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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.


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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 !


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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 ?