+1 Magic Bombs for an Alchemist: Game Breaking?


Homebrew and House Rules

Shadow Lodge

So what if I give my Alchemist a house-ruled magic item. It acts just like a normal magic weapon, but it's magic bonuses applies to bombs (for example +1 flaming burst, or +2 keen). Is this game breaking in some way that I don't understand?


Doesn't the Alchemist have to hit touch AC?

While those other enchantments go onto weapons that need to hit the normal AC?

Touch AC is usually a lot easier to hit then normal AC. So I would consider it a 'broken' home rule.


Broken Zenith wrote:
So what if I give my Alchemist a house-ruled magic item. It acts just like a normal magic weapon, but it's magic bonuses applies to bombs (for example +1 flaming burst, or +2 keen). Is this game breaking in some way that I don't understand?

You're fine. Fundamentally, +1 to hit has a 5% chance of making the difference between a hit and a miss no matter whether you're going against touch AC or not. +1 damage per bomb isn't going to really matter much, nor is almost any other enchantment he can put on it.

If you wanted to be SUPER DUPER CAUTIOUS, price out your item as an Amulet of Mighty Fists (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amul et-of-mighty-fists), the other way of adding bonuses onto stuff that maybe shouldn't have bonuses. =)

-Cross


The problem I see with this is that bombs already get better as the alchemist levels up and he can improve them even further with discoveries. Adding flat numerical bonuses is probably unnecessary, and being able to add weapon properties would be way out of line (as this is what discoveries are for). If you have a multiclass alchemist who wants to bump up his bombs you might consider homebrewing something like monk's robe or robes of arcane heritage. Otherwise, I don't see bombs needing the boost.

Lantern Lodge

Allow firearms in ur game and use Explosive Missile along with Explosive Bomb. By default ur enhancing the bomb because ur adding the gun damage and what ever enchants are on it. Also for dealing with firearms house rule that the fast u can reload a single 1 handed firearm as a swift and for 2 handed as move. In real life the best sharp shooters with single fire muskets took about 35 secs to reload and when the pistol was invented that went down to about 10 secs and mind u they had to duck behind cover to do so or they often die. Also with out that house rule then those with firearms would make all bow and crossbow users obsolete and would just shred through the average plate wearer since firearms hit touch in 1st range increment and can with the proper abuse do so at 3rd.

Dark Archive

letting your alchemist add 1d6 elemental damage to his bombs basically makes him an alchemist 2 levels higher for bomb purposes.

Alchemist bombs already do a lot of damage and only require touch AC. Further enhancing them would be problematic, unless you limited it to just enhancement bonuses to hit and damage, though I don't think it's really needed.


You could count the magic bombs as ammunition. That is, the alchemist chooses when to use them and has a limited supply. I'm undecided on whether or not he could craft them, and what they would cost. They could be loot though.


He should be able to spend his gold to enchant thrown weapons that break, which will waste all his money if he so chooses.

He is an alchemist and so he gets the Bomber's Eye spell. He could put this spell continuously on an item if he wants a passive +1 A. He can get Arcane Strike feat if he wants +D.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Psion-Psycho wrote:
Allow firearms in ur game and use Explosive Missile along with Explosive Bomb. By default ur enhancing the bomb because ur adding the gun damage and what ever enchants are on it. Also for dealing with firearms house rule that the fast u can reload a single 1 handed firearm as a swift and for 2 handed as move. In real life the best sharp shooters with single fire muskets took about 35 secs to reload and when the pistol was invented that went down to about 10 secs and mind u they had to duck behind cover to do so or they often die. Also with out that house rule then those with firearms would make all bow and crossbow users obsolete and would just shred through the average plate wearer since firearms hit touch in 1st range increment and can with the proper abuse do so at 3rd.

Yep, archery is obsolete in PFRPG. Only it isn't.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

All the objections in this thread are really objections to alchemist bombs hitting touch AC, not to the OP's hypothetical item.

Such an item would not really break the game any more than, for instance, a rogue wielding a +1 flaming shortsword breaks sneak attack because OMG flaming adds to all their sneak attacks!


Charlie Bell wrote:

All the objections in this thread are really objections to alchemist bombs hitting touch AC, not to the OP's hypothetical item.

Such an item would not really break the game any more than, for instance, a rogue wielding a +1 flaming shortsword breaks sneak attack because OMG flaming adds to all their sneak attacks!

