Question for DMs


Advanced Player's Guide Playtest: Final Playtest

Liberty's Edge

Would you allow an alchemist in your campaign to combine his bombs with a the craft (weapon) or craft (bowyer) skill to create bolts or arrows respectively that launched the bombs?

My thoughts on the subject would be keep ranged touch attack for efficacy on bombs. If the alchy beats this, but not the target's AC, it has normal effect (with splash damage). If the alchy beats the target's AC, then it has bypassed armor and entered the target before going boom and splash damage is eliminated, so total damage would be crossbow bolt + bomb damage.

My thoughts are, it adds a bit of flavor to the class (if the player wished to play it that way) and (at higher levels) would require the alchy to take an extra feat (rapid reload if using xbow) as well as quick bomb discovery to do reach same number of bombs/round as his throw-happy brethren.

thoughts?


I don't have time for a long winded explanation, but I'll try to explain as best as I can quickly. In short, no...here's why...

The alchemist wakes up in the morning, prepares a bunch of infusions, and also mixes up a bunch of viles of catalyst to eventualy turn into bombs. On the turn he mixes the bomb he spends a move action mixing it up, then an action throwing. If he had specialy designed bolts/arrows he would spend an action mixing the bomb, an action loading the bolt (how did he mix it all up while holding his crosbow/bow?) and an action to fire. Bombs go inert the round after their mixed if memory serves, so I'm not seeing this working in the time it would need. I guess you could get the delayed bombs, and do it that way.


Fraust wrote:

I don't have time for a long winded explanation, but I'll try to explain as best as I can quickly. In short, no...here's why...

The alchemist wakes up in the morning, prepares a bunch of infusions, and also mixes up a bunch of viles of catalyst to eventualy turn into bombs. On the turn he mixes the bomb he spends a move action mixing it up, then an action throwing. If he had specialy designed bolts/arrows he would spend an action mixing the bomb, an action loading the bolt (how did he mix it all up while holding his crosbow/bow?) and an action to fire. Bombs go inert the round after their mixed if memory serves, so I'm not seeing this working in the time it would need. I guess you could get the delayed bombs, and do it that way.

I suppose it might work if the alchemist had a ballista crew to wind up the winch.

I would still personally rule that attaching a bomb to any kind of projectile dramatically reduces that projectile's effectiveness to the point of something like a -8 penalty. It could still work, and it'd be nice if you were just trying to hit the broad side of a castle.

Liberty's Edge

Fraust wrote:

I don't have time for a long winded explanation, but I'll try to explain as best as I can quickly. In short, no...here's why...

The alchemist wakes up in the morning, prepares a bunch of infusions, and also mixes up a bunch of viles of catalyst to eventualy turn into bombs. On the turn he mixes the bomb he spends a move action mixing it up, then an action throwing. If he had specialy designed bolts/arrows he would spend an action mixing the bomb, an action loading the bolt (how did he mix it all up while holding his crosbow/bow?) and an action to fire. Bombs go inert the round after their mixed if memory serves, so I'm not seeing this working in the time it would need. I guess you could get the delayed bombs, and do it that way.

My interpretation of the bomb mechanics was that the alchy prepares the catalyst, then when he gets ready to throw it, infuses it w/ magic (much like the extracts), then lets it rip. If that was the case, then the bombs could be loaded into the projectile in advance, then activated as they were fired. But again, question was just a hypothetical as I'm sure it'll come up at some time or another somewhere lol.

RPG Superstar 2011 Top 4

With the new 20ft range I'd pass on this idea.

Liberty's Edge

Scipion del Ferro wrote:
With the new 20ft range I'd pass on this idea.

more of a character concept than for character benefit 2bh...


Does he get blue light, too?

Liberty's Edge

KaeYoss wrote:
Does he get blue light, too?

Que?


3.5 had something that allowed for this. you could make ther little pills and strap them to you weapon. or I think you could even make them into a tooth that you bit and the potion was released. I would not see why it would not work the same way. All you will get is range with the arrow Idea.


As an avid fan of the Theif series of games, I actually really like this idea...I just don't think it would work according to the rules. I'd be inclined to write up something along the lines of alchemical ammunition for bows and crossbows. I know one of the 3.? books had something along this line, though I don't know that I have said book.

RPG Superstar 2011 Top 4

Weapon Capsules. Complete Adventurer I believe. Those are great fun. Also they use Craft (alchemy)!


Scipion del Ferro wrote:
Weapon Capsules. Complete Adventurer I believe. Those are great fun. Also they use Craft (alchemy)!

yah that is what they are. Had a player who loved them.

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