SangoProduction
2022-02-21, 10:17 AM
There was this talent introduced called Chemical Coating. I rated it very poorly, if memory serves. I mean, it is pretty much objectively worse than just like... using almost any of the fomulae on their own.
But I want to approach it from a perspective of "I just want to do it, so what's the best way to take advantage of it?"
Important Details:
1) It takes a move action to coat a weapon, or 10 thrown weapons/ammo. Or swift action by spending a martial focus.
2) Only lasts for up to (Prac Mod) + 1/4 lvl.
3) Hits do not remove effect, unlike a poison.
4) Damage is heavily limited, if it does damage, and is never multiplied on crit.
Right off the bat, primarily damage-based talents are very much not great. Unless you're trying to use Barrage to throw a multitude at once. Without splash. And even then, simply due to the difference in damage scaling, that only remains true (except as a "cantrip") up until a couple levels in.
It should go without saying that getting to heal multiple times off of the same effect. And the healing isn't moderated in anyway by the effect. So I was quite certain it required splash damage to be done... but no. Just any formulae.
Elixir: Stab someone to heal ability damage.
Panacea: Remove negative conditions. Potentially one each stab, depending on interpretation of the text.
Salve: Now you actually only need to prepare one of these per adventure.
Not super great. It's very efficient if you have one specific target. But losing splash... Again. Not the point. We're coating the dang weapons.
Flash Powder: Incredible. 1 round blind on hit, at baseline. If you're hunting one specific target, there's probably nothing better, straight up. (At least without outright disabling/killing it.)
Improved Itching Powder: Not great. I mean, sure, you can reapply it, but all that really means is that they won't wipe it off. But it is an unnamed sickened-like, which you can force multiple saves against with just one use of the formulae.
Sneeze Powder: Each hit inflicts staggered for potentially longer than the coating lasts. But multiple chances, and just hitting once does it for the debuff.
Tranglefoot Bag: Arguable. But if allowed, applies entangle and potentially stuck. Not incredibly useful. Certainly not more so than normal throwing.
Thunderstone: For when you absolutely hate someone's ears. Or they are a wizard, Harry.
Liquid Ice: Direct hits stagger, and do damage. Each of your hits are direct. Unless... can you coat siege weapons? No. Stop! No.
Alchemist Fire: Unironically, probably the best low level damage option, due to multiple chances to set them on fire. Which is still just 1d6 damage per round, once they are. But still.
Acid Flask: Takes half their damage a again, next round. A 50% damage bump. (Or in other words, +1.75 (+ 1/2 lvl) to average damage per hit. After a round... Woo. May eventually be better than +3.5/round. After 4 levels you say? Wow. Not bad. I guess.)
OTHER:
Liquid Nice: Multiple chances to charm someone. By hitting them. Nicely.
Universal Alcohol: Painkilling Perry makes the beating go down smooth.
But I want to approach it from a perspective of "I just want to do it, so what's the best way to take advantage of it?"
Important Details:
1) It takes a move action to coat a weapon, or 10 thrown weapons/ammo. Or swift action by spending a martial focus.
2) Only lasts for up to (Prac Mod) + 1/4 lvl.
3) Hits do not remove effect, unlike a poison.
4) Damage is heavily limited, if it does damage, and is never multiplied on crit.
Right off the bat, primarily damage-based talents are very much not great. Unless you're trying to use Barrage to throw a multitude at once. Without splash. And even then, simply due to the difference in damage scaling, that only remains true (except as a "cantrip") up until a couple levels in.
It should go without saying that getting to heal multiple times off of the same effect. And the healing isn't moderated in anyway by the effect. So I was quite certain it required splash damage to be done... but no. Just any formulae.
Elixir: Stab someone to heal ability damage.
Panacea: Remove negative conditions. Potentially one each stab, depending on interpretation of the text.
Salve: Now you actually only need to prepare one of these per adventure.
Not super great. It's very efficient if you have one specific target. But losing splash... Again. Not the point. We're coating the dang weapons.
Flash Powder: Incredible. 1 round blind on hit, at baseline. If you're hunting one specific target, there's probably nothing better, straight up. (At least without outright disabling/killing it.)
Improved Itching Powder: Not great. I mean, sure, you can reapply it, but all that really means is that they won't wipe it off. But it is an unnamed sickened-like, which you can force multiple saves against with just one use of the formulae.
Sneeze Powder: Each hit inflicts staggered for potentially longer than the coating lasts. But multiple chances, and just hitting once does it for the debuff.
Tranglefoot Bag: Arguable. But if allowed, applies entangle and potentially stuck. Not incredibly useful. Certainly not more so than normal throwing.
Thunderstone: For when you absolutely hate someone's ears. Or they are a wizard, Harry.
Liquid Ice: Direct hits stagger, and do damage. Each of your hits are direct. Unless... can you coat siege weapons? No. Stop! No.
Alchemist Fire: Unironically, probably the best low level damage option, due to multiple chances to set them on fire. Which is still just 1d6 damage per round, once they are. But still.
Acid Flask: Takes half their damage a again, next round. A 50% damage bump. (Or in other words, +1.75 (+ 1/2 lvl) to average damage per hit. After a round... Woo. May eventually be better than +3.5/round. After 4 levels you say? Wow. Not bad. I guess.)
OTHER:
Liquid Nice: Multiple chances to charm someone. By hitting them. Nicely.
Universal Alcohol: Painkilling Perry makes the beating go down smooth.