Runes and Alchemical Bombs


Rules Discussion

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While I think it's a bit silly for the GM to allow putting any runes on an alchemical bomb, I can't find anything that actually prohibits this.

Book details Alchemical Bombs as: "Bombs are martial thrown weapons with a range increment of 20 feet." And, being Martial Weapons with the Thrown trait... should allow runes to be etched.

My assumption is that if you could and did put a +1 striking rune on a Lesser Alchemists Fire, it would more or less turn into a very slightly worse Moderate Alchemists Fire, by gaining +1 item bonus to attack and an extra die of damage to make it deal 2d8, but would still deal 1 persistent fire damage and 1 fire splash damage.

Presumably the runes that was on the bomb would then be destroyed along with the bomb if you threw it.

If you could put fundamental runes on it, presumably you could put property runes on it as well. Unfortunately Grievous doesn't even list "Bomb" so it wouldn't do anything, and Returning also likely wouldn't as the item is destroyed after the attack.

Shock and Corrosive would work though if the rest does, dealing some more damage from your extremely expensive bomb.

Does this work, even if it's kinda stupid to do?


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Affixed or Etched
Source Core Rulebook pg. 535
"Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit."


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And even though bombs are categorized as weapons, they still have the consumable trait and are not permanent items.


What about the bomb launcher?


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The Ronyon wrote:
What about the bomb launcher?

It's not a weapon or armor and there aren't any special rules for adding them [like handwraps have].


The Ronyon wrote:
What about the bomb launcher?

The more interesting version of this question is the Thrower’s Bandolier


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Soractus Ex-Alkaeus wrote:
The Ronyon wrote:
What about the bomb launcher?
The more interesting version of this question is the Thrower’s Bandolier

That more interesting question has the same boring answer though. Runes must be etched on permanent items to have their effect.


Soractus Ex-Alkaeus wrote:
The Ronyon wrote:
What about the bomb launcher?
The more interesting version of this question is the Thrower’s Bandolier

Well the runes ARE etched into a permanent item and that item replicates the runes on the weapon in it. Nothing prevents consumables from benefiting from duplicated runes as here is no etching involved and bombs are thrown weapons so qualify for use in the item.

The real question you should ask if it's intended to work that way.


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The copied runes on the bomb items would not have any effect because they are not on a permanent item.

So while you could argue that the bombs have runes etched on them, they won't change the stats of the bomb or have any other effect.


breithauptclan wrote:
The copied runes on the bomb items would not have any effect because they are not on a permanent item.

I disagree completely: the runes are etched as required and the item is only giving the benefit of the runes and not giving a permanent effect. I can't see any rule being broken. For instance, nothing prevents a champion from using blade ally on a bomb or a Duskwalker using Ghost Hunter from having a ghost touch bomb either. There is a difference between actual etching and just handing out the benefits of one.

breithauptclan wrote:
So while you could argue that the bombs have runes etched on them, they won't change the stats of the bomb or have any other effect.

That's the thing, you CAN'T argue that "bombs have runes etched on them" and I sure am not doing so. What you can argue, and what I'm doing, is arguing that you can temporarily gain the benefits of a rune with a bomb as no etching is involved: nothing stops consumable weapons from gaining the effects of a rune by means other than etching.


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Quote:
Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit.

Well, if we want to be completely pedantic about it - if the runes aren't etched onto the bombs then they wouldn't have their effect on the bombs anyway. But that is just silly.

And an argument that you can 'replicate' a rune effect onto an item that couldn't have the rune on it in the first place doesn't pass any litmus test of reasonable ruling that I can come up with.

I also don't let Champions have Returning Longswords either.


breithauptclan wrote:
Well, if we want to be completely pedantic about it - if the runes aren't etched onto the bombs then they wouldn't have their effect on the bombs anyway. But that is just silly.

It'd be EXREMELY silly as you have a more specific rule that allows it: "Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon." Bombs are weapons and a replicated rune isn't an etched one.

breithauptclan wrote:
And an argument that you can 'replicate' a rune effect onto an item that couldn't have the rune on it in the first place doesn't pass any litmus test of reasonable ruling that I can come up with.

I can't see a reason a Duskwalker can't ghost touch a bomb. As far as reasonable, that's getting into RAI: I'm talking about that the rules actually say. Reasonable is another debate entirely and I know a few DM that would be ok with it [My duskwalker HAS ghost touched bombs before {not a melee weapon and a consumable}] so getting an agreement on reasonable might be an issue.

breithauptclan wrote:
I also don't let Champions have Returning Longswords either.

I don't see the issue: the weapon gets an effect, it just doesn't DO anything [there isn't a way to throw a non-Thrown in a Strike as far as I know]: it's just a wasted use of an ability.


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graystone wrote:
a replicated rune isn't an etched one.

That is too fine of a line for me. The meaning is clear enough.

In order for the rune effect to work, the rune effect has to be on an item that qualifies for it.

A consumable item such as a bomb cannot have a weapon rune effect on it.


breithauptclan wrote:
That is too fine of a line for me. The meaning is clear enough.

Sure a permanent rune has to go on a permanent item: what about the bandoleers affect on thrown weapons is permanent?

breithauptclan wrote:
In order for the rune effect to work, the rune effect has to be on an item that qualifies for it.

Agreed. *looks at bandoleer* Nothing about the replicated effect though. For instance, Ghost Ammunition has "the benefits of the ghost touch property rune" even though it's ammunition and not a melee weapon. The Ghostbane Fulu is affixed to a weapon [not melee weapon] and it grants "the benefit of the ghost touch property rune". here are a least 3 ranged weapons with ghost ouch on it. Ghost Hunter gives "the effects of a ghost touch property rune" to "Your weapon and unarmed attacks". If here is a hard line in the sand, I don't know where it is.

breithauptclan wrote:
A consumable item such as a bomb cannot have a weapon rune effect on it.

I agree on 'A consumable item such as a bomb cannot have a weapon rune effect on it.


graystone wrote:
Nothing about the replicated effect though. For instance, Ghost Ammunition has "the benefits of the ghost touch property rune" even though it's ammunition and not a melee weapon. The Ghostbane Fulu is affixed to a weapon [not melee weapon] and it grants "the benefit of the ghost touch property rune". here are a least 3 ranged weapons with ghost ouch on it. Ghost Hunter gives "the effects of a ghost touch property rune" to "Your weapon and unarmed attacks".

