
Nyakouai |

Finally managed to find a few buried posts related to madness bomb, which doesn't seem to be popular, due to a lack of efficiency.
You can stack it with other discoveries tho (didn't realize), even though you would be sacrificing some damages. Would there be any mechanical effects with a sentient creature reduced to <6 Wis? Less than 6 int is animal level/feral state so maybe a GM would accept a similar effect on a half mad creature, making it ravenous.
The flesh eating bomb is a nice flavourful thing to put on top of that, at least on unarmoured enemies (since the rules precise bonus armor, I suppose natural armor doesn't count, so any wild monster is good). Having sticky bomb would allow to make up for the lost damage, given the target didn't succeed the reflex damage. Now I need to up the DC... Switch with confusing when the enemy does wear an armor.
I think combined with the other bombs of the round, such as some force and stink bombs, it should produce more debuf and damage than I first planned for. The non straight damage alchemist seems to profit from different types of bombs in the same round.
That would me a good area control character, or so I think. I need to see exactly how many differents bombs can be fit in a build and in what order.
Does the cognatogen increasing int also increase the number of bomb per day?
Also, it's my first thread, so if I did anything out of place (or forgot to do anything), please let me know. Any help appreciated.