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Lacoran
2014-08-13, 09:15 AM
Mad Bomber (Archetype)
Some alchemists take the love of explosions to a truly unsettling level.

A Mad Bomber has the Following Class Features

Potent Bombes (Su): At 1st level a Mad Bomber treats his bomb class ability is treated as if it is 1 level higher for the purpose of his bomb damage. Also, all bomb gain +1 bonus to DC and Caster level (if applicable). This Ability replaces Brew Potion
Example: a 4th level Mad Bomber with int of 14 (+2) bombs would do 3D6 and have a reflex save of 15 (10 + level[2] + int mod[2] +1 = 15), but his bomb daily limit would be 6 (level [4] int mod[2] = 6).

Demolitions (Su): At 2nd level when a mad bomber use his bomb to attack an object with a hardness such as a locked door or an animated wooden table, the Mad Bomber can ignore amount of hardness equal to his Alchemist level. This ability replaces poison resistance +2.
Example: A 5th level Mad bomber is attacking an animated set of iron chains (hardness 10) he can ignore 5 points of hardness so it is treated as if it has a hardness of 5 or he same mad bomber is attempting to blow throw a wooden door (Hardness 5),he can ignore all 5 points of hardness so to him the wood has a hardness of 0.

Precise Bombs (Su): At 2nd level, a mad bomber gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Bonus Feats (Su): At 5th and 8th level a mad bomber gains a bonus feat from the following list: Ability Focus (bomb), Charging Hurler, Close-Quarters Thrower (bomb), Extra Bombs, Extra Discovery (bomb discoveries only), Implant Bomb, Improvised Weapon Mastery, Ricochet Splash Weapon, Splash Weapon Mastery, Weapon Focus (bomb). You must meet the prerequisites for this feat as normal. At the DM's option this list may be expanded to other feats which benefit bombs. This ability replaces poison resistance +4 and +6.

Endless Bombs (Su): At 6th level a mad bomber may create and throw bombs without subtracting from his daily supply, as long as he does not use Bomb discoveries to modify their effects. This ability replaces swift poisoning.

Powerful Bombs (Su): At 10th level, the Mad Bomber perfects the bomb making process. His bombs now deal damage 1 die step higher than normal. This ability replaces Poison Immunity
Example, a 10th level Mad Bomber normal deals d6 with most bombs but now they deal d8s and this applies to discoveries so if he possess the force Bomb discovery, it now deals d6s instead of d4s.

Combine Bombs (Ex): at 20th level, a Mad Bomber may combine his discoveries that affect his bombs in a way like no other Alchemist. Normally a bomb may have only one of a selected set of discoveries applied to it at one time, such as Acid bomb and Grease Bomb. As an exception to this rule, the effect of any two different Effect discoveries (given in the Effect Discovery list below) may be applied to one bomb. Or the Mad Bomber may apply one Discovery from Effect Discoveries list and one from the Damage Discovery List (Given below). The Mad bomb must possess a discovery in order to use it in this way. Creating a double bomb like this counts at 2 uses of a bomb per day.

Effect Discovery List: Blinding Bomb(UM), Breath Weapon Bomb(UC), Confusion Bomb(UM), Demolition Charge(DHB), Ectoplasmic Bomb(USH), Grease Bomb(DHB), Immolation Bomb(UC), Inferno Bomb(APG), Plague Bomb(UM), Poison Bomb(APG), Psychoactive Bomb(BotM), Siege Bomb(UC), Smoke Bomb(APG), Stink Bomb(APG), Sunlight Bomb(UM), and Tanglefoot Bomb(UM).

Damage Discovery List: Acid Bomb(APG), Concussive Bomb(APG), Explosive Bomb(APG), Force Bomb(APG), Frost Bomb(APG), Healing Bomb(MM), Holy Bombs(CoP), and Shock Bomb(APG).

Applying these discoveries does not stop the Mad Bomber from applying any additional discoveries that are normally allowed on any bomb, such as sticky bomb.
For Example, a Mad Bomber can make a Blinding and Tanglefoot bomb where creatures suffering a direct hit must make a reflex save to avoid being entangled and glued to the floor and a Fort save to avoid being blinded. While creatures in the splash area must make a reflex save to avoid being entangled and a Fort save to avoid being Dazed.
This Ability replaces Grand Discovery

Aergoth
2014-08-14, 11:05 PM
Few comments here:

Getting rid of the bombs per day limit is a bad idea. Increasing it never hurts. Since the formula for alchemist bombs/day is class level+int there's an easy way to do that. You could do (class level+int)*1.5 (half again the number of bombs). You could do class level+(int*2). I don't recommend (class*2)+int. The scarcity of bombs is as important to the alchemist as the scarcity of any other resource in tabletop, it's to balance things.
Another option, trading on the explosives focus would be to let the alchemist spontaneously convert bombs from extracts. Have the damage dealt be equal to the spell level as opposed to based on the alchemist's level. So a third level extract deals 3d6 damage+Int. Don't allow these to be modified by bomb discoveries and you're good.


