Bore Bombs, Explosive Missile, and Adamantine Ammunition


Advice


Bore Bombs:
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Bore Bomb*: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target's hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.

Explosive Missile:
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Explosive Missile: As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.

Adamantine:
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ADAMANTINE

Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Is this useful?
What if you add..?

Targeted Bomb Admixture:
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TARGETED BOMB ADMIXTURE

School transmutation; Level alchemist 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract's duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.
When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.

And
Conductive:
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CONDUCTIVE

Price +1 bonus; Aura moderate necromancy; CL 8th; Weight —
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

It will cost you three bombs but you're dishing out weapon damage then your level x2 plus Int x4.
What else can I do to bump this up and does the bore bomb hold any advantage over just smashing an object (specifically the five foot hole)?


Ran into one setback.

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Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object's hardness.

Is there anything (feat, ability, equipment, etc.) that overcomes this limitation?


I think that if you make a sunder attempt, then you're arrow damage wouldn't be halved. However, this would require a 3 level dip into fighter...

The fighter archetype Archer's Trick Shot (Ex)
At 3rd level, an archer can choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a –4 penalty to his CMB. Every four levels beyond 3rd, he may choose an additional trick shot to learn. These maneuvers use up arrows as normal.

Also, I'm not a GM, but I'm guessing that mounting a bomb to an adamantine missile won't necessarily cause the adamantine's hardness cancellation (up to 20 points) to stack with that of the bore bomb's (up to half hardness), though were I a GM (and since saboteur alchemists are dear to my heart) I'd allow the arrow to pierce the first 5 feet of object (assuming less than 20 hardness) and then apply the bomb damage to the following 5 feet, thus dealing collateral damage to the initial/pierced 5 feet. Not immediately sure how that would all work out, but G2G!

Oh, see also: Demolition Charge
Prerequisite: Alchemist 8.
Benefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn't affect the bomb's splash damage.

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