Firebrand Discovery and other Bomb Types


Rules Questions


Playing an Alchemist fighter in a new campaign. Firebrand discovery you use a bomb and you give your weapon the flaming property. At tenth it get Flaming Burst. Duration one minute. So my question is you take a bomb discovery that changes the bombs damage type could you use the discovery to get the other damage type. For example you take Acid bomb you use the discovery to get instead of the flaming property get Corrosive. You take Frost Bomb do cold Damage. Haven't seen suggesting I couldn't do this.

Sovereign Court

It doesn't get your other discoveries.

Acid/Frost/etc Bomb says that when you create a bomb you can choose to change the damage type. The action of throwing a bomb includes creating it, you don't have ready-made bombs. 'Fire Brand' (not 'Firebrand', thats like 5 other things) says you expend the reagents for a bomb, but you don't actually create one and apply it to your weapon.


I agree with this assessment.


All I'm doing is changing the regents to a different formula. So instead of fire I'm doing acid. I'm spending a daily bomb to add the regent to a weapon. The regent's formula is changed to produce another energy affect.


I believe the point of not allowing type changing is to prevent you from getting to apply extra Force damage to your weapon as a "Force" flaming equivalent or even "Force Burst".

Liberty's Edge

AoON wrote:
Fire Brand (Su) (Advanced Race Guide pg. 116): An alchemist with this discovery can expend one daily bomb use to apply the bomb reagents to his weapon as a swift action. A weapon treated this way deals fire damage as if it had the flaming weapon special ability. At 10th level, the weapon is treated as if it had the flaming burst weapon special ability. The bomb reagents continue burning for 1 minute or until extinguished by dousing the weapon in water. An alchemist can use this ability with natural weapons, but he takes 1d6 points of fire damage per round for each natural weapon treated.
Advanced Race Guide, p. 116 wrote:
The following discoveries are available to goblin alchemists.

So:

1) a goblin only discovery;
2) "A weapon treated this way deals fire damage as if it had the flaming weapon special ability." No option to change the kind of damage, regardless of your discoveries.

If you want to add Acid damage you need "Corrosive brand" or somesuch, one discovery for each element. And probably an appropriate race for each discovery, as Fire brand is race locked.

Derek Dalton wrote:
Haven't seen suggesting I couldn't do this.

As it is an added power, you don't need a rule suggesting that you can't do it, you need a rule saying that you can do it.


It isnt just the reagents. Perhaps instead of saying part of the act of throwing a bomb is creating it, it should have been stressed that part of the act of creating a bomb is throwing it. You're not, just rubbing chemicals on the bomb.

Could you do this for your game and make a separate one that does acid? Sure.

Could you do this for firebrand and then make it a prerequisite for a new discovery that allows different ones to be added on? Sure.

Do they exist in the game currently? No. You can add in a rule if you like. But as a player you should know that it would be a GM choice, nothing less


My GM has actually allowed me in this case.

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