Targeted Bomb Admixture + Immolation Bomb?


Rules Questions


As writ it looks like this should maybe work, but I'm a bit uncomfortable allowing double INT bonus to damage every round for a few rounds. Any suggestions/thoughts?


Immolation Bomb is pretty lame, and this makes it decent. I wouldn't worry about the power level.

You should be more worried about Tanglefoot Bombs, Stink Bombs, and Confusion Bombs ruining your NPC's day than a little extra damage on an otherwise suboptimal bomb via a short duration elixir.


Yemeth wrote:
As writ it looks like this should maybe work, but I'm a bit uncomfortable allowing double INT bonus to damage every round for a few rounds. Any suggestions/thoughts?

Why does this seem too much for you?

1d6+(2xINT BONUS) to one target no splash
vs
1d6+(INT BONUS) and 1+(INT BONUS) to those adjacent to direct target.
this could be up to 9x(INT BONUS)/Round just to multiple targets.
and if you extinguish you take no more damage.


I have a similar question. One of my players is playing a Tiefling (Int 21) mindchemist. He just hit 4th level, and took spell fox's cunning. So mutagen +4 int (25) with fox's cunning up to 29 (+9) precise bomb +1 damage with admixture pops this damage up to 1d6 +19 over 2 rounds. plus throwing additional bombs in following rounds adds up quickly

Sczarni

Totally works.

Your player should throw Kirin Style/Strike on top of it for x4 Int. Then use a Targeted Bomb Admixture, Conductive Pistol and Explosive Missile discovery to deliver two bombs for one standard action, add Kirin Strike for x6 Int damage.


Damage:
Immolation Bomb Discovery x1 Int persistent damage.
Targeted Bomb Spell changes to x2 Int persistent damage.
Kirin Strike (swift after hit) x2 Int on hit, separate from persistent damage. Uses up your 1/round swift action.
Explosive Missile allows you to load a single bullet in your pistol as a bomb for a standard action. It deals weapon damage plus the bomb effect.

Conductive Weapon allows a melee or ranged touch attack SLA or supernatural ability to be transmitted through the weapon, which is not required for Kirin Strike or your ammunition.

So a single attack deals pistol damage (1d8 20/x4), your bomb damage (1d6 + x2 Int)/round, Kirin Strike Damage (x2 Int) and any additional modifiers. Note, you can only apply Kirin Strike once as a 1/round swift action after an attack hits.
On subsequent rounds, it deals (1d6+ x2 Int)/ round.

Action Economy:
You have to spend a round preparing the Targeted bomb extract and identifying the creature attacked, so I wouldn't say this is overpowered.

Could you explain how you got the 2x bomb delivery for one Standard? I mean, if it works, that would be fantastic. I originally understood that an Alchemist can only increase the # of bombs thrown/loaded per round once they gain the Fast Bombs discovery at a minimum of Alchemist 8. Explosive Missile should function with this, as would Rapid Shot, Two-Weapon Fighting, Improved Two-Weapon Fighting, Haste, and additional BAB attacks - but attacking with pistols creates reloading problems even with Rapid Reload, since that would be a swift action to reload.

There is no benefit to using a pistol unless you have a level in Gunslinger, which will allow you a Touch attack beyond your first range increment. But this is at the cost of your attacks/round because of reloading issues.

Alternatively, you could use a hand/light crossbow (or hand crossbows for TWF with a tentacle, or a Prehensile Tail) with Rapid Reload to reload as free actions. But this is at the cost of your accuracy, if you went for the Gunslinger dip.

Resources:
Note, you have a limited amount of bombs, so you could pile on the damage... and then you'd be out of bombs. Plus, if you miss with a loaded weapon, the attack does nothing instead of splashing somewhere else. I think Immolation/Targeted Bomb would stack on the same target - in which case this could be very worth it.

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