
breithauptclan |

Indeed. A different character in a game I was in was trying to use thrown weapons as a flurry ranger. Quick draw would get the action cost for anything except Hunted Shot, but the rune costs were prohibitive. Fortunately the adventure only went up to level 4, so it worked well enough for most of that time.
And the Bandolier can hold a lot of Bulk L items. 20 of them from the look of it.

aobst128 |
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Indeed. A different character in a game I was in was trying to use thrown weapons as a flurry ranger. Quick draw would get the action cost for anything except Hunted Shot, but the rune costs were prohibitive. Fortunately the adventure only went up to level 4, so it worked well enough for most of that time.
And the Bandolier can hold a lot of Bulk L items. 20 of them from the look of it.
Or infinite bulk 0 weapons! Shurikens have been lifted from their purgatory.

graystone |
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Looks quite good for monks with Shooting Stars Stance. It's also nice with enough room for 20 L weapons so you should have room for different material versions and/or different damage type weapons.
breithauptclan wrote:Or infinite bulk 0 weapons! Shurikens have been lifted from their purgatory.Indeed. A different character in a game I was in was trying to use thrown weapons as a flurry ranger. Quick draw would get the action cost for anything except Hunted Shot, but the rune costs were prohibitive. Fortunately the adventure only went up to level 4, so it worked well enough for most of that time.
And the Bandolier can hold a lot of Bulk L items. 20 of them from the look of it.
Yes! I have all the Shurikens!!! [insert evil laugh]

aobst128 |
aobst128 wrote:Uh, might not work with chakri. Ug.I'd work fine: it'd just mean they have reload 1 instead of reload 0 for having them on your wrist. It just means you need quickdraw.
Myself, I'm looking at boomerangs! A 60' range and B damage looks pretty sweet!
Right but the reload 0 is what makes them special. Otherwise, they're just worse boomerangs.
Edit: unless boomerangs are bulk 1 in which case, I'd fill the bandoliers with chakri instead.

graystone |

graystone wrote:aobst128 wrote:Uh, might not work with chakri. Ug.I'd work fine: it'd just mean they have reload 1 instead of reload 0 for having them on your wrist. It just means you need quickdraw.
Myself, I'm looking at boomerangs! A 60' range and B damage looks pretty sweet!
Right but the reload 0 is what makes them special. Otherwise, they're just worse boomerangs.
Edit: unless boomerangs are bulk 1 in which case, I'd fill the bandoliers with chakri instead.
The differences between them is damage types [B vs S] and the boomerang has +20' range: the cost the same, have the same bulk and use he same hands.

aobst128 |
aobst128 wrote:The differences between them is damage types [B vs S] and the boomerang has +20' range: the cost the same, have the same bulk and use he same hands.graystone wrote:aobst128 wrote:Uh, might not work with chakri. Ug.I'd work fine: it'd just mean they have reload 1 instead of reload 0 for having them on your wrist. It just means you need quickdraw.
Myself, I'm looking at boomerangs! A 60' range and B damage looks pretty sweet!
Right but the reload 0 is what makes them special. Otherwise, they're just worse boomerangs.
Edit: unless boomerangs are bulk 1 in which case, I'd fill the bandoliers with chakri instead.
Figures. I guess you could keep just a few chakri runed up to use their reload 0 if you have a free hand. Bummer.

aobst128 |
aobst128 wrote:But yeah, boomerangs are goated. A thaumaturge with a collection of them with the bandoliers and QuickDraw effectively gives them a shortbow with full strength mod to damage.Getting Quick Draw is enough of an investment (two archetype feats) that it doesn't seem unreasonable.
Compared to the other avenues, like going ranger to get far shot or champion to get blade ally, or archer to get the repeating hand crossbow, it's significantly cheaper and more effective. Plus, getting both quickdraw and far shot from ranger makes this thing a rifle with that range.

Sanityfaerie |

Sanityfaerie wrote:Okay, so for the sickness... is there anything that prevents you from putting alchemical bombs in your thrower's bandolier and thus giving them runes?LOL I was just thinking the same thing: some flame, frost, shock, corrosive ect on our bombs. ;)
Well... they *did* say they were looking to buff the alchemist with this book....

