Why is there no "bull rush" bomb discovery?


Pathfinder First Edition General Discussion


Am I the only one who would like to see a Disovery that gives your bombs the ability to move your target on the battlefield?

We have a "Trip" Bomb Discovery called Force Bomb, but there's no "Bull Rush" Bomb Discovery yet.


Yeah, that sounds like a great idea, but probably why we haven´t seen it,
is because it´s already a new class, and it´s main features besides extracts (spells)
are all totally unique to the class, so anything adding onto them is relevant for one and only one class...
(a class whose flavor/shchtick is somewhat marginal to the over-all theme/flavor of the game)
Similar to why there isn´t much stuff like new Revaltions for specific Oracle Mysteries, even though that makes just as much sense.

Honestly, even though I personally don´t like either Alchemist or Gunslinger that much in the context of the game as a whole, I think it would have been better if they had made Gunslinger more keyed into different Alchemist mechanics. Then you can have Gunslingers (or specific Archedtypes of them) more adept at Bombs, and/or able to create mortars to shoot bombs, etc, thus giving the Bomb sub-system a bit more weight (and reason to support/extend). Although I don´t like either of their flavor in the D&D games I play, their flavors seem like they over-lap, i.e. in a game with Alchemists I wouldn´t be surprised to see Gunslingers either, since both push the flavor towards a bit more non-medieval ´technology´. (On the other hand, I really have no idea why Bombs must be fused at the hip with Alchemical Potion specialists, and an Alchemist that didn´t have Bombs period would probably be more acceptable in the games I like)


There's too many pits and whatnots in the game for that not to become overpowered. Heck, the trip bomb easily knocks dragons on their keisters.

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BigNorseWolf wrote:
There's too many pits and whatnots in the game for that not to become overpowered. Heck, the trip bomb easily knocks dragons on their keisters.

But it would be FUN to blow some up in a frying pan, then out into a fire!

Quandary said:

(On the other hand, I really have no idea why Bombs must be fused at the hip with Alchemical Potion specialists, and an Alchemist that didn´t have Bombs period would probably be more acceptable in the games I like)

SmiloDan responds:

When they had the rumors of the beta version out, I came up with a version of the alchemist that specialized in either bombs, poison, elixirs (what became mutagens), or elemental alchemy (transforming one element or material into another). They then dabbled to different degrees in the other 3 alchemical disciplines.

So an alchemist with bombs as his primary discipline learned 2 bomb talents at 1st level, plus 1 every level thereafter. At 3rd, 6th, 9th, 12th, 15th, and 18th level, he could choose to learn higher level bomb talents.
This same alchemist would then get to select 2nd, 3rd, and 4th disciplines from poison, elixirs, and elemental stuff. He would learn 1 of each at 1st level; you couldn't learn two 2nd, 3rd, or 4th option talents 2 levels in a row after 2nd level. 2nd choice options had higher level options at 4th, 8th, 12th, 16th, and 20th. 3rd choice options had higher level options at 5th, 10th, 15th, and 20th. 4th choice options had higher level options at 7th, 13th, and 19th levels.
There were also generic talents you could learn, like surgery, trapfinding, etc., to round out the class.


Quandary wrote:

Yeah, that sounds like a great idea, but probably why we haven´t seen it,

is because it´s already a new class, and it´s main features besides extracts (spells)
are all totally unique to the class, so anything adding onto them is relevant for one and only one class...
(a class whose flavor/shchtick is somewhat marginal to the over-all theme/flavor of the game)
Similar to why there isn´t much stuff like new Revaltions for specific Oracle Mysteries, even though that makes just as much sense.

Honestly, even though I personally don´t like either Alchemist or Gunslinger that much in the context of the game as a whole, I think it would have been better if they had made Gunslinger more keyed into different Alchemist mechanics. Then you can have Gunslingers (or specific Archedtypes of them) more adept at Bombs, and/or able to create mortars to shoot bombs, etc, thus giving the Bomb sub-system a bit more weight (and reason to support/extend). Although I don´t like either of their flavor in the D&D games I play, their flavors seem like they over-lap, i.e. in a game with Alchemists I wouldn´t be surprised to see Gunslingers either, since both push the flavor towards a bit more non-medieval ´technology´. (On the other hand, I really have no idea why Bombs must be fused at the hip with Alchemical Potion specialists, and an Alchemist that didn´t have Bombs period would probably be more acceptable in the games I like)

I don't like the mad bomber themed alchemist either, Quandary. In the game I'm GMing, one of my players is playing a mad bomber and it's somewhat annoying. He's slowing down the game when he's calculating his penalties to attack rolls caused by exceeding the range increment of bombs and also when determining in which square the bomb lands when he misses.

I believe that bombs should be extracts. In that way, Alchemists couldn't throw bombs all day long and some Alchemists wouldn't even use bombs, using their extracts to buff themselves and their teammates instead.

That being said, I like how the class can be made (with feats, discoveries and archetypes) into a Witcher clone. The Wichter, IMO, fits perfectly into a medieval/fantasy setting, unlike the mad bomber and the gunslinger.


BigNorseWolf wrote:
There's too many pits and whatnots in the game for that not to become overpowered. Heck, the trip bomb easily knocks dragons on their keisters.

Ah, but there's plenty of "bull rush" feats in the CRB and the APG. Some of them state that the target of your bull rush must end its movement on a square on which he can stand safely. Why "bull rush" bombs couldn't work the same way?

Beside, I never played an AP before (I'm starting Carrion Crown tomorrow, yeah!), but I don't think that pits and whatnots are THAT common. I mean, in most of the games I played in, such things were pretty rare, so unless your GM or the guys at Paizo are really fond of bottemless pits, I don't see how "bull rush" bombs could be overpowered. On the other hand, I can see how a "bull rush" bombs + Create Pit combo could be overpowered, but there's already other spells that can do that kind of stuff.

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That would be a really cool effect.

The more repositioning rules the better as far as I'm concerned. I want people getting tossed all over the place like it's a movie or comic book.

It would be great to toss a bomb and have it do a bull rush as it's splash, and just toss a whole crowd of people.


Mok wrote:

That would be a really cool effect.

The more repositioning rules the better as far as I'm concerned. I want people getting tossed all over the place like it's a movie or comic book.

It would be great to toss a bomb and have it do a bull rush as it's splash, and just toss a whole crowd of people.

Bull Rush bomb could be an upgrade for Force bomb, just like Stink bomb is an upgrade for Smoke bomb. Creatures affected by the splash damage must succeed a Reflex save to avoid being pushed back 5 feet (1 square) away from were the bomb lands while the creature that takes direct damage from the bomb would have to succeed a Reflex save to avoid being pushed back 5 feet away from the Alchemist.

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Maerimydra wrote:


Bull Rush bomb could be an upgrade for Force bomb, just like Stink bomb is an upgrade for Smoke bomb. Creatures affected by the splash damage must succeed a Reflex save to avoid being pushed back 5 feet (1 square) away from were the bomb lands while the creature that takes direct damage from the bomb would have to succeed a Reflex save to avoid being pushed back 5 feet away from the Alchemist.

BOOM!

A right and proper effect if I ever heard one.

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