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Grenadier Proposal
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<blockquote data-quote="HolyMan" data-source="post: 5962346" data-attributes="member: 84167"><p>I'm all in with the cool factor. A great axe wielder using items to add extras to his weapon has great fluff and RP potential.</p><p></p><p>The archtype made it a move action and thus that is well.</p><p></p><p>The discovery makes the infusing of the bomb a standard action, really listing this action as part of the attack, and gives you what use to be a move action for free.</p><p><strong></strong></p><p><strong>So in a round you would...</strong></p><p>A) draw your ammunition (free) - <span style="color: Yellow">No AoO</span></p><p></p><p>B) take the standard action to use the Explosive Missile discovery an SU ability - <span style="color: Yellow">No AoO</span></p><p>-1b) get to load the ammunition - (free, use to be a move action) - <span style="color: Yellow">use to draw an AoO</span> crossbows only</p><p>-2b) aim and fire (free, use to be a standard action) - <span style="color: Yellow">use to draw an AoO</span></p><p></p><p>C) Still be able to take a move action this round.</p><p></p><p>The above is why I would make it a full round action. Gives you the extras in a round, applying something shouldn't be a free action till you are like level 10 or more.. </p><p></p><p>I didn't see that you needed to hit the regular AC, that makes a little difference in it's power but still not liking all it gives.</p><p></p><p>As to Grenadier I like that there is a archtype that "good" characters can play without having abilities they won't use much. That whole poison use should have been like channel energy...</p><p></p><p>An evil PC makes and uses poisons while</p><p></p><p>A good PC makes and uses curatives. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>HM</p></blockquote><p></p>
[QUOTE="HolyMan, post: 5962346, member: 84167"] I'm all in with the cool factor. A great axe wielder using items to add extras to his weapon has great fluff and RP potential. The archtype made it a move action and thus that is well. The discovery makes the infusing of the bomb a standard action, really listing this action as part of the attack, and gives you what use to be a move action for free. [B] So in a round you would...[/B] A) draw your ammunition (free) - [COLOR=Yellow]No AoO[/COLOR] B) take the standard action to use the Explosive Missile discovery an SU ability - [COLOR=Yellow]No AoO[/COLOR] -1b) get to load the ammunition - (free, use to be a move action) - [COLOR=Yellow]use to draw an AoO[/COLOR] crossbows only -2b) aim and fire (free, use to be a standard action) - [COLOR=Yellow]use to draw an AoO[/COLOR] C) Still be able to take a move action this round. The above is why I would make it a full round action. Gives you the extras in a round, applying something shouldn't be a free action till you are like level 10 or more.. I didn't see that you needed to hit the regular AC, that makes a little difference in it's power but still not liking all it gives. As to Grenadier I like that there is a archtype that "good" characters can play without having abilities they won't use much. That whole poison use should have been like channel energy... An evil PC makes and uses poisons while A good PC makes and uses curatives. ;) HM [/QUOTE]
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