square within range and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of fire damage and are dazzled for 1 round (Reflex half, a successful save negates the dazzled condition). Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.
What are the penalties when a hunter uses bowspirit and then with his animal companion engages in melee combat ?
At the moment lvl 10 hunter , dex 16 .
my synthesist is a bipidal form not the quad form so it wont benefit from the pounce , my synthesist is merely for tank purpose and support .. yes atm i do more damage then our paladin , but as we fight in mythic campaign near the world wound ..i do intend to take the celestial form to stage 3 and be large .. this eats alot of my points The reason i asked about the summons is , i like the archon lantarns , when i get to lvl 7 , the spell will call 1-3 lantarns , the extra fire support only lasts in rounds but the rays of light will shine in our brightests night m till no evil will remain in their sight
Can a synthesist still cast from his spell list the summon monsters or from scroll/wand/ other clickie ? And can a sythesist use summon monster 3 , as he has summon monster 2 at lvl 4 and gets summon monster 4 at lvl 7 . i am talking about his spell list not his SLA wich he cant use while the eidolon is active
how does the call out from intimidate work exactly ./ it says it works as a duel .. but if used during a battle . situation .. lvl 9 to be .. in a mythic campaign a paladin gets 2-3 enemies the summoner/synthesist uses call out on one of the enemies ./intimidate is +29 9 ranks +3 cha +8 racial ( skilled intimidate eidolon ) +9 (feat intimidating prowess )
how are the duel rules then .. can yer team backstab/ flank etc ?
About that 1 hander fire arm option THere is a way to get Sneak Attack Damage with Bombs, sort of. Take the Explosive Missile Alchemy Discovery. That lets you put a bomb on a regular piece of ammunition such as an arrow or musket ball. You aren't technically getting SAD on the Bomb: you get SAD on the Musket Ball. And you get Bomb Damage on the Musket Ball. You get Deadly Aim on the Musket Ball. would a small musket count as a 1 hander for a medium sized person ?
Now that i know that the int bonuses wont stack , i will stay pure alchemist . i wanted the extra int to splash damage . a solid double int would be more then 2d6 . 2-12 or +10 , i know what i would chose,so unless i get more sneak dice . like precise strike and/ or such items mods .. pure alchemist is better , and with strafe/ explosive bomb i would be hitting up to 80 feet , doubt sneak works that far .
just checked with hero-lab a lvl 4 underground chemist + 5 levels alchemist maxed int ( half/orc ) int 20 .. +2 from lvl 4+8 . headband of vast intelligence +4= int 26 after cognagen int 30 . damage 3d6+20 +2d6 precise ... with at the moment +10 to hit . ( haven't given myself Dex bonus items yet nor weapon focus ) at level 3 it was underground chemist 2 and 1 alchemist for 1d6+12 // so unless hero-lab is calculating it wrong both int to damages stack haven't added the 1/2 orc favorite bonus in alchemist 1/2 damage to fire based bombs .. with strafe + explosive bomb discovery and drinking invisibility potions/ infusions/ stealth .. lacking alchemist 8 for fast bomb so that still an issue .. but if not for sneaking then 2 underground is enough for added int damage
rogue/underground chemist
Alchemist/grenadier
if bombs count as alchemical do those 2 stack ?
splash weapons dont get the sneak from a bomb will the spell target bomb admixture allow it then ? Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract’s duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active. When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
wow nice info possibilities here .. i am making a half-elf synthesist for wrath of the righteous so mythic i have chosen bipidal form/ slam as basic so cant change that , current task of the synthesist TANK .. Other party members are .. a ratling witch , a paladin , a war priest. a cleric and a rogue/mage going trickster My mythic path is gona be guardian , so any idea . advice , we are lvl 4 already and i am known to make crazy idea's the feat mwf is not permitted , i already asked the GM.
pity , was looking even at the spell long arm.. but my AC doesn't have arms , guess its gonna be feat intensive to get aoo on enemies .. bluff is currently at +9 so a basic feint got a 50 % to get through , if an enemy loses it dex bonus doe that mean my AC get an aoo, as the AC and me got the same init ?
If i give my AC the LUNGE feat https://www.d20pfsrd.com/feats/combat-feats/lunge-combat/ if an enemy closes the distance from 1o feet to 5 feet my AC gets an aoo will i get the aoo as well when the enemy completes his step to 5 feet within my normal range as paired opportunist allows me to take an aoo when my AC gets 1 ?
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