Those are all specific overrides.

And I'm sure you will argue that I am reading too much into developer intent, but those all also seem to be borrowing existing rules text in order to avoid reprinting it. It is easier and faster to say that some effect copies the effects of something else - such as the Ghost Touch rune - than to repeat the entirety of that effect and then say that it interacts in the same ways with all of the other things and then be sure to remember that...

But have fun convincing your gaming group that bombs should be able to have rune effects on them. And defining exactly how that works. Still waiting for a unified ruling for Striking runes that works for both Alchemist's Fire and Acid Flask.


My kneejerk response is to side with breith on this and say of course bombs can't benefit, but then I started wondering what they would really gain and ask if it's really worth fighting about

The bandolier itself is 3rd level, and comes stock with a +1 Weapon Potency rune, which offers a +1 item bonus. Bombs at 3rd level already have a +1 item bonus, so this would not stack with those. Lower level bombs might benefit, and the not-yet-fixed bottled sunlight bombs would too. Okay

Once you gain the Striking rune, it works by "increasing the weapon damage dice it deals to two instead of one." It doesn't add a die universally, it increases the dice to two. Again, level 3 bombs already have two dice so no stacking here either. Also again, low level bombs might benefit, but they'd still be worse than their 3rd level counterparts as the OP noted. I guess there could be potential for downtime crafting savings?

If we allow the runes to apply, and the player keeps the bandolier upgraded when they gain access to higher level Potency and Striking runes, they would gain their +2/+3 to hit when everyone else does with Potency runes, a level earlier than bombs do normally. This would help address one of the weaknesses of being a bomb-user. It would not give them an edge with weapon dice, since bombs already are ahead there. Unless, as noted, you roll with a lot of low-level bombs

So assuming we allowed the rune(s) to be "replicated" onto a bomb (which some might argue is not the same as "gaining the benefits of" that rune and more like scribing, but for now let's assume it's possible), what would a bomb really be able to benefit from? Property runes I guess. The bandolier can be etched with runes "as if it were a one-handed thrown weapon." What does that disqualify? Of the runes in the CR: Dancing, Disrupting, Ghost Touch, Keen, Shifting, Spell-Storing, Vorpal, and Wounding. What's left are mainly the energy damage runes, and technically Grievous though it doesn't have an effect listed for bombs as noted by the OP

So the question for players is, are these good enough to fight for (probably yes), and for GMs, are these too good to allow?


breithauptclan wrote:
Those are all specific overrides.

If so, how is the bandoleer any less specific other than it being 'runes that work on thrown weapons' instead of 'ghost touch'.

breithauptclan wrote:
And I'm sure you will argue that I am reading too much into developer intent

IMO, it's an issue that you're reading any intent into it at all. All of them and things like the bandoleer and handwraps use the same or near identical wording: I could care less WHY they used it as what's important in RAW is the actual words used. I'm not arguing RAI.

breithauptclan wrote:
But have fun convincing your gaming group that bombs should be able to have rune effects on them. And defining exactly how that works. Still waiting for a unified ruling for Striking runes that works for both Alchemist's Fire and Acid Flask.

Here's the thing though: I'm debating RAW. I couldn't care less if it actually sees play as that was never the point. As to what works, how is that hard? Strike bonuses do no stack and weapon dice are set to a new total so they are simple: what's left is property runes and those too are pretty simple. What do you see as problematic?

Secondly, it'd only work on bombs you put in it before you invest it, meaning you're either buying bombs to put in it or spending reagents on them [no perpetuals] and it only fits 20 weapons total. I'm having trouble seeing how this would be an issue if allowed.

EDIT: you asked about Alchemist's Fire and Acid Flask: the weapon damage die for Alchemist's Fire is 1d8 and Acid Flask is 1 [like the blowgun].


This has been the "talk of the town" ever since the Thrower's Bandoleer was revealed... Are people asking if they can slap a Major Striking rune on the bandoleer so their Major Alchemist's Fire can deal 8d6 points of fire damage instead of 4d6 or something?


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JiCi wrote:
This has been the "talk of the town" ever since the Thrower's Bandoleer was revealed... Are people asking if they can slap a Major Striking rune on the bandoleer so their Major Alchemist's Fire can deal 8d6 points of fire damage instead of 4d6 or something?

no, i think it's universally accepted that this doesn't work:

striking rune SETS the dices to X, it doesn't multiply dices or anything like that.

The real question is about property runes.

after level 10ish, when every martial has basically about +2d6 of damage from their 2 property runes, the difference with bombs starts showing.

so this could potentially allow for such runes like flaming and etc to be applied to the bomb strike.


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graystone wrote:
Here's the thing though: I'm debating RAW. I couldn't care less if it actually sees play as that was never the point.

Well, here is some RAW for you to remember.

Quote:
Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn’t work as intended, work with your group to find a good solution, rather than just playing with the rule as printed.

So maybe stop arguing RAW to the point where it becomes more of a problem than it is worth. That isn't helpful to people actually trying to play the game.


shroudb wrote:
no, i think it's universally accepted that this doesn't work:

I've seen both being argued for.

shroudb wrote:

The real question is about property runes.

so this could potentially allow for such runes like flaming and etc to be applied to the bomb strike.

But that is the more common one. Basically people want to be able to combine Ghost Charge and Alchemist's Fire as though they had Combine Elixir (except for bombs instead of elixirs, and without having to use bombs two levels lower than maximum, or taking a feat, or even being an Alchemist).

Edit: Oh, and forgot the Additive 2 cost that makes it cost extra reagents and extra actions.


The thing is, Bombs are a bad fit with Runes all the way around. Bombs are counted as weapons, but virtually everything about them uses their own rules, not the standard weapon rules.

On the Fundamental Rune side, Weapon Potency Runes grant an Item Bonus to Strike Actions. Bombs have their own Item Bonus to Strike Actions. (For most Bombs, coming in one level behind the Weapon Potency Rune.)