As far as potent bombs, the +1 to DC is a good place to start. Alchemists don't have a caster level, since they aren't casters. As Pathfinder doesn't model level 21 there's an issue there. Alternate effect: A mad bomber treats his alchemist level as 1 higher when selecting discoveries related to bombs (ie. precise bombs, force bombs), and increases the damage of the bomb by 1d6+1 at every odd numbered level. (This next bit is just a suggestion for balance). As a result of their focus on explosives, a mad bomber's alchemist level is treated as one lower when selecting discoveries not related to bombs (ie. tumor familiar, cognatogen, feral mutagen).

Also, rather than having Combine Bombs replace Grand Discovery entirely, simply make it a grand discovery that only mad bombers have access to, similar to the unique discoveries that the bramble brewer has access to. This way if someone wants a better mutagen or the philosopher's stone they're not locked out of that capstone.

Lacoran
2014-08-20, 01:31 PM
You have couple of good points, I followed a few of your idea but the whole point of this archtype is that he will be throughing bombs left and right so I decided to give him double the normal number of bombs at 6th level.

Mad Bomber (Archetype)
Some alchemists take the love of explosions to a truly unsettling level.

A Mad Bomber has the Following Class Features

Potent Bombes (Su): At 1st level a Mad Bomber gains the Ability Focus (http://www.d20pfsrd.com/feats/monster-feats/ability-focus) Feat for his bomb. This Ability replaces Brew Potion
Example: a 4th level Mad Bomber with int of 14 (+2) would have DC of 15 (10 + level[2] + int mod[2] +2 = 16).

Demolitions (Su): At 2nd level when a mad bomber use his bomb to attack an object with a hardness such as a locked door or an animated wooden table, the Mad Bomber can ignore amount of hardness equal to his Alchemist level for the purpose of his bomb class ability. This ability replaces poison resistance +2.
Example: A 5th level Mad bomber is attacking an animated set of iron chains (hardness 10) he can ignore 5 points of hardness so it is treated as if it has a hardness of 5 or the same mad bomber is attempting to blow throw a wooden door (Hardness 5),he can ignore all 5 points of hardness so to him the wood has a hardness of 0.

Precise Bombs (Su): At 2nd level, a mad bomber gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Bonus Feats (Su): At 5th and 8th level a mad bomber gains a bonus feat from the following list: Charging Hurler, Close-Quarters Thrower (bomb), Extra Bombs, Extra Discovery (bomb discoveries only), Implant Bomb, Improvised Weapon Mastery, Ricochet Splash Weapon, Splash Weapon Mastery, Weapon Focus (bomb). You must meet the prerequisites for this feat as normal. At the DM's option this list may be expanded to other feats which benefit bombs. This ability replaces poison resistance +4 and +6.

Endless Bombs (Su): At 6th level a mad bomber may create and throw bombs more bombs per day. He can creation an additional number of bombs per day equal to his class level so a the Mad Bomber can now make a number bombs a day equal to his class level x2 plus his Int. Mod.. This ability replaces swift poisoning.
Example 6th level Mad bomber with Int 14 (+2) can create a total of 14 bombs per day (6*2 = 12, 12+2 = 14).

Powerful Bombs (Su): At 10th level, the Mad Bomber perfects the bomb making process. His bombs now deal damage 1 die step higher than normal. This ability replaces Poison Immunity
Example, a 10th level Mad Bomber normal deals d6 with most bombs but now they deal d8s and this applies to discoveries so for example, if he possess the force Bomb discovery, it now deals d6s instead of d4s.

A Mad bomber has access to an additional Grand Discovery which he may pick at 20th level.
Combine Bombs (Ex): a Mad Bomber may combine his discoveries that affect his bombs in a way like no other Alchemist. Normally a bomb may have only one of a selected set of discoveries applied to it at one time, such as Acid bomb and Grease Bomb. As an exception to this rule, the effect of any two different Effect discoveries (given in the Effect Discovery list below) may be applied to one bomb. Or the Mad Bomber may apply one Discovery from Effect Discoveries list and one from the Damage Discovery List (Given below). The Mad bomb must possess a discovery in order to use it in this way. Creating a double bomb like this counts at 2 uses of a bomb per day.

Effect Discovery List: Blinding Bomb(UM), Breath Weapon Bomb(UC), Confusion Bomb(UM), Demolition Charge(DHB), Ectoplasmic Bomb(USH), Grease Bomb(DHB), Immolation Bomb(UC), Inferno Bomb(APG), Plague Bomb(UM), Poison Bomb(APG), Psychoactive Bomb(BotM), Siege Bomb(UC), Smoke Bomb(APG), Stink Bomb(APG), Sunlight Bomb(UM), and Tanglefoot Bomb(UM).

Damage Discovery List: Acid Bomb(APG), Concussive Bomb(APG), Explosive Bomb(APG), Force Bomb(APG), Frost Bomb(APG), Healing Bomb(MM), Holy Bombs(CoP), and Shock Bomb(APG).