Except that a bomb is not the same as sneak attack. You cannot always get a flank or invisibility, but you can always huck a bomb as long as you have some left. Moreover, they target touch ac, so are much easier to hit with. Bombs deals energy damage which can be changed so they are more versatile in terms of getting past defense. Aaaaaaaaaand, you get splash damage with a bomb.

Just because they get the same base damage progression, doesn't mean you can treat them the same.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

While I concur that weapon properties shouldn't apply to the splash damage, bombs are, in fact, thrown weapons. The fact that they target ranged touch AC shouldn't make a bit of difference. Firearms can have all those weapon properties, too.

So, touch AC aside, what's the big deal with energy damage? Which weapon property, that could be applied to a thrown weapon, would break the game if the thrown weapon did energy damage?


Charlie Bell wrote:

While I concur that weapon properties shouldn't apply to the splash damage, bombs are, in fact, thrown weapons. The fact that they target ranged touch AC shouldn't make a bit of difference. Firearms can have all those weapon properties, too.

So, touch AC aside, what's the big deal with energy damage? Which weapon property, that could be applied to a thrown weapon, would break the game if the thrown weapon did energy damage?

There's no big deal at all. It won't break the game. People just flip out at house rules a lot.

-Cross


Dot.

The Exchange RPG Superstar 2010 Top 16, Contributor

I hate the term "Game Breaking", the wheels aren't going to fall off the game and leave your players on the side of the road regardless of what you do.

Alchemist bombs are a very powerful mechanic which don't need a bump in effectiveness. Would it improve gameplay? Highly unlikely.


I am a DM. If someone came up to me with this question, I allow them to enchant a weapon similar to the lacrosse throwing thing to hurl their bombs.

Shadow Lodge

Mapleswitch wrote:
I am a DM. If someone came up to me with this question, I allow them to enchant a weapon similar to the lacrosse throwing thing to hurl their bombs.

There actually already is a crossbow-type weapon in the game that throws bombs and flasks and such. Can't remember the name right now though. That may be a good alternative.


I think goblins have a device that extends the range by 10'. That could be enchanted.


I am not against houserules at all. I actually provided what I would consider to be reasonable houserules to bump up a multiclass alchemist's bombs. I don't think that a single class alchemist's bombs need any help. I think Dennis put it right; there is no real way to "break" the game, as the GM is always a check on any player, but bombs are fine as is.


There is a crossbow that fires items like the alchemists bomb, you could probably enchant that item though I'm not sure if it changes it from a touch attack to a regular one.

Edit
https://sites.google.com/site/pathfinderogc/equipment---final/weapons/weapo n-descriptions/crossbow-launching

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Crosswind wrote:
Charlie Bell wrote:

While I concur that weapon properties shouldn't apply to the splash damage, bombs are, in fact, thrown weapons. The fact that they target ranged touch AC shouldn't make a bit of difference. Firearms can have all those weapon properties, too.

So, touch AC aside, what's the big deal with energy damage? Which weapon property, that could be applied to a thrown weapon, would break the game if the thrown weapon did energy damage?

There's no big deal at all. It won't break the game. People just flip out at house rules a lot.

-Cross

My point exactly.

Dennis Baker wrote:

I hate the term "Game Breaking", the wheels aren't going to fall off the game and leave your players on the side of the road regardless of what you do.

Alchemist bombs are a very powerful mechanic which don't need a bump in effectiveness. Would it improve gameplay? Highly unlikely.

Very much agreed. But if a player wanted to do it, I would allow it. "It's your gp, Jack..."


I had a bomber alchemist in one game, and the only time he ever had a problem with his bombs was when he came up against a creature that resisted the damage (once fire elementals, later on an Animal Lord with DR/Silver). I could count on one hand the number of times an enemy avoided his bomb entirely (since they can still take splash damage if they're in a square adjacent to where the bomb landed)

If you were to make his bombs stronger, I suggest making his oppurtunities to use them without risk less frequent. Have enemies spring the party, or a monster grab an ally and drag them close, something that will make the alchemist think twice about using those powered-up bombs.


The game will only be "broken" if all of your encounters become letting the alchemist nuke the monster to Abaddon and have the other players pick at what's left.


hgsolo wrote:
Adding flat numerical bonuses is probably unnecessary, and being able to add weapon properties would be way out of line (as this is what discoveries are for).

"Unnecessary" is also the word I would use.


+1 returning bombs would be hilarious though.


2 people marked this as a favorite.
Threeshades wrote:
+1 returning bombs would be hilarious though.

I say throw this onto a cursed item and see if he figures it out before using it.

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