For Striking Runes, Striking Runes specify the number of Weapon Damage dice the weapon they're inscribed on do. Bombs don't use Weapon Damage dice. Instead, they do a specified amount of damage that usually (but not always) includes a roll. A standard weapon does one damage die. A Greater Alchemist's Fire does 4d8 fire damage... but is it a standard weapon? A Lesser Alignment Ampoule does 1pt Alignment Damage + 1 Splash. Is it a standard weapon? Acid Flasks do 1pt Acid + Splash, and then a varying amount of Persistent Damage... are *they* standard weapons?

Heck, Bombs aren't even *thrown* the same way as other weapons. A Strike with a Bomb gains the Manipulate trait. Most Bombs have Splash, but not all. And the reason that Bombs, being thrown weapons, don't have the Thrown trait, is that the Thrown trait specifies you add your Strength modifier to damage... which you never do with Bombs (even those without the Splash trait, like Tanglefoot Bags... probably because a Tangelefoot Bag does no damage at all.)

So the notion of somehow applying Weapon Property Runes to Bombs, even through something like the Thrower's Bandolier seems ridiculous to me, considering how few of the rules for Bombs are rules for other thrown Weapons.


My thoughts on the matter. My mind isn't made up per se, but this is basically my thoughts as they sit now.

1. Bombs do not have a weapon damage die listed in their weapon profile, instead dealing specific damage called out in their rules. This is similar to say, the Fire Damage dealt by the lit Fire Poi, and thus would not be adjusted by Striking Runes, even if you were to let runes on a Thrower's Bandoleer work with bombs. So no big deal there as far as I am concerned.

2. The only property runes I can see having value with bombs are flaming/shocking/etc... that grant extra damage dice. These runes tend to only grant such damage on a hit, so no worrying about splash benefiting from such runes. Not many other runes have any real benefit for bombs. Especially runes that thrown weapons qualify for at any rate.

3. The greatest benefit that I can see bombs gaining from runes working for them is increased item bonuses to attack rolls for lower level bombs. So you can keep your lesser bombs a bit more relevant this way. They still won't be dealing spectacular damage, but they will hit that much more. Which could impact the balance considerations for weapon property runes working.

Honestly, 3 being a thing makes me want to accept that this works purely because it makes bomber alchemists just a bit more bomb-y. Bonus damage from Damage property runes is just icing on the cake, and not the buff you probably are worried about since it requires a hit to happen, and a bomber alchemist is about as inaccurate as you can be without purposefully self-sabotaging.

I don't see this necessarily being intended, as it would be weird for Paizo to "fix" a subclass with one specific item. Especially an item that isn't tailored to them from the top down.

So, call me undecided. RAW, I agree with Graystone, I think the way everything is worded does not preclude thrower's bandoleer runes from being copied onto a bomb.

RAI... I am not really certain to be honest. Until and unless we get official word though, I will probably allow this at my table. Unless I find some reason that it is too good to be true in the meantime.


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breithauptclan wrote:
shroudb wrote:
no, i think it's universally accepted that this doesn't work:

I've seen both being argued for.

shroudb wrote:

The real question is about property runes.

so this could potentially allow for such runes like flaming and etc to be applied to the bomb strike.

But that is the more common one. Basically people want to be able to combine Ghost Charge and Alchemist's Fire as though they had Combine Elixir (except for bombs instead of elixirs, and without having to use bombs two levels lower than maximum, or taking a feat, or even being an Alchemist).

Edit: Oh, and forgot the Additive 2 cost that makes it cost extra reagents and extra actions.

Regardless if someone is for or against, your comparison is just silly here. (as an example I'm still undecided)

You are comparing adding 1d6 damage from a rune (or even 2d6 from 2 runes) to getting 2d8+6+persistent +6 aoe, or/and other riders.

Getting property runes doesn't AT ALL equates to combine strength wise.

That's like arguing that property runes on melee weapons equal making 2 nonmap attacks with them...


shroudb wrote:

Regardless if someone is for or against, your comparison is just silly here. (as an example I'm still undecided)

You are comparing adding 1d6 damage from a rune (or even 2d6 from 2 runes) to getting 2d8+6+persistent +6 aoe, or/and other riders.

Perhaps. Though I think it depends on what you are fighting and which direction you are combining things.

Against a ghost using a Ghost Charge normally would be baseline.
Using Alchemist's Fire would likely be a bad choice because the ghost would have a lot of resistance against the non-magical fire damage.

Using a Ghost Charge with a Flaming rune may not be all that much of an addition.

But how about using Alchemist's Fire with a Ghost Touch rune? It removes the double resistance that the ghost has against non-magical fire damage and even the normal resistance that it has against magical fire damage.

I'm not trying to argue that bombs are less powerful that other weapons and may need a buff. What I am trying to point out is that using the Thrower's Bandolier to put rune effects on bombs is a huge buff to bombs that is very likely not intended and is rather undefined according to the current rules of how runes work.

Abusing the Thrower's Bandolier to put rune effects on bombs is not the right way to buff bombs.


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breithauptclan wrote:
shroudb wrote:

Regardless if someone is for or against, your comparison is just silly here. (as an example I'm still undecided)

You are comparing adding 1d6 damage from a rune (or even 2d6 from 2 runes) to getting 2d8+6+persistent +6 aoe, or/and other riders.

Perhaps. Though I think it depends on what you are fighting and which direction you are combining things.

Against a ghost using a Ghost Charge normally would be baseline.
Using Alchemist's Fire would likely be a bad choice because the ghost would have a lot of resistance against the non-magical fire damage.

Using a Ghost Charge with a Flaming rune may not be all that much of an addition.

But how about using Alchemist's Fire with a Ghost Touch rune? It removes the double resistance that the ghost has against non-magical fire damage and even the normal resistance that it has against magical fire damage.

I'm not trying to argue that bombs are less powerful that other weapons and may need a buff. What I am trying to point out is that using the Thrower's Bandolier to put rune effects on bombs is a huge buff to bombs that is very likely not intended and is rather undefined according to the current rules of how runes work.

Abusing the Thrower's Bandolier to put rune effects on bombs is not the right way to buff bombs.

that still doesn't make sense in the comparisson.

to start off, i dont think any bomber would be wasting a property slot for ghost touch when they can simply make ghost charges already.

unlike other classes, bombers have the flexibility of an on demand "harm incorporeal" weapon. losing damage on every every single other occasion when you already have a way out seems just bad.

as i said earlier, i'm undecided:
i don't think it's rai mind you, but if it's a raw "temp fix", i also dont see a problem using it until more core issues are addressed.

just pointing out that you completely overexagerrated the effect.

similarly as how the property runes don't somehow brea the other martials, i highly doubt that they will break the bombs either. it may help the bombers get a bit closer in damage as others, and i dont really see an issue with that (until other issues are fixed at least).


