Jeranimus Rex |
1 person marked this as FAQ candidate. |
Adventurer's Armory has a pretty cute exotic weapon called the Crossbow Launcher.
Essentially, it's a crossbow for splash weapons, with a range of 30 ft.
Alchemist bombs are splash weapons, so it's reasonable to assume they work together.
But how would you rule on weapon properties? Direct enhancement bonuses are easy, they benefit normally.
But what about things like Flaming Burst? or Holy?
And what about things like Strafing Bombs? or other bomb properties?
My snap opinion: They work as normal against whoever is targeted, so a flaming burst Concussive bomb deals 5d4 sonic + 1d6 Fire normally, plus an aditional 1d10 on a crit. Minimum damage is increased accordingly so it would be 6+int regular, 7+int on crit.
Strafing Bombs get a boost,(by RAW, I think it'll always be a 40ft line) and become a 60ft line if shot by the crossbow, and 160 if the bomb is explosive.
YMMV, and I'd like to see what other people think.
Richard Leonhart |
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some GMs might argue that because of the special magic infusion bombs need immediatly before toss, they can't be "launched" with a weapon. Delayed bombs should have an easier time.
if you were to allow it, it should just increase range and perhaps use its enchantments only on direct impact. You enchant the "glass" of the bomb, not the fire it causes.
John Templeton |
I agree, it is a full round action to load the Crossbow Launcher and to create/throw the bomb is a standard action. in theory you should be able to take the Rapid Reload feat to drop reloading to move action.
Though if your using the Launcher I would not apply the Throw Anything Feat.
Jeranimus Rex |
actually the +int is not added, altough it is in the description of bombs, throw anything specifically says that it is already included in the bomb description, thus it would have to be removed.
Well, I'd probably keep it.
It requires six feats for the build to have the same bombing ability as a regular Alchemist (Crossbow Mastery has a heavy feat requirement, plus proficiency).
At minimum, The build require Proficiency + Rapid Shot, and then the character is unable to ever move from their spot (Which is kinda cool, cuz Bazookas have a hard time moving.)
John Templeton |
The standard action of making the bomb includes throwing so to me the bomb must be used in the same round it is made or it fizzles. So if you take a full round to load the launcher, the bomb would fizzle before you could fire it unless you have the rapid reload feat or delayed bombs.
David Thomassen |
Correct, "Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored." from here -> Bomb
Jeranimus Rex |
Right, that's why I said at minimum rapid shot is needed.
Crossbow Mastery is preffered, but that's very feat intensive.
Really the question is "How far should I go?"
I could try to go all in, focusing my feats and discoveries on maxing this out, but then I kinda ignore extracts and mutagens. which are two pretty significant class features.
John Templeton |
So I think the use of the Launcher itself has been discuss enough but what about the other part of Rex's post.
The alignment/energy type properties I am unsure about given many alchemy items have energy types. I like an official call on those.
Distance I think be find, along with Seeking though it might be too cheesy (the whole Touch AC with Seeking).
As for the other weapon properties that can be used with range I think it be fine.
Side Note; I do not care much for mutagens and like an archetype(s) that remove it for something else.
Jeranimus Rex |
Wait, what's up with seeking? I thought it only negated concealment?
Also: HOMING MISSILES!!!!!
On the energy types, I think they stack, and aren't mutually exclusive. This is of course based on 3.5 errata/FAQ, so always double check with your GM.
I'd just ad the die to the bomb as normal, so a cold bomb shot from a shock louncher would deal Xd6 +int forst damage +1d6 Shock.
Cheapy |
75 GP, and you make the ammo yourself because you're launching Alchemist's Bombs.
Any splash weapons you buy as backup ammo can come later.
I guess it hast to be Half-Elf though. That's O.K. They ain't too bad.
Oh right. You're using alchemist bombs. After seeing your post, I modified a dwarven inquisitor idea I had to use this weapon, and make my own alchemical items as ammunition. Kind of a switch hitter.
My group also has a house-rule where 3/4th BAB classes are treated as 1/1 BAB classes at level 1 for the purposes of Feats (and only feats), which gets around the stupid +1 BAB req of EWP.
Shadow_of_death |
Shadow_of_death wrote:Considering your targeting touch AC I see no reason you can't take the -4 penalty and use it anyway. Been looking for an item like this myself actually.Huh? Where is this touch AC stuff coming from?
I thought splash weapons were normal ranged attacks.
You may want to read it again. Splash weapons
Irulesmost |
You could also give him an eye-patch and a scottish accent.
May be have an Australian Sniper Rogue.
A sieg-weapon wielding Russian Fighter.
A german cleric.
And I think you have a party.
But what about the club-wielding monk of the open hand with a quasi-New York dialect? Red Dragon bloodline sorcerer who doesn't say much? Unbelievably French Rogue->Master Spy? Texan summoner? I don't know if you could even make the last one...
lilly sinclare |
-rocket launcher (metal)
-light siege weapon
-full round to reload and aim
-standard round to fire
-1-2 miss fire (gun feat bring to 1 but u take damage)
- damage 1d20 large creatures or vehicles( -19 to hit small or medium creatures)
- anti infantry splash damage 10ft sq 5d6
-reduce speed by 15ft (dwarfs not effected)
-special- can be used to damage walls,tanks,and other heavy items
-1 rocket = 1000 gold
-1 anti infantry rocket= 1500 gold
Zwordsman |
That discvery explossive missle would help, though you would just be adding the bomb damage to whatever splash weapon your already firing.
But due to (no matter what by raw) not bein gable to draw splash weapons anythinig faster than a move action makes reloading in general hard.
Unless your gm is nice and lets you now draw splash weapons as "ammo" (some will some won't) in which case you get an even better combo conductive property on it.
Conductive + all the xbow free action reload feats (if applied to bombs)+ fast bombs discovery = a lot of explosions, and blowing all your bombs at once really.