Sibelius Eos Owm |

Mind that if you want have a throwing item in each hand, your bandolier only applies runes to the most recently drawn. This may not be an issue in most cases but it's worth being aware of. Don't want to start the fight with two weapons drawn unless one weapon is your melee standby and the other is from the bandolier.
I love the idea of putting two 1-bulk items in the bandolier, slapping a Returning rune on it, then swapping which you're throwing around based on current enemy weaknesses.

breithauptclan |
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Okay, so for the sickness... is there anything that prevents you from putting alchemical bombs in your thrower's bandolier and thus giving them runes?
You probably wouldn't want to add Striking, but being able to apply weapon property runes to those things would be... significant.
Well, there is the precedent of things like the doubling rings that say that you can't replicate runes onto items that couldn't get them normally. And that weapon runes can only be put on permanent items - not consumable ones.
But yeah, that explicit wording is missing from the rules text in the blog at least.

CaffeinatedNinja |
CaffeinatedNinja wrote:Hmm, can you use it with Chakri with reload zero that have a limit of 2 per hand?That's what we were trying to figure out earlier. Probably not is my assumption.
It does say worn on the wrist, but thrower's bandoleer doesn't really define where it is worn, so I don't see why one of the pouches couldn't be on the wrist.

Xethik |

Sanityfaerie wrote:Okay, so for the sickness... is there anything that prevents you from putting alchemical bombs in your thrower's bandolier and thus giving them runes?
You probably wouldn't want to add Striking, but being able to apply weapon property runes to those things would be... significant.
Well, there is the precedent of things like the doubling rings that say that you can't replicate runes onto items that couldn't get them normally. And that weapon runes can only be put on permanent items - not consumable ones.
But yeah, that explicit wording is missing from the rules text in the blog at least.
Is there a rule about not being able to put runes onto consumable weapons? You really shouldn't but I think you can.

breithauptclan |
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Is there a rule about not being able to put runes onto consumable weapons? You really shouldn't but I think you can.
Again, it is hidden in the item usage rules rather than being in the rune rules. Just like the 'worn in a slot' rule that tripped me up earlier today.
Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit.
I only remember this because it came up in a different discussion about ABP recently.

aobst128 |
aobst128 wrote:It does say worn on the wrist, but thrower's bandoleer doesn't really define where it is worn, so I don't see why one of the pouches couldn't be on the wrist.CaffeinatedNinja wrote:Hmm, can you use it with Chakri with reload zero that have a limit of 2 per hand?That's what we were trying to figure out earlier. Probably not is my assumption.
Possibly. I'm thinking you could use them in conjunction with shurikens to best make use of reload 0 and of your limit of 4 chakri. Open with chakri and follow up with shurikens for their agile trait. Their natural returning rune is handy too so you don't waste them.

Sanityfaerie |
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Xethik wrote:Is there a rule about not being able to put runes onto consumable weapons? You really shouldn't but I think you can.Again, it is hidden in the item usage rules rather than being in the rune rules. Just like the 'worn in a slot' rule that tripped me up earlier today.
Quote:Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit.I only remember this because it came up in a different discussion about ABP recently.
Huh.
Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit. Adding or transferring a rune takes downtime to accomplish. The Usage entry indicates the type or types of items a rune can be etched into, such as “etched onto a weapon.” More information about etching runes is found here.
Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon. Any runes already on the weapon are suppressed, and any runes previously replicated to a different weapon in this way are removed, returning it to normal.
Yeah... I'm going to say that putting the two of those together results in a "the rules are unclear". I know how I'd be running it at any table I ran (Nope!) and I'm pretty sure that that's also the intended interpretation, but I can't prove it in a court of RAW.
On the flip side, this whole discussion has brought up the idea of buying up a bunch of cheap talismans, and affixing *those* to your bombs when you make them in the morning, and that has possibilities.
...though, admittedly, on further investigation, those possibilities aren't amazing. Bloodseeker beak will give you a whole extra 1d4 damage for 20gp. Eye of Enlightenment will give a free Recall Knowledge for 25 gp (if you hit). There's a bunch of stuff that's basically useless to a bomber. The gruel here is pretty thin. Ah, well.