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Yeah, I'll admit to a bit of hyperbole in my comparison there. I think it is warranted and justified though to convey how I feel about the arguments people are proposing.

And I don't like the idea of a "temp fix". If bombs need fixed, get a real fix. Don't abuse rules like this - because it will have a lot more undefined consequences and will cause more problems than it fixes. And I don't think that is hyperbole.

Liberty's Edge

I, quite simply, do not think these are intended to work with Runes no matter what, full stop. No etched Runes, no "applied" Runes, no "gain the effects of" a Rune, none of it. As far as I see it, Alchemical Items should probably just see some Errata to the Alchemical Trait that wholesale indicates that no Runes or effects that rely on the rules of Runes such as Magic Weapon, the Champion Blade Ally, and other similar options, should or can ever work with them.

If a Magic Item of ANY kind, in my view, that is intended to work with Alchemical Items of any sort (be it a Bomb, Healing Elixir, Mutagen, etc) then it should always explicitly spell that distinction out in every case.

Dark Archive

I posted this to reddit, but a cross post seems relevant here:

----------------------------------- POST ------------------------

There has been some recent discussion about whether the new Thrower's Bandolier in the Treasure Vault will apply runes to bombs. What isn't really being discussed is whether or not this will unbalance the game if we allow alchemists or other martials with a archetype that provides access to utilize this equipment. I wanted to provide some baseline DPR for single strikes at 0 MAP for comparison purposes. This way GMs can decide if they're willing to let this bandolier provide fundamental/property runes to folks.

Base Assumptions:

1) Its assumed the thrower's bandolier striking runes will only double the base bomb damage dice (i.e., 1D8 for Alchemist Fire, 1D6 for Lighting Bottle). This excludes any persistent or splash damage values inherent to bombs on the basis they probably should be considered akin to typical weapon dice.

2) Splash damage is increased only by going up a bomb category (i.e., lesser to moderate), getting calculated splash/boosting INT, or getting expanded splash and boosting INT.

3) Persistent damage was ignored in all cases except for the Alchemist throwing sticky bombs. In this case from L8 onward the persistent damage is assumed to go 2 rounds.

4) Realistically, it isn't until L10 (~L8 with a familiar) that non-alchemist builds can even fill up their bandoliers without buying bombs. This is likely what you'll need to do for < L10 which would drop DPR slightly vs. what is shown assuming you're buying lesser bombs to save gold.

5) The alchemist build is consuming quicksilver via the new collar for all combats as a free action and using their apex item in for DEX to maximize hitting.

6) Many martials have some ways to boost ranged accuracy that aren't accounted for (parting shot, Pistol Twirl, etc.).

7) This is single target damage only. Splash is included in the damage, but damage will be increased for more enemies. The alchemist will have the most splash damage and range due to class features, INT going from 18-22 (no apex item) and having access to the highest level bombs at L17. Other martials only take INT to 18.

8) Everyone picks up a way to draw/strike from the bandolier via quick bomber or quick draw (typically around L2-L4).

9) All non-gunslingers need to be maintaining two sets of weapon runes. The bandolier won't hold non throwing weapons (i.e., guns, bows, or finesse weapons). There is only 1 finesse throwing weapon of light bulk that could go into the bandolier, but it doesn't work because the next time you draw a weapon from it it removes the runes from the last thrown weapon.

10) Everyone is a duskwalker and gets spirit strikes at L9 (just drop the lines all by a tiny amount if you don't like that).

11) I added 3 lines for a fighter with a 1D12 Greatsword, a fighter with a horngali hornbow, and a gunslinger with an arquebus to compare the value of having bombs vs. a limitless attack option.

12) All bombs are 1D8. A lot of the better debuff bombs are 1D6 so DPR vs. the values shown will be lower in practice.

13) The bandolier is primarily enabling property runes for DPR increases which are not available when using quick alchemy/additives.

14) I'm not a super alchemist optimizer, so I could have left some DPR on the table due to lack of knowledge. Let me know if there is something I can improve!

Damage Chart(s):

DPR for different options

Relative damage as compared to the standard alchemist who is using advanced alchemy for sticky bombs and not the bandolier (lines above are more DPR, lines below are less)

Takeaways:

1) The bomber alchemist has a lot more support for not hitting allies with splash and is typically always splashing larger areas. This limits the utility of bombs for non-alchemists after round 1 of combat and probably relegates it to a back-up option or combat opener due to 'reliability'.

2) Most martials have better strikes options for single target damage than using the bomb. This limits utility of bombs for martials to times where they can get AOE off without hitting allies or for triggering weaknesses.

3) Maintaining two weapon rune sets is expensive. ABP would alleviate most of this issue by still allowing property runes on bombs with the bandolier. But likely, this drops non-alchemist DPR from what is shown in the chart (you can probably assume a 1 level delay by shifting all values to the left by 1).

4) Quick Alchemy with sticky bombs is better at all levels (assuming 2 rounds of persistent damage). But the bandolier allows the alchemist to extend their daily resources by having mass production bandolier bombs in addition to the more interesting "I need a good class DC or Additive" bombs from quick alchemy.

5) The gunslinger's bandolier bomb is on par or behind the alchemist's bandolier bomb for most levels with respect to single target DPR.

6) The fighter is ahead of the alchemist, but honestly you have to jump through SO many hoops (see build below) that its likely relegated to a high level one shot build or matching the gunslinger progression if they pick another primary weapon.

7) The barbarian is ahead at all levels because getting to add you're rage bonus to throwing weapons is shockingly good. A DEX barbarian with a finesse melee weapon (e.g., aldori sword with proficiency from unconventional weaponry) could re-ignite some long lost urban barbarian feelings from PF1E.

8) There are likely to be similar options for other classes that use the barbarian feat progression but that add baseline damage (e.g., precision ranger) that could achieve something similar. However, it really doesn't come online until L4-L6 once you have quickdraw or quickbomber and only takes off significantly at L13 when martials get their proficiency boost and alchemists get nothing. Thus until L13+ I don't think there is much of an issue and probably at those higher levels there are better feats for martials to use from their class.

