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i realise that , and at later lvls creatures might get fire resistance .. i was looking for weapons what gave splash effect for the alchemist +int bonus .. this equipment trick was just a nice thing i found . wasnt aware of it.

for any usefullness of the lamp trick i need to get the extra arms . not sure if i take those so early on . they can hold the lamp/lanterns .


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alchemist . so not wizard/sorcerer and handy haversack , but my trouble is .. if this works as alchemist fire indeed ., its a very cheap version of the alchemist weapon alchemist fire .

Ofcourse the alchemist can get the tumor discovery.


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 ?


oi oke .. just to bad that book is not active in the campaign to be .would be a nice addition to splash damage


can a monk with far strike arch type and having equipment trick lantern use his flurry of blows with lanterns throwing them as alchemy fire effects ?

Or does the lantern trick and FoB both use the full attack ?


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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.
Lantern Bash (Shield Focus): If you carry a lamp or lantern in the hand you use to wield a light shield, your shield bash attacks with that shield deal an additional 1 point of fire damage.
Lantern Bomb (Quick Draw): You can throw a lamp or lantern with at least 4 hours of oil remaining in it as a splash weapon, using the rules for alchemist’s fire.
Lesser Light (no additional prerequisites): When lighting a lamp or lantern, you reduce the size of its flame to provide only dim light in the area in which the lantern usually provides normal light. The lamp or lantern uses oil at half the usual rate. The lamp or lantern must be extinguished and re-lit to shed light normally.
Oil Splash (Improved Dirty Trick): You can attempt a dirty trick combat maneuver against an opponent while either you or the opponent is holding a lamp or lantern. If you succeed at this combat maneuver check, you can knock some oil from the lamp or lantern into your target’s face. Your target is blinded as normal by the dirty trick and takes 1 point of fire damage each round the blindness lasts.

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 !


found the answer in an other paizo threat , the answer is indeed NO .


pity . there goes the arcane strike for alchemists who have gnome sla spells


bombs and adding arcane strike .. with pointblank means their splash minimal damage gets a big boost compared .

so i realy hope the gnome pyromaniac gets the boost ..


so with 1 level barbarian arch type hurler

distance of bombs becomes 30 feet .

with farshot and distance thrower 90 feet without penalty ?
Add bombers eye 40 feet + FS and DT = 120 feet ?

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 .


the magical linage ( for burning hands ) and enlarge . at lvl 1 range 50 feet + 5 feet /lvl ?


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 ..


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update ,
through hero-lab + 1 lvl barbarian hurler the +10 feet stacks
when adding lesser hurling rage power the range does not increase nor adds str bonus .. but as i know hero-lab is not perfect maybe their are rules known what not been implented in HL


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for that matter 1 lvl barbarian archtype hurler

Skilled Thrower (Ex)

The hurler is skilled at throwing objects in combat. Increase the range increment of any thrown weapon or object by 10 feet.

This ability replaces fast movement.


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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
16 str basic . +4 morale .+4 mutagen +4 (lvl 4) bulls str ,+2 size .
means at lvl 5 . str 30

would be 1 deadly alchemist/barbarian mad bomber build


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i do wonder .. in the campaign where my alchemist to be will start , the bomb chucker is not permitted

[PFS Legal] Bombchucker
Source Monster Codex pg. 117
Price 12 gp; Weight 1 lb.
Category Tools
Description
This curved wicker basket is worn like a glove over one hand. The basket extends approximately 2 feet in a steady curve, allowing you to launch a thrown splash weapon at incredible speeds and over long distances. Using a bombchucker increases the range increment of any thrown splash weapon by 10 feet. Loading a bombchucker requires a free hand, as the hand wielding the bombchucker can’t be used for any other purpose. A bombchucker doesn’t get in the way of preparing and throwing a bomb created with the bomb class feature.

if this would stack with bombers eye .. it becomes 40 so 200 . a decent range.


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so with " bombers eye" it becomes 30 feet . x5 is 150 feet ..


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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 ..
But if the -4 hasnt an effect does this mean if i take the expanded defence wild talent at 7 .. i get 7 temp HP ?

would this aswell mean if 1 use a standart action to take a burn . i get DR/- AND temporary hp+ 1/2 lvl ?


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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 ?


would arcane strike help on coin shot and would an alchemist grenadier be able to add his bomb damage to is at the correct level as the coin is considered ammunition qua spell effect ?


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.


guess with powerattack it will go .. using arcane strike aswell .. a ka-choing bard decent cha . semi high str and go for it ..

str + . power attack , bardic song ( vocal ) arcane strike


the bard spell and the level 0 spell .. summon instrument and the feat . throw anything .. is this an option what work .. and do you need power attack or deadly aim for more damage ?


so if i read the chart right , a butchering axe would go from 3d6 with a mythic enlarge to 6d6 and with arcane strike mythic adding the impact enchantment to 8d6 with a crit of 24d6

awesome ...


claw blades aswell can be made of differant materials like silver/cold iron/ adamantium beside the weapon enhancement


long arms (spell)+ enlarge person (spell) + natural attacks eidolon slam /evolution (reach) + feat( lunge )= what reach then ?

For both the secondary slam attack and a long spear wielded ?

is this combination even valid ?


arcane strike made mythic .. rays and AS .. add arcane blast when you are a tank/buffer/support ( summoner synthesist )

oh i cant reach the target its flying above me .. within 30 feet ..
eat rays ?


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


* evil grin ** notice the trap .. sent in any Summoned critter to take the hit


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
Components S, V, M (a bundle of sulfur wrapped in cloth)

EFFECT

Range long (400 ft. + 40 ft./level)
Effect dragon-shaped fireworks
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes

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
Saving Throw Reflex negates; Spell Resistance yes

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 no ranged combat feats have been taken !

At the moment lvl 10 hunter , dex 16 .
And would the bowspirit gain benefits from animal focus snake and paired opportunist + precise strike ?


atm my slam does indeed have reach and bleed , should it be needed , i have the spell long arms as well


hope so .. group of 6 paladin . cleric . warpriest . a mage/thief . a witch and a synthesist


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 )
Number might get higher depending on to be gained magic stuff

how are the duel rules then .. can yer team backstab/ flank etc ?


what happens when yer use a rod of maximize on the call lighting . ?
Will it be 3d6= 30 3d10 = 30 damage on ALL the bolts you call down ?

( sorry to placing it here .. haven't figured out yer how to make my own question in the forums yet )


would an lantarn's beam bypass the DR from a myhtic creature ?


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
Chemical Weapons (Ex): At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.

Alchemist/grenadier
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier.

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 ?


hmm i was looking at the scorpion whip .. but it seems to be useless for reach combat as it doesn't threaten the 15 feet range , unless i misinterpret the rules of the whip effect


* smile * as half-ling i don't have reach "yet " thinking about that eventually .. with the 4th level spell animal growth my velociraptor would become large and thus would get reach . but as long i don't have a reach weapon i cant make use of those openings yet.

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