| Davido1000 |
Im loving 2e so far but there are 2 minor complaints coming from my players.
1. What is the point of alchemists goggles having an item bonus on attacks when the alchemical bombs already get an item bonus that to my knowledge wont stack and that there really should be an alchemical bonus type.
2. All martials get items bonuses to their attacks from magic weapons, why dont spellcasters get item bonuses like a rune of spell empowerment to spellcasting?
I think these are fair questions and i would like the forums input.
| Ruzza |
I imagine that alchemist goggles exist for using lower level bombs while maintaining a the higher item bonus (along with the Craft bonus). This seems like it's working as intended, but I could be wrong.
Also I know that we had Spell Duelist's Wands and Gloves in the Playtest, but they didn't seem to make the cut. Probably because the math is just THAT tight when it comes to spellcasting right now. Really just my best guess, though.
| Blave |
1. The bomber alchemist can throw low level bombs all day long starting level 7. If you keep your goggles updated to their highest possible rank, they'll give those lower level bombs the same attack bonus your highest level bombs (which are limited) have. It's basically +1 attack to your most basic form of dealing damage (and debuffs).
2. Proficiency. Martial characters (other than fighter) top their weapon Proficiency at Master. With a +3 rune, that's a total of +9 attack. Casters go up to legendary in their casting proficiency, for a total of +8 attack (or save DC). So a caster is only one point behind most martials and 3 behind the fighter (whose total and only shtick is hitting stuff).
Now there are levels where the martials are already master and have a +3 weapon while the casters are still only masters at casting. But the caster usually won't have to deal with multiple attack penalty. And a great deal of spells still do stuff (often half damage) on a successful save, while Strikes do nothing on a fail (I'm ignoring feats that change this a bit since those are usually quite a bit below half damage).
Also, that +3 attack rune costs 8,935 gp and applies to ONE weapon (or maybe two with a doubling ring). Having multiple weapons for different damage types and ranges gets very expensive, very quickly (not to mention that you'd also need Striking runes to make all those weapons useful). A caster gets his attack bonus for free and applies it to everything he does.
| Zwordsman |
Alch googles are probalby mainly for Bomber Alchemists to keep their perpetual infusions up to item bonus snuff without having to eat a Quicksilver muti every time (which carries a fair debuff. Though at a few levels where the muti will have more of a bonus).
Its also for folks who want to buy bombs purely for debuffs, and want item bonus. WIth the exception of tanglefoot and thunderstone, all the bomb's debuffs are on hit. So even lv 1 bombs aren't a terrible use depending on their to hit. Note: Tanglefoot still apply on hit, but has a Escape Check (1 action) or 3 actions (no check) to remove. Better still the escape check has the Attack Trait. So its subject to MAP. So either they a cept the debuff for their first two actions. or they use t heir st rongest to hit to remove it first. Even at lv 1 a tanglefoot can save a squishy ally who needs to outrun an enemy.
Thunderstone however only applies their debuff on a failed DC. So that one isn't a great lv 1 bomb.
So a rogue with this, could make or buy lv 1 bottled lightning for flatfoot application. Though that eats their MAP. Well -2 via f latfoot, and an agile weapon it might still be worth it for the sneak attack damage.
a bit niche f or the alchemist perpetual or the lv 1 debuffs.
It very much is on my list of items for my Bomber Alch. Bottled lightning + debil bomb or sticky bomb + Alch Goggles = fairly up to snuff to hit with free double debuff for ally's or low DoT.