9) Since the martials are spending all of their infused reagents to make bombs and are limited to producing 2 per level, this hardly becomes an all day every combat 2-3 bombs/round kind of situation. Even when the bandolier is maxed out, it only holds 20 bombs. Whereas a bomber alchemist gets way more infused reagents, can produce more bombs per reagent spent, and has tons of in class support for elixirs/other alchemical items to add versatility through support/debuff/utility options.

Overall: I don't think it is OP to let this thing work the way people want it to. Dealing with friendly fire splash damage, spending most of your feats on bomb related feats, paying for two weapon rune sets, having to prefab vs. quick alchemy (might not have the right bomb), spending all the infused reagents on bombs (instead of other alchemical items), and losing single target DPR vs you're normal attack are all pretty fair tradeoffs to mostly keep pace with alchemist bombers who don't suffer these issues. It is not OP to let your bomber alchemist use it this way and actually would really help them extend their infused reagents to go longer in the day or prepare more versatile items for party support/healing/enemy debuffs.

Builds:

Build 1 - Gunslinger MC Demolitionist

L1 - Gunslinger - Munitions Crafter (L1 bombs)

L2 - Demolitionist - Dedication (for calculated splash/expanded splash)

L4 - Gunslinger - Quickdraw (to pull and throw bombs as 1 action)

L6 - Demolitionist - Calculated Splash (swap splash for int modifier - assume 14 at L1 scaling to 18 by L10)

L8 - Gunslinger - Munitions Machinist (for L-3 bombs, moderate at L8, Greater at L14, and Major at L20)

L12 - Demolitionist - Expanded Splash (adds int mod to splash damage instead of replacing it)

Note 1: This is the easiest path to using bombs as a non alchemist. You can do it without free archetype but your proficiency remains at a non-fighter martial's due to singular expertise. As such, except for things like a precision ranger or raging thrower barbarian that get to add significant static damage, this is the damage curve most martials will have with the bandolier.

Build 2 - Fighter MC Alchemist MC (DEX scaling proficiency archetype) MC Demolitionist - Needs Free archetype

L1 - Fighter - Point Blank Shot (+2 damage on ranged weapons, not built in until L14 from stance savant)

L2 - Alchemist - Dedication (for calculated splash/Quick Bomber)

L4 - Alchemist - Quick Bomber (to pull and throw bombs as 1 action)

L6 - Alchemist - Expert Alchemy (get moderate bombs)

L6 - Scaling Proficiency Archetype - Dedication (archer, aldori duelist, etc.)

L8 - Alchemist - Calculated Splash (swap splash for int modifier - assume 14 at L1 scaling to 18 by L10)

L8 - Scaling Proficiency Archetype - Feat 2

L10 - Scaling Proficiency Archetype - Feat 3

L12 - Demolitionist - Dedication

L12 - Demolitionist - Expanded Splash (adds int mod to splash damage instead of replacing it)

L14 - Alchemist - Master Alchemy (get greater bombs at L16)

Note 2: This build can only work with free archetype. It relies on you picking bombs as your 'fighter proficiency weapon' and sucks up most of your feats to get another weapon group to scale at the same level and get into the demolitionist archetype for expanded splash at L12. With free archetype it can come online at L6 by jumping into archer or aldori duelist to get a second DEX based scaling weapon at max proficiency. Otherwise it can come online at L13 with the dwarf/ancestry scaling proficiency feats with less pain. This is basically a L6 start or L13 start one shot build to be honest.

Build 3 - Alchemist

L1 - Quick Bomber

L4 - Calculated Splash

L8 - Sticky Bombs

L10 - Expanded Splash

Note 3: Standard bomber alchemist. Only included feats that increase damage. Obviously debilitating bombs or the new skunk bombs or other similair quick alchemy options are really only available to the alchemist vs. the other builds.

Build 4 - Barbarian (Dragon) MC Alchemist MC Demolitionist

L1 - Barbarian - Raging Thrower

L2 - Alchemist - Dedication (for calculated splash/Quick Bomber)

L4 - Alchemist - Quick Bomber (to pull and throw bombs as 1 action)

L6 - Alchemist - Expert Alchemy (get moderate bombs)

L8 - Alchemist - Calculated Splash (swap splash for int modifier - assume 14 at L1 scaling to 18 by L10)

L10 - Demolitionist - Dedication

L12 - Demolitionist - Expanded Splash (adds int mod to splash damage instead of replacing it)

L14 - Alchemist - Master Alchemy (get greater bombs at L16)

Note 4: Raging thrower adds rage damage to your thrown weapons (i.e., see splash trait as bombs are thrown weapons). Since we aren't trying to save a +2 like the fighter build, just strap an aldoi dueling sword or rapier (i.e., finesse but not agile so you don't lose rage damage) weapon in one hand and live your best pirate bomber fantasy. While this one punches above the alchemist a bit, its giveing up lots of DPR vs. a typical two hander. Personally as a GM I'd reward a DEX, one handed, hyper intelligent barbarian build for being counter culture.

Dark Archive

As an addendum the above, the cost of maintaining two rune sets and back-filling the bandolier to max it at 20 bombs is prohibitive. It isn't until L10 that can they can fill the bandolier without consuming resources. People complain about how painful it is playing an alchemist for the first 3-4 levels because of this issue. Yet the alchemist is making 3 bombs instead of 2 and is effectively 4 levels higher since they add their INT bonus when determining number of infused reagents. Lets assume the # of bombs needed to have an all day supply is 20 for simplicity. That is equivalent to roughly 2-4 combats, 5 rounds each, throwing 1-2 bomb per turn and isn't a super long encounter day. If you only start throwing bombs at L4 (thats when all MC alchemists can get quick bomber) and you gain a character level every day then you will spend:

L4 - 25.7% of Cummulative WBL on bombs/day

L5 - 24.4% of Cummulative WBL on bombs/day

L6 - 20.0% of Cummulative WBL on bombs/day

L7 - 15% of Cummulative WBL on bombs/day

L8 - 10.9% of Cummulative WBL on bombs/day

L9 - 7.9% of Cummulative WBL on bombs/day

For moderate progression its ~1000 exp per level and lets say combats are on average moderate difficulty (80exp). That means we're having 12.5 combats per level or roughly 2-4 (average of 3 days) equivalent of bomb throwing. So triple those numbers above and you're spending a sliding scale of 75% at L4 to 24% by L9 of your personal cumulative WBL just to keep 20 bombs in your bandolier every day. Thats a huge chunk of WBL lost to you especially considering you've spent ~37-44% of cumulative WBL to get the +1/Striking/Damage runes at the earliest available level which jumps to roughly ~50% cumulative WBL if you're trying to maintain two sets of weapon runes (one for bombs and one for any other backup weapon) and buy the second set at 1 level delayed increments.

