Bomber (alchemist variant / alterate) (WIP)


Homebrew and House Rules


This isn't quite ready, but the homebrew forum has been a bit slow lately so I'm throwing it out for input. There are several holes in this still that even I know are there. Feel free to point them all out!

BOMBER BASE CLASS

RPG Superstar 2015 Top 8

This reminds me of the grenadier archetype. Interesting choice to make this a full-BAB-class, which is important for martial characters that use regular weapons, but less so for the use of bombs and alchemical items (which only require touch attacks). My main concern at the moment is that there aren't a lot of synergies between ranged alchemical combat/bombs and melee options to support that decision - I would focus on that issue first.

A few observations:
- Weapon Proficiencies: For a class with full BAB, the weapon selection is very limited. Especially since one of the primary class features (alchemical warfare) is melee-focused.
- Alchemical Warfare: Restricting this to melee weapons is an interesting choice. However, there aren't a lot of synergies to support this. You have only limited weapon options (see above), and there is no synergy between ranged and melee attacks (I could imagine something similar to the Opening Volley feat, which by the way would be a great choice for this class). At 2nd level, a bomber doesn't have options to make ranged attacks without provoking attacks of opportunity, which makes this a rather poor option.
- Discoveries: I assume these are picked from the alchemist's list of discoveries. Thematically, it would make sense to limit the choice to those discoveries which modify bombs. Then again, mutagen would be a strong option for any martial class. I would treat the bonus feats as a separate class feature. Since attacks with splash weapons are resolved via touch attacks, Deadly Aim won't work with those.
- Utility Bombs: I'm not sure what these are supposed to represent and why they are necessary. You could simply create new discoveries for these effects (and some of these are very similar to existing discoveries). I would rather have some grenade mods that allow the bomber to change the blast area, create cluster bombs, damage objects/equipment instead of living creatures, or even drain health from victims and provide the bomber with necromantic healing. But all of these would work better as discoveries.


Thank you for your input, A.

I get your point about full-bab and bombs. I feel the same way about the gunslinger! I reduced the number of weapon proficiencies to justify the heavy armor. Also, the brawler has a small weapon list so that was another reason. If I make it all martial weapons, I might have to reduce armor to light and medium.

Alchemical Warfare is the newest addition, and needs more dialing in. I am aware of the difficulties with it, and my rationale at the time was that the bomber would have to be quite clever with his use of 5-ft steps to really pull it off. A consideration I had was to use more of the magus feature and allow penalties to attack to increase AC vs AoOs. I could also incorperate into Alchemical Warrior a +4 to AC against AoO when using certain items. Those two names are too close. Gotta fix that.

I will separate bonus feats from discoveries. Thats how it was originally. Guess I was trying to be clever. Unless you can thin of a great reason not to, I would like to draw the bomber's discoveries from the alchemist's list.

Utility bombs was one of the very first ideas I had, when I was working on a alchemist rewrite. The idea was that "general use" alchemical items are generally just a weaker option that attacking for HP damage. Not many people craft or buy them, not many people use them. Also, the DCs don't scale so they become obsolete. My thought was to take some classic alchemical items from the CRB and allow the bomber to use them in place of normal bombs. I can't imagine many people choose the discoveries that simulate these items. I don't think Utility Bombs/Advanced Bombs is neccessarily a superior choice to the standard bombs that deal damage, but could give a clever player some options to play with.

I will get to work!

RPG Superstar 2015 Top 8

Ciaran Barnes wrote:
Utility bombs was one of the very first ideas I had, when I was working on a alchemist rewrite. The idea was that "general use" alchemical items are generally just a weaker option that attacking for HP damage. Not many people craft or buy them, not many people use them. Also, the DCs don't scale so they become obsolete. My thought was to take some classic alchemical items from the CRB and allow the bomber to use them in place of normal bombs. I can't imagine many people choose the discoveries that simulate these items. I don't think Utility Bombs/Advanced Bombs is neccessarily a superior choice to the standard bombs that deal damage, but could give a clever player some options to play with.

Maybe I misread, but I thought the text mentioned bombs, not alchemical items. I agree that alchemical weapons aren't very useful at higher levels and I could totally see a class feature that makes them more potent (scaling DCs, increased duration or damage).

By the way, the imagery of a bomber spitting keros oil past his flaming weapon is really cool. And using sneezing powder to distract your opponent in combat just to whack him with your warhammer would be hilarious. Maybe the distracting use of alchemical items could count als feinting?


With the full-attack thingy, I want him to be able to attack but ALSO be able to use alchemical items, throw bombs, or use potions. Not as cool as spell combat but I'm trying something new.

I want the advanced bombs to allow him to convert a bomb into an alchemical item. Maybe this version of it isn't right, but if like to see what I can do with it.

Your idea of using alchemy to distract, etc is good. It's a but like the equipment trick feat. It could be discovery or feat that lets you use an item that lets you simultaneously use dirty trick or feint.


Biggest change is I went from full-bab to 3/4-bab.

Alchemical warrior has a couple new things based on your feedback. For example, when using alchemical items, he gains a bonus to attack (distracting the enemy), and a bonus to AC against AoO (not quite a fix but makes it easier to throw and melee).

RPG Superstar 2015 Top 8

Looks good.

Does a bomber get the bonus from alchemical warrior for several rounds if the target continues to be affected (for example when hit by an acid flask)? The wording is not clear in that regard.

Evasion would be a good fit for a bomber.


You're right its not clear and I suppose that I intended just the first round. Although, I suppose it could be different depending on if it is an instantaneous effect (such as bomb damage), or an ongoing one (such as poison if the save is failed).

If I decide to create some bomber specific discoveries, evasion will be among them. Another one will be alchemical resistance, which is basically like trap sense but for AC and saves pertaining to alchemical items, bombs, and poison.

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