Quick alchemist explosive missile question


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I'm using explosive missile with a pistol.
I actually got a critical hit.

I know a bomb only gets the 1 die plus the static damage multiplied on a critical hit. But is it the x2 of a bomb or the x4 of a pistol?


“deals damage normally and detonates as if the alchemist had thrown the bomb at the target.”

Treat the damage separately would be my opinion. You do weapon damage *and* the bomb explodes. Not ‘you do damage equal to the weapon plus your alchemist bomb.’

So the weapon damage gets its x4 (or whatever your crit mod might be for the weapon) the bomb crits as if you had thrown it.

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Ehm Sven Nien wrote:

I'm using explosive missile with a pistol.

I actually got a critical hit.

I know a bomb only gets the 1 die plus the static damage multiplied on a critical hit. But is it the x2 of a bomb or the x4 of a pistol?

Neither.

The bullet crits and deals x4 damage. The bomb is added dice of damage which doesn't multiply on a crit.

As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.


I still think he gets the crit on the bomb damage, since it states it works “as if the alchemist had thrown [it].”

So if he crits it crits as if he had thrown it imo


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Name Violation wrote:
Ehm Sven Nien wrote:

I'm using explosive missile with a pistol.

I actually got a critical hit.

I know a bomb only gets the 1 die plus the static damage multiplied on a critical hit. But is it the x2 of a bomb or the x4 of a pistol?

Neither.

The bullet crits and deals x4 damage. The bomb is added dice of damage which doesn't multiply on a crit.

Yeah it's not extra damage dice added to the weapon, it's an extra weapon damage roll.

I can see an argument for it not being multiplied, but it definitely isn't extra damage dice (although bomb damage does include extra damage dice)

Dark Archive

i read "deals damage normally" as the specific exception to the general damage rule. whether the attack did 0 damage or crits for a million, the explosive deals the same damage.

but i could be totally wrong.


Yeah I can see that argument. I don't think I'd rule that way, but it's a possible interpretation of the rules.

Regardless the bomb definitely doesn't get 4× damage.

As to whether it gets 2× damage: Ask your GM

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Ok, wasn't sure how to handle it. Spellstrike, explosive missile, and conductive weapon are all similar yet not identical. I've read that magus spellstrike gets the crit range and multiplier of the weapon, but wasn't sure of the other two.


Yeah Spellstrike gets the crit Range but NOT the crit Multiplier. So in this case it still wouldn't get that.

A conductive weapon does NOT use the crit range or multiplier, or in fact have ANY chance of a crit. This is because the Conductive weapon is added AFTER the attack roll is made. Essentially the bombs used with the Conductive Weapon property don't get an attack roll, so they can't crit.

For the Explosive Missile I would have the Bomb use the same attack roll, but use it's own modifiers (so if you roll a 19 the Crossbow would threaten a crit but the bomb wouldn't), but it doesn't explicitly say. The reason for this is that it DOES use the attack roll, and any attack that uses an attack roll can crit. Again this isn't 100% clear, so ask your GM.

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MrCharisma wrote:
Yeah Spellstrike gets the crit Range but NOT the crit Multiplier. So in this case it still wouldn't get that. ...

Hmm... Wow, I don't think I've heard of anyone interpreting it that way. Everyone I've talked to says spellstrike gets both the crit range and crit multiplier. I will have to look up the exact wording before my Magus makes any more lance attacks.

MrCharisma wrote:

...

A conductive weapon does NOT use the crit range or multiplier, or in fact have ANY chance of a crit. This is because the Conductive weapon is added AFTER the attack roll is made. Essentially the bombs used with the Conductive Weapon property don't get an attack roll, so they can't crit. ...

Hunh. I never noticed it said after a successful hit. No adding to the crit. But that means I won't be wasting my bombs on misses any more. I come out ahead on this one.

MrCharisma wrote:

...

For the Explosive Missile I would have the Bomb use the same attack roll, but use it's own modifiers (so if you roll a 19 the Crossbow would threaten a crit but the bomb wouldn't), but it doesn't explicitly say. The reason for this is that it DOES use the attack roll, and any attack that uses an attack roll can crit. Again this isn't 100% clear, so ask your GM.

This particular character is for PFS. Since there isn't anything clear and official, I will have to bring it up with each GM when/if it ever occurs again. I would bet most will say it gets the crit if the weapon does. In this case it is the same since I use a pistol. But I agree most will probably say it is only the x2 crit. Which on a bomb is just the 1 bomb dice and the static damage.


Ehm Sven Nien wrote:
MrCharisma wrote:
Yeah Spellstrike gets the crit Range but NOT the crit Multiplier. So in this case it still wouldn't get that. ...
Hmm... Wow, I don't think I've heard of anyone interpreting it that way. Everyone I've talked to says spellstrike gets both the crit range and crit multiplier. I will have to look up the exact wording before my Magus makes any more lance attacks.

That's the exact wording of the ability ...

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

So yes you've been doing it wrong, but don't stress there's a lot going on with the Magus. Be honest about it with your group and they'll appreciate your candor. You're still plenty strong enough without 5× spell damage on a lance crit.

Re, Conductive Weapon: I agree, even though you can't crit, you also can't miss so it's a win overall.

Re, Explosive Missile: Yeah get a ruling from the GM or VC. I always thought it could crit, but I can see other interpretations. I'd be interested to know what they say.

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MrCharisma wrote:

...

So yes you've been doing it wrong, but don't stress there's a lot going on with the Magus. Be honest about it with your group and they'll appreciate your candor. You're still plenty strong enough without 5× spell damage on a lance crit. ...

Yep, I had just looked up. You are absolutely correct on that. I know I've seen a magus using a light pick for x4 crits. If I see him again, I will let him know.


I should also say that while Spellstrike doesn't give the multiplier by RAW, I don't really see any reason for this.

Sure it sounds scary of you add 10d6 damage and then it crits for 4× damage (~140 damage on 10d6), but it's going to happen way less often than the standard Scimitar build. Also, if you're getting ~140 damage from an Intensified Shocking Grasp and also dealing 4× damage from your weapon there's a very good chance that you're wasting a big chunk of damage on overkill.

Occasionally you'll one-shot a boss. When that happens it'll be fun. More often you'll one-shot a mook who only had 60hp anyway.

If you've been playing with different rules for half a campaign I wouldn't change them. If you DO change them then the affected PC should get a full re-spec so they're not just nerfed by rules that didn't exist in that game when the character was made. (And if you're not the GM I'd tell the GM the correct rules, but also strongly suggest the "don't worry about it this game" idea and the Respec idea.)

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