Basically the bandolier really isn't breaking the game by letting property runes apply and its not even economically feasible to employ for non alchemists until L10+. The martials have more damaging resource-less ways of murdering enemies, so at best bombs are a fun back-up weapon/flavour weapon for non-alchemists.


Red Griffyn wrote:
Basically the bandolier really isn't breaking the game by letting property runes apply and its not even economically feasible...

Or to rephrase...

Even if you abuse the mechanics and do things like allow rune effects to be applied to consumable items and give bombs the Thrown trait that they don't have so that Raging Thrower adds Rage damage to them, that this still isn't enough of a hot fix and you are better off just using a regular martial weapon.

Dark Archive

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breithauptclan wrote:
Red Griffyn wrote:
Basically the bandolier really isn't breaking the game by letting property runes apply and its not even economically feasible...

Or to rephrase...

Even if you abuse the mechanics and do things like allow rune effects to be applied to consumable items and give bombs the Thrown trait that they don't have so that Raging Thrower adds Rage damage to them, that this still isn't enough of a hot fix and you are better off just using a regular martial weapon.

I specifically haven't weighed in on what 'side' of RAW to consider. To me its just table variation and hinges on are runes 'etched' from bandolier to object or are rune effects applied upon drawing like a blade ally. Thats not the point of the post.

The point of the post is to provide some context because I feel like mixed into these RAW arguments spread across many threads is a presumption that this would or wouldn't unbalance the game. Given the stated assumptions of how one might apply striking runes/other caveats, the point was really to show that the bandolier is prohibitively expensive for all non-alchemists, doesn't make them better than an alchemist, and indeed all martials have something better to do! From L1-4 you likely don't have quickdraw, and from L4-9 you're throwing money in a trash heap OR using it just as a backup option and investing most of your feats to improve a backup option to 'worse' than a current alchemist DPR.

Honestly, when you get contentious items like this GMs outside of PFS will rule RAI/RAW as they see fit and its honestly going to largely depend on whether it breaks the game. Most GMs if faced with 'a player really wants to do X and X doesn't break the game' will apply the rule of cool. To me this item has the potential to 'enable' non-alchemist bomber concepts enough to be fun enough to play (i.e., a cool back-up weapon for opening salvos, versatility for enemies with weird weaknesses, applying a debuff on a 1D6 bomb to provide party support, etc.). Those builds also spend a ton of feats, money, and investment to make this work (so its not like a cool bolt on any martial can just 'do').

At this point if you want to use bombs with any level of efficacy its basically play an alchemist or nothing. That is just leaving fun game design space under utilized for no reason. After L11 alchemist DPR relative to martials keeps dropping because of no starting 18 in DEX, not master proficiency in bombs, loss of property runes vs. other martial weapons, great weapon spec, etc. So in the current meta of the game, no one is good with bombs after L11 to seriously be using these things. That is bad game design and if this bandolier at least helps improve engagement with bombs at higher levels, that just sounds like a win win.

Folks can squabble over RAW/RAI and put w/e spin you want on it. But from a practical standpoint if there was a stealth edit by Paizo upon release of TV that explicitly told you how this worked RAW would you still be against it? If yes, then what exactly are you fighting for here?


shroudb wrote:
JiCi wrote:
This has been the "talk of the town" ever since the Thrower's Bandoleer was revealed... Are people asking if they can slap a Major Striking rune on the bandoleer so their Major Alchemist's Fire can deal 8d6 points of fire damage instead of 4d6 or something?

no, i think it's universally accepted that this doesn't work:

striking rune SETS the dices to X, it doesn't multiply dices or anything like that.

Actually, if you would add a Major Striking Rune to an Alchemist's Fire, it would deal 8d6 points of damage (4d6 + 4 dices), while with a regular Striking rune, it would deal 5d6 (4d6 + 1 die).


"A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one."

So that would not work with any Bomb but the lesser versions.
And even if you ignore the "instead of one" part, it would just put it to 4 dice like the Major Alchemist's Fire, so no change in damage for them.


JiCi wrote:
Actually, if you would add a Major Striking Rune to an Alchemist's Fire, it would deal 8d6 points of damage (4d6 + 4 dices), while with a regular Striking rune, it would deal 5d6 (4d6 + 1 die).
Striking Rune wrote:
A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one.
Major Striking Rune wrote:
The weapon deals four weapon damage dice.

Actually, if you would add a Major Striking Rune to an Alchemist's Fire, it would deal 4d6 points of damage (4d6 => 4d6 dices) because the rune explicitly sets the number of dice to use. While with a regular Striking rune, it would deal 2d6 (4d6 => 2d6) for the same reason.

Or...

Actually, if you would add a Major Striking Rune to an Alchemist's Fire, it would deal 4d6 points of damage (4d6 => 4d6 dices) because the rune explicitly sets the number of dice to use. While with a regular Striking rune, it would still deal 4d6 (4d6 => no change) because the Striking rune says that it only 'increases' the amount of damage that it does.

Or...

You can't apply a Striking rune to an Alchemist's Fire unless it normally only deals 1 dice worth of damage in the first place because of that 'instead of one' clause.

See... Isn't arguing about this so much more fun than actually playing the game?


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Ah. Here it is. I finally figured out where I had seen this precedent being set.

Doubling Rings wrote:
The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given rune

So with the general requirements of runes

Quote:
Runes must be etched onto permanent items

I don't know how much more clear the rules need to be.


SuperBidi wrote:

"A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one."

So that would not work with any Bomb but the lesser versions.
And even if you ignore the "instead of one" part, it would just put it to 4 dice like the Major Alchemist's Fire, so no change in damage for them.

because all weapons deal 1 damage die... Bombs don't, so the rules don't apply normally, if they would.