Applying these discoveries does not stop the Mad Bomber from applying any additional discoveries that are normally allowed on any bomb, such as sticky bomb.
For Example, a Mad Bomber can make a Blinding and Tanglefoot bomb where creatures suffering a direct hit must make a reflex save to avoid being entangled and glued to the floor and a Fort save to avoid being blinded. While creatures in the splash area must make a reflex save to avoid being entangled and a Fort save to avoid being Dazed.

Lacoran
2014-11-29, 08:46 PM
Update. Version2

Mad Bomber (Archetype)
Some alchemists take the love of explosions to a truly unsettling level.

A Mad Bomber has the Following Class Features

Demolitions (Su): At 2nd level when a mad bomber use his bomb to attack an object with a hardness such as a locked door or an animated wooden table, the Mad Bomber can ignore a number of points of hardness equal to his Bomb class ability level, down to a minimum hardness of 0.
This ability replaces poison resistance +2 (and +4, but see optional)
Example: A 5th level Mad bomber is attacking an animated set of iron chains (hardness 10) he can ignore 5 points of hardness so it is treated as if it has a hardness of 5.

Precise Bombs (Su): At 2nd level, a mad bomber gains the precise bombs alchemist discovery as a bonus discovery. This ability replaces poison use.

Destructive Bombs(Su): At 5th level, a mad bomber gains the Demolition Charge alchemist discovery as a bonus discovery, this is an exception to the normal rule requiring Alchemist Level 8th requirement. This ability replaces poison resistance +4 (from "Demolitions").

Endless Bombs (Su): At 6th level, a mad bomber may create and throw bombs more bombs per day than a normal Alchemist. He gain the ability to create an additional number of bombs each day equal to his Dex Modifier. This means that starting at 6th level a Mad Bomber can use a number of bombs each day equal to his class level + his Intelligence modifier + his Dexterity modifier.
This ability replaces swift poisoning.
Example 4th level Mad bomber with Int:15 (+2) and a Dex: 15 (+2 ), can create a total of 10 bombs per day (4+2+2 = 8).


Fast Thrower(Su): At 8th level, a mad bomber gains the fast bombs alchemist discovery as a bonus discovery. This ability replaces poison resistance +6.

Combine Bombs (Ex): At 10th level, a Mad Bomber may combine his discoveries that affect his bombs in a way like no other Alchemist. Normally a bomb may have only one of a selected set of discoveries applied to it at one time, such as Acid bomb and Grease Bomb. As an exception to this rule, the effect of any two different Effect discoveries (given in the Effect Discovery list below) may be applied to one bomb. Or the Mad Bomber may apply one Discovery from Effect Discoveries list and one from the Damage Discovery List (Given below). The Mad bomb must possess a discovery in order to use it in this way. Creating a Combine bomb like this counts at 2 uses of a bomb per day.

Effect Discovery List: Blinding Bomb(UM), Breath Weapon Bomb(UC), Confusion Bomb(UM), Demolition Charge(DHB), Ectoplasmic Bomb(USH), Grease Bomb(DHB), Immolation Bomb(UC), Inferno Bomb(APG), Plague Bomb(UM), Poison Bomb(APG), Psychoactive Bomb(BotM), Siege Bomb(UC), Smoke Bomb(APG), Stink Bomb(APG), Sunlight Bomb(UM), and Tanglefoot Bomb(UM).

Damage Discovery List: Acid Bomb(APG), Concussive Bomb(APG), Explosive Bomb(APG), Force Bomb(APG), Frost Bomb(APG), Healing Bomb(MM), Holy Bombs(CoP), and Shock Bomb(APG).

Applying these discoveries does not stop the Mad Bomber from applying any additional discoveries that are normally allowed on any bomb, such as sticky bomb.
This ability replaces poison Immunity.
For Example, a Mad Bomber can make a Blinding and Tanglefoot bomb where creatures suffering a direct hit must make a reflex save to avoid being entangled and glued to the floor and a Fort save to avoid being blinded. While creatures in the splash area must make a reflex save to avoid being entangled and a Fort save to avoid being Dazed.

Lacoran
2016-01-02, 10:03 PM
Mad Bomber (Archetype): Version 3
Some alchemists take the love of bombs to a truly unsettling level.

A Mad Bomber has the Following Class Features

Bomber (Su): At 1st, the Mad Bomber gains Splash Weapon Mastery (http://www.d20pfsrd.com/feats/general-feats/splash-weapon-mastery) and Weapon Focus (http://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat---final)(Bombs (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su-)) as a bonus feats. This ability replaces Brew Potion.

Precise Bombs (Su): At 2nd level, a mad bomber gains the Precise Bombs (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/precise-bombs) alchemist discovery as a bonus discovery. This ability replaces poison use.

Potent Bombs (Su): At 2nd level, the Mad Bomber gains a +1 Alchemical bonus to the save DC of all his Alchemical Bombs. At 5th level this bonus increase to +2 and at 8th this increase again to a total of +3. This ability replaces poison resistance.

Bombs, Bombs, Bombs (Su): at 6th and 10th level, the Mad Bomber gains Extra bombs (http://www.d20pfsrd.com/feats/general-feats/extra-bombs) as a bonus feat. This ability replaces swift poisoning, and Poison Immunity.