Fast, Sticky, Acid bombs


Advice


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I built an npc foe for my party to fight using the above combo and it utterly demolished the party tank. My group (and frankly myself) have a feeling that there must be something I've missed bcause it sems way too powerful. I hit the tank twice for 6d6+12 acid twice, the next round they take splash damage from each bomb, 36 total then a round later they take 2d6 extra. Is this right?
As far as I can see there's nothing in the rules that say the sticky effect doesn't stack but this seems a little sily powerwise, is there something I've missed or some errata somewhere, or did I really just drop the party tank with two touch attacks?


I..had never thought of that!

I also can't see something wrong with it... That's pretty interesting.. Seems fine, and likely intentional since it's only on the target not anyone else

I don't see anything saying the acids 2nd hit does anything either


I knew it would be a powerful combo, but I wasn't expecting it to build upon itself in the way it did.
12d6+24 against the guy with horrible touch AC, next round the same again with an extra 36 with more to show for it. Normally I'd just mark it off as a very power-gamey thibg to do and leave it there, but it's left the party one down with exactly one session left until the game ends so I feel bad for the player I wrecked. (It was a mini-boss encounter but still...)
I don't hate my plyers I swear, the thing was technically APL -2 on it's own, but it was the only thing that landed a hit.


Your alchemist NCP had a 34 int?

Liberty's Edge

Brf wrote:
Your alchemist NCP had a 34 int?

Probably one of the Racial Favored Class bonuses that add to bomb damage. Half-Orcs get it, for example, at level 10, that'd make it only 24 Int, 22 at level 12, and so on.


Brf wrote:
Your alchemist NCP had a 34 int?

22 Int actually, he'd chugged a Targeted Bomb Admixture to double the Int based damage, but get rid of splash.

The Exchange

MoreTimeThanSense wrote:
Brf wrote:
Your alchemist NCP had a 34 int?

22 Int actually, he'd chugged a Targeted Bomb Admixture to double the Int based damage, but get rid of splash.

There's a problem with the interaction of Targeted Bomb Admixture and Sticky Bombs:

When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.
Sticky Bombs wrote:
Sticky bomb: The effects of the alchemist's bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. An alchemist must be at least 10th level before selecting this discovery.

I'm sure you can find a long argument about this elsewhere on the boards but here's the way I read it:

Your bombs have no splash damage, therefore Sticky Bombs do nothing but delay the acid damage one round.

However in terms of the damage that's not too far out of line. I've seen a hasted 11th level alchemist with +8 int, Rapid Shot, and Sticky Bombs throw out 4 bombs a round for 24d6+32 and Sticky for 56 the next round. We all agreed it was lucky he didn't have TWF as well. (The limiting factor is of course that particular build has only 19 bombs a day. Great for a BBEG, not so handy for PCs.)

edited for bad math and logic.


Not splashing doesn't change splash damage, just when it applies.

Analogy: Bob the fighter has a greatsword. He chooses to go unarmed in a boxing match and does not use his greatsword. Does this mean the greatsword's damage is now 0? No. The greeatsword's damage is unaffected, and it remains 2d6. It is just not applicable to this one situation.

Similarly, not splashing just means you don't apply splash damage to adjacent targets. It doesn't mean splash damage becomes 0.

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