Improvisational Healer + Healing Bomb


Rules Questions


Hey All,

I'm building an Alchemist who can do some control/healing. Maybe some summoning.

I'm not trying to min/max my character, but I don't want him to be terrible either. I love the idea of Healing Bomb, so I'm looking for ways to maximize it's utility. And I stumbled on this:

Improvisational Healer

Up for debate is how liberally we can interpret "administer".

If I have 5 or more ranks in Heal, and I bomb a friend using a CLW +1 potion, does it act as a CLW +5 instead with Improvisational Healer?

As always, thanks a ton for your help and time,

Joe


I would certainly say that for the purposes of this feat, it would count. You're throwing a healing potion on them, that should be enough.

As you said it's hardly game breaking even if there is something I missed but I can not see how using a cure potion on someone at range differs from close up for what this feat wants.


Cavall wrote:

I would certainly say that for the purposes of this feat, it would count. You're throwing a healing potion on them, that should be enough.

As you said it's hardly game breaking even if there is something I missed but I can not see how using a cure potion on someone at range differs from close up for what this feat wants.

Cure spells add caster level. Bombs add int. This feat doesn't work and adds a huge boost to the bombs, considering their minimum splash damage goes up by a ton.

You can now splash your allies for up to 30 + int instead of 10 + int with a single feat and 20 skill ranks.


Technically no it doesn't count.

You are expending a potion to create a supernatural effect, not administering the potion.

I would probably allow it in my games though. The real balance issue is the splash, in my opinion, changing the splash heal from 2 to 6 is moderately significant but not a big enough deal that I would worry about it as a GM.


SorrySleeping wrote:

Cure spells add caster level. Bombs add int. This feat doesn't work and adds a huge boost to the bombs, considering their minimum splash damage goes up by a ton.

You can now splash your allies for up to 30 + int instead of 10 + int with a single feat and 20 skill ranks.

I think you need to reread how healing bombs work. Everything above is pretty much wrong.


Bomb's splash damage is minimum damage, as if each die rolled a 1. Without any other feats, a healing bomb splash damage would be 10 (10d6) + Alchemist Int for a 20th level Alchemist.

If this feat worked with Alchemist bombs, it would add a potential +20 to the bombs, making them deal 10d6 + 20 + Int healing, or 30 + Int splash damage.


I agree you need to reread the ability. You're factoring in things that wouldnt factor in.

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