Point is that people want their alchemists to throw 3 mega bombs that deal up to twice the damage, and the Bandoleer looks like the solution.


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JiCi wrote:
SuperBidi wrote:

"A striking rune stores destructive magic in the weapon, increasing the weapon damage dice it deals to two instead of one."

So that would not work with any Bomb but the lesser versions.
And even if you ignore the "instead of one" part, it would just put it to 4 dice like the Major Alchemist's Fire, so no change in damage for them.

because all weapons deal 1 damage die... Bombs don't, so the rules don't apply normally, if they would.

Point is that people want their alchemists to throw 3 mega bombs that deal up to twice the damage, and the Bandoleer looks like the solution.

If you believe that they don't have an initial die, then what do you base the die size at?

"Set to 2 dices" if the initial size is 0, then would still be 0.

Even if you want to assign arbitrary dices, then using your logic you should upgrade from 0 to the next highest printed die size, which is flat 1 damage for blowgun.

Where did you get d6s and d8s?

Your math simply make 0 sense since they literally put random dices in with 0 justification.


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breithauptclan wrote:

Ah. Here it is. I finally figured out where I had seen this precedent being set.

Doubling Rings wrote:
The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given rune

So with the general requirements of runes

Quote:
Runes must be etched onto permanent items
I don't know how much more clear the rules need to be.

Problem is, Thrower's Bandolier does not contain that sentence. While I agree that Doubling Rings and Thrower's Bandolier are alike, they are not exactly alike. So we have to use their individual wording to evaluate them.

For example, Blazon's of Shared Power share Doubling Rings wording on prerequisites. However, Gunner's Bandolier does Not share that language. This is likely due to the fact that you can only place runes for Ranged Weapons on them, so any weapon placed in the Bandolier would already meet such prerequisites.

In other words, Doubling Rings having that rider does not mean that Thrower's Bandolier must have it either.

Big Spicy However. This leads us to probably the best argument against this working: Bombs are Not Thrown Weapons, so should not be able to be placed in the Bandolier in the first place.

Since it can be etched with runes as if it were a Thrown Weapon, like the Gunner's Bandolier can only be etched with Ranged Weapon Runes, then there is no need for the Prerequisite language.

Bombs not being Thrown Weapons, mean that they aren't able to be placed in the Bandolier in the first place, and even if the gm allowed it, they should not benefit from the magical effect of the Bandolier in any case, similar to non-ranged weapons that happen to be placed in a Gunner's Bandolier.

Thoughts?


beowulf99 wrote:
breithauptclan wrote:

Ah. Here it is. I finally figured out where I had seen this precedent being set.

Doubling Rings wrote:
The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given rune

So with the general requirements of runes

Quote:
Runes must be etched onto permanent items
I don't know how much more clear the rules need to be.

Problem is, Thrower's Bandolier does not contain that sentence. While I agree that Doubling Rings and Thrower's Bandolier are alike, they are not exactly alike. So we have to use their individual wording to evaluate them.

For example, Blazon's of Shared Power share Doubling Rings wording on prerequisites. However, Gunner's Bandolier does Not share that language. This is likely due to the fact that you can only place runes for Ranged Weapons on them, so any weapon placed in the Bandolier would already meet such prerequisites.

In other words, Doubling Rings having that rider does not mean that Thrower's Bandolier must have it either.

Big Spicy However. This leads us to probably the best argument against this working: Bombs are Not Thrown Weapons, so should not be able to be placed in the Bandolier in the first place.

Since it can be etched with runes as if it were a Thrown Weapon, like the Gunner's Bandolier can only be etched with Ranged Weapon Runes, then there is no need for the Prerequisite language.

Bombs not being Thrown Weapons, mean that they aren't able to be placed in the Bandolier in the first place, and even if the gm allowed it, they should not benefit from the magical effect of the Bandolier in the first place, similar to non-ranged weapons that happen to be placed in a Gunner's Bandolier.

Thoughts?

Bombs are specifically martial thrown weapons.

Quote:
Bombs are martial thrown weapons with a range increment of 20 feet


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shroudb wrote:
Bombs are specifically martial thrown weapons.

I contend they are not. They do not have the Thrown trait.


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beowulf99 wrote:


I contend they are not. They do not have the Thrown trait.

Straight from the rules:

Quote:
Bombs are martial thrown weapons with a range increment of 20 feet

Furthermore, from the splash trait on bombs:

Quote:
When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll.


shroudb wrote:
beowulf99 wrote:


I contend they are not. They do not have the Thrown trait.

Straight from the rules:

Quote:
Bombs are martial thrown weapons with a range increment of 20 feet

Furthermore, from the splash trait on bombs:

Quote:
When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll.

Fair dues and all. In my opinion, they are clearly not a thrown weapon in the way that the Bandolier intends. Weapons with the thrown trait, that could be etched with runes themselves.

They are physically thrown for sure. But I don't think it really counts as a "thrown" weapon in the same way that a dart or shuriken do. At least not in my opinion.


beowulf99 wrote:
shroudb wrote:
beowulf99 wrote:


I contend they are not. They do not have the Thrown trait.

Straight from the rules:

Quote:
Bombs are martial thrown weapons with a range increment of 20 feet

Furthermore, from the splash trait on bombs:

Quote:
When you use a thrown weapon with the splash trait, you don’t add your Strength modifier to the damage roll.

Fair dues and all. In my opinion, they are clearly not a thrown weapon in the way that the Bandolier intends. Weapons with the thrown trait, that could be etched with runes themselves.

They are physically thrown for sure. But I don't think it really counts as a "thrown" weapon in the same way that a dart or shuriken do. At least not in my opinion.

That's different. As an example, if there was a class that gained "master proficiency with thrown weapons", they would apply that to the bombs. They are as thrown weapons as a shuriken or a dagger is.

What makes them different is that they have the consumable trait.

So, you can't put runes on them normally exactly for that reason.( you only can on permanent items).

The whole discussion is if the whole "bestowing" process bypass that hard restriction or not.

RAW it does, but rai is a whole different beast.


beowulf99 wrote:
breithauptclan wrote:
I don't know how much more clear the rules need to be.

Problem is, Thrower's Bandolier does not contain that sentence. While I agree that Doubling Rings and Thrower's Bandolier are alike, they are not exactly alike. So we have to use their individual wording to evaluate them.

