Pathfinder 1E Got Pathfinder Questions?


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I have a question or questions.

[sblock]Confusion Bomb (Su)

Prerequisite: Alchemist 8

Benefit: The alchemist’s bombs twist the target’s perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).[/sblock]

Now, there's been debate on how powerful Confusion Bombs are since it allows no save. Anyone who thinks that is powerful is wrong, however, the power of the confusion effect is hitting many enemies in close proximity so they all kill each other, the bomb only hits one enemy. BUT, that isn't my question...

Both the confusion spell and confused condition state, "Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes."

You had to roll an attack and do damage with the bomb in order to use it at all. Does this mean the foe you confused automatically comes charging at you on his next turn? Or would you consider the attack and damage to have occured "just before" confusion hit, and rule that confusion doesn't track what happened before the condition, only attacks that came after it took effect trigger the auto-hate? If the foe's going to just attack you anyway, I don't see a reason to ever use this discovery...

Secondary less important question: Confusion Bomb reduces damage by 2d6. What if using an archetype that reduces your bomb damage to d4s, like the Clone Master? Is the intent 2 less dice or specifically 2d6 less damage?
 

I created my own thread for this question before I realized this one existed.

Magus

Arcane Pool (Su): At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property's base price modifier (see the Magic Weapon Special Ability Descriptions). These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

So, lets say the Magus is level 5, and he decides to expends 2 points. He gives his weapon a +1 Enhancement bonus and the Flaming Property.

Lets look at the Flaming property:

Flaming
Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given

The sword now has the flaming property, and the flaming propery states that the weapon becomes sheathed in flames upon activation of a command word.

Does this means that the weapon is NOT automatically sheathed in flames upon expenditure of the arcane pool points? That the weapon simply has the property, and the Magus must still activate it (per the property rules on flaming)? So a swift action to give it the property, and a Standard Action to sheath it in flames?

If this interpretation IS correct, then you also have to follow the rules of activating an item by command word. Meaning, the Magus needs to speak the command word, but there is no rule that states he gets to make up what the command word is. Under the Command Word rules for item activation, it suggest you can make a Knowledge Arcana check or cast Detect Magic to determine what the command word is. So does the Magus need to go through all these extra steps in order to use a magic property he throws into his weapon per his class feature?

What is the RAW on this?
 

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