Xethik |

Xethik wrote:Is there a rule about not being able to put runes onto consumable weapons? You really shouldn't but I think you can.Again, it is hidden in the item usage rules rather than being in the rune rules. Just like the 'worn in a slot' rule that tripped me up earlier today.
Quote:Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit.I only remember this because it came up in a different discussion about ABP recently.
Ah perfect, thank you.

breithauptclan |

Hmm. I wonder if property runes on bombs is particularly out of place in terms of math. Bombs are roughly equal to martial thrown weapons. Probably wouldn't break anything.
Mostly it is just really confusing and hard to keep track of things.
For the fundamental runes (I know you specified property runes), it is really bizarre. The item bonus from Potency runes wouldn't stack with the item bonus from higher level versions of bombs. And what would a striking rune increase for an acid flask? And what is the difference between a +1 Striking Alchemist's Fire (lesser) and an Alchemist's Fire (moderate)?
But then getting to the property runes. First, you can't put property runes on a weapon without having potency runes on it. Second, why have a Ghost Charge when you could have an Alchemist's Fire with a Ghost Touch rune?
So yeah. I can't really do much of an analysis on how badly putting property runes on bombs would break the math because the options are too many.

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Bombs are not Thrown Weapons, they're general Ranged Weapons, they don't have the Thrown Trait despite how it describes the action you take to Strike with them, so no, it won't work for Bombs.
For reference the list of Weapons with the Thrown Trait. Similarly, you don't apply any of the other rules for Thrown Weapons to Bombs such as applying your Str Mod to the Damage.
The Splash Trait itself is ... poorly written and needs to be revised for a number of reasons and TENDS to contradict this by saying it applies to thrown weapons but again, that's an issue as it essentially wholesale replaces the Thrown Weapon Trait altogether itself and is more descriptive in a manner that I'd call, UGH, natural language, instead of mechanically codified. Splash needs errata anyhow so I'm apt to ignore that description at it is self-breaking.

Guntermench |
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Bombs are not Thrown Weapons, they're general Ranged Weapons, they don't have the Thrown Trait despite how it describes the action you take to Strike with them, so no, it won't work for Bombs.
They're explicitly described as martial thrown weapons, and the splash trait also keys off thrown weapons. I also don't think it works for bombs, but it's not because they aren't thrown weapons.
Bombs are martial thrown weapons with a range increment of 20 feet.
When you use a thrown weapon with the splash trait

Guntermench |

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The Splash Trait itself is not a reliable source IMO as it has manifold problems such as being a kind of Trait but also sort of a Damage Type in another case as well as mixes natural language terms identical to the Thrown Trait which you'll also notice must always include a Range Increment as part of the Trait label another piece missing from Bombs which, again, aren't Thrown as in Thrown Weapons, they're Bombs with the Bomb Trait which as you noted replaces Thrown which ... makes it so they aren't Thrown Weapons, they're Bomb Weapons therefore ineligible for any ability that keys off "Thrown XX ft." on Weapons.
It cannot be both a normal Thrown Weapon and ALSO a Bomb at the same time. The whole Splash Trait needs to be rewritten regardless though, be it to clarify one way or another, I really couldn't care which way the pendulum swings at the end of the day but it needs tidying up or clarifying regardless, esp with this new item being put out as it is absolutely going to create even more questions and confusion unless it is addressed.
This also doesn't touch on the weirdness of Bombs that don't deal damage at all like the Tanglefoot Bag which also raises questions that seem to try to divide by 0, not only with the effects for runes but other abilities that key off bonuses applied to Thrown Weapons.
Either way, I don't think it works even if it would be a nice little buff, and all this not to mention the additional strange interactions it could/may/does have with regard to them being Consumble which in some places seems to also disqualify them from benefiting from Runes or Rune effects.

Guntermench |
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Well, I'll refer you once more to the Alchemical Bombs section that very explicitly says they're martial thrown weapons with a range of 20 ft.
They very much can be both.

Sanityfaerie |
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Basically, though, the bomb math already has its equivalent of property runes baked in. Adding more property runes on top of that is approximately equivalent to adding more property runes on top of whatever existing fully-runed weapon you had. It's not going to break the game too badly, but it's more powerful than intended.

SuperBidi |
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From a pure balance point of view, adding Property Runes to Bombs won't break the math, and even quite the opposite. Bombs efficiency goes down at high level mainly because there's no Property Rune added to their damage.
If you play a Bomber, Bombs expected damage goes down after level 9 and crumble up to level 20 where it's equivalent to an archer secondary attack.
Even if you grab Bombs on a martial class to make a martial Bomber, the cost in feats and the clunkiness of your build (especially at low level) is not really paid back with the Bombs assets.
Allowing Property Runes on Bombs would make them really strong at level 11, and that's all. For the rest of your career it would just put them closer to a Bow Strike from a Fighter Archer with no feats.