Thoughts?

I don't see it as an argument in good faith. I don't see it as an argument that is trying to benefit the game and make it more playable, or easier for new players to understand, or consistent and able to remember the rules as a result.

There are so many problems with arguments that start with, "well, the rules don't technically say..."

There is a good reason why the first section of the General Rules include things like "The GM has the final say" and the "Ambiguous rules" rule. We all - including the game developers - know that it is not possible for the rules authors to remember every little fiddly detail for every new item description text. RAW is to use RAI in those cases - not use some undefined behavior because it isn't explicitly forbidden by the strictest reading of the rules.


breithauptclan wrote:

I don't see it as an argument in good faith. I don't see it as an argument that is trying to benefit the game and make it more playable, or easier for new players to understand, or consistent and able to remember the rules as a result.

There are so many problems with arguments that start with, "well, the rules don't technically say..."

There is a good reason why the first section of the General Rules include things like "The GM has the final say" and the "Ambiguous rules" rule. We all - including the game developers - know that it is not possible for the rules authors to remember every little fiddly detail for every new item description text. RAW is to use RAI in those cases - not use some undefined behavior because it isn't explicitly forbidden by the strictest reading of the rules.

Eh, as I said, it was what I saw as the best argument at the time really. On the one hand, I was likely too selective in my thought process when reading "thrown" weapons. That to me says weapons with the thrown trait.

On the other hand, it is possible to be too broad in defining a thrown weapon imo. Could any item that is placed in the bandolier, and then drawn and thrown, benefit from the runes? A spoon? A fork? A rock?

They would be improvised thrown weapons at that point, no?


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beowulf99 wrote:
breithauptclan wrote:

I don't see it as an argument in good faith. I don't see it as an argument that is trying to benefit the game and make it more playable, or easier for new players to understand, or consistent and able to remember the rules as a result.

There are so many problems with arguments that start with, "well, the rules don't technically say..."

There is a good reason why the first section of the General Rules include things like "The GM has the final say" and the "Ambiguous rules" rule. We all - including the game developers - know that it is not possible for the rules authors to remember every little fiddly detail for every new item description text. RAW is to use RAI in those cases - not use some undefined behavior because it isn't explicitly forbidden by the strictest reading of the rules.

Eh, as I said, it was what I saw as the best argument at the time really. On the one hand, I was likely too selective in my thought process when reading "thrown" weapons. That to me says weapons with the thrown trait.

On the other hand, it is possible to be too broad in defining a thrown weapon imo. Could any item that is placed in the bandolier, and then drawn and thrown, benefit from the runes? A spoon? A fork? A rock?

They would be improvised thrown weapons at that point, no?

traits are there to add extra rules and such, but they aren't as conclussive as a direct descriptor.

as an example, not everything that's on fire has the fire trait, nor does fire damage only comes from fire trait, yet, fire trait exists to give more stuff to such an ability/item.

similarly, not all thrown weapons have to have the thrown trait, but if a weapon is directly called in the rules as "a thrown weapon" then that has much more weight to it than a trait.


beowulf99 wrote:
They would be improvised thrown weapons at that point, no?

While they are being thrown, yes. They would be improvised weapons and thrown weapons both.

Again the rules don't expressly forbid this from causing problems. I have heard people argue that you can put a weapon rune on anything because it could be a weapon at some point.

I don't follow that. I look at the inherent nature of the item. Much like the inherent handedness of weapons that prevents the Bastard Sword from being a bridge to allow the Shifting rune to shift weapons between one handed and two handed weapons. An improvised weapon is only a weapon while it is being used as one. The inherent nature is that it is not a weapon and does not qualify for runes - etched permanently, or copied temporarily.


Here is how I see the RAW on Bombs with Runes and the Thrower's Bandolier.

Regarding the Permanent vs Temporary Item debate:

Temporary items:

Several archetypes allow you to prepare temporary items. Much like the infused items created by alchemists, these temporary items last only a short time before becoming useless. Examples include temporary scrolls created by the scroll trickster and temporary weapons, armor, or adventuring gear created by the scrounger.

Temporary items are clearly not up to the same quality as other items, so they typically can't be sold. If an ability doesn't list how long a temporary item lasts, the item lasts until the next time you make your daily preparations. Any effect created by a temporary item also ends at that time if it hasn't already (unless it's a permanent effect).

Consumables and Bombs can be sold and are permanent items.

Affixed or Etched:

Runes must be etched onto permanent items, such as armor, weapons, or runestones to grant their benefit.

Runestones themselves are consumable and specifically stated as valid permanent targets in the rule people are quoting.

Regarding Bombs having damage dice:

Some do and some don't. Alchemical Bombs have a damage entry in their profile, and it says varies. The damage dice for Alchemical fire would be D8. Just because it doesn't have the same damage dice for every bomb doesn't mean bombs don't have damage dice. Striking runes can be put on a lower level bomb to change the amount of damage die it rolls.

Regarding the Thrower's Bandolier:

This bandolier is covered in straps and pouches capable of holding up to 2 Bulk of one-handed thrown weapons.

The rule for Alchemical Bombs: Bombs are martial thrown weapons with a range increment of 20 feet.

Bombs are one-handed thrown weapons and can be sheathed in the Bandolier.

A thrower's bandolier has a +1 weapon potency rune etched into it, and it can be etched with runes as though it were a one-handed thrown weapon. When you invest the thrower's bandolier, you can attune it to all the weapons sheathed in it.

You can attune any weapon sheathed in it.

Whenever you draw a weapon from the bandolier, the bandolier's runes are replicated onto that weapon.

Even though Bombs created with Advanced Alchemy have the Infused trait and are temporary, they can still benefit from the runes on the bandolier because they are replicated on the weapons sheathed in it. The runes are not etched on them. Replicating is different than etching.

TLDR: Alchemists can have a +3 Major Striking Thrower's bandolier with Flaming, Shock, Frost runes etched on it. Any bombs stored in it that were created with Advanced Alchemy would do:

4d(whatever damage die size the bomb has) + its other normal bomb stuff + benefit from the property runes.


eboats wrote:
Regarding the Permanent vs Temporary Item debate:

As far as I am concerned, the debate isn't between permanent items and temporary items. The debate is between permanent items and consumable items.

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