You have Acquired Big Bomb Bag


Round 3: Alchemist and Inquisitor

RPG Superstar 2011 Top 4

So I was thinking of ways to blow things up and I pondered an idea.

Level 12 you can get Delay bomb, you can make 18 bombs (say a 22 Int), you can delay the bombs up to 12 rounds.

There's a door that you know has a BBEG behind it who's gonna need a whole can of whoop-A opened up on it.

You spend one minute charging 5 frost bombs, and 5 shock bombs and carefully place each one of them into a sack. With a smirk you activate a Glove of Storing since there's no way this bag will weigh 20 lb's. Then the rogue throws open the door, you all charge in.

You've got 2 rounds left before a lot of hurt happens. Initiative is rolled. Everyone delays until your turn.

As a free action you call back the bag-o-bombs then hurl it at the poor BBEG.

10 bombs have just shattered and detonated in one square dealing damage as a direct hit as per Delay Bomb. 60d6+36, are dazzled for 1d4 rounds, and have 5 fortitude saves to make or be staggered. An average of 216 damage.

The reason for the Glove of Storing is so you aren't standing there with a bag-o-hurt any longer then you need to be (no target for someone to destroy and nuke you with). The best part is if it turns out you picked the wrong room you can deactivate all 10 bombs with the blink of an eye.

At level 16 if you pick up sticky bomb they get hit for 80d6 damage+36, and then another 80d6+36 the following round.


So, that would be an Alchemical Tactical Nuke then?

RPG Superstar 2011 Top 4

Yup, no save vs. damage. Hit's touch AC. Boom-dead.

Grand Lodge

Be my luck I roll a Crit Miss and blow myself up instead! lol


"their method of creation prevents large volumes of explosive material from being created and stored"

As a DM, This line would make it not work, In my game at least. Very nice way to break a under powered class though... Congrats. Also a way to make a encounter boring... double congrats...

Liberty's Edge

DizzyDev wrote:

"their method of creation prevents large volumes of explosive material from being created and stored"

As a DM, This line would make it not work, In my game at least. Very nice way to break a under powered class though... Congrats. Also a way to make a encounter boring... double congrats...

I think that was intended to prevent people from building large stockpiles of them and nuking a small city, not to prevent killing one bad-guy really quickly.

Or maybe it was to prevent selling them to the unwitting...

The Exchange

Killjoy much? This is pretty inventive, and although it would make the encounter boring for the DM, the players would probably be going wild at how their inventive tactics destroyed that guy. I don't think that taking a line of rules out of context would be grounds for houseruling out an ability though, Dizzy.

On a similar note, in 3.5 with the metamagic feat Delay Spell, this could also be done (albeit to a maximum or 5 rounds before hand) with a handful of spells. Best for an outdoors encounter against targets that haven't seen you yet.


Hunterofthedusk wrote:

Killjoy much? This is pretty inventive, and although it would make the encounter boring for the DM, the players would probably be going wild at how their inventive tactics destroyed that guy. I don't think that taking a line of rules out of context would be grounds for houseruling out an ability though, Dizzy.

On a similar note, in 3.5 with the metamagic feat Delay Spell, this could also be done (albeit to a maximum or 5 rounds before hand) with a handful of spells. Best for an outdoors encounter against targets that haven't seen you yet.

I love creativity with spells...

This is more broken than creativity in my opinion.


I always let stuff like that work... once!

  • I allowed "scry-and-die" without hesitation. But once the word got out, now everyone takes steps against it.
  • I allowed Abjurant Champion as a PrC. The first time one got captured by the bad guys, now the bad guys have access to that class, too.
  • In the Savage Tide AP, I had a party pool all their money for a "super-weapon," which the party wizard spent all her bonus feats to learn to craft, and which the entire party kept hidden away for like 3 adventures straight, without using it, because they know as soon as it was deployed, their main target (Demogorgon) would inevitably learn about its existence and take precautions. So a large portion of their wealth was unusable throughout much of the late-stage AP.
  • I'd allow the bag o' bombs without reservation, once. But once people learned about the tactic, I'd think up a counter. Bad guy hangs out in a rope trick, maybe, to foil the extradimensional stashing? Energy buffer spell? Some other combination?


  • Of course, one level earlier the party druid was having fun with holly berry Fire Seeds (8d8 + 88 dmg per casting, long duration). And 6 levels before THAT, the party wizard was having fun with Explosive Runes (6d6 dmg per casting, permanent duration).

    There's nothing new under the sun...


    Hrm ... so you have an average damage per bomb of 27 points. (6d6+6 averaged) Resist Energy 30 stops this completely if it is up against both cold and electricity - not uncommon or unbelievable against higher-ish level rangers and primary spell casters. So while in some or many cases this can and will work ... there are quite a few it will not work against at all. Against "only" 20 resist energy for each type the 10 bombs deal 70 total damage plus the requisite volley of saving throws. Not bad really - and it does eat the alchemist's mojo for 2/3rds of his ability for the day.

    It would be a pity if the alchemist had tac-nuked a decoy (such as is found in Curse of the Crimson Throne) with that eh? ^_^

    RPG Superstar 2011 Top 4

    Even if it uses 2/3rds of your bombs you can't really throw 18 bombs in one days worth of fighting, not with 1 bomb a round and all. So that's not such a big deal.

    I love for my players to think up things like this myself, cause like Kirth said, then you get to try and counter that. If the same thing worked every time it would be boring for everybody.

    This isn't even a really complicated trick, I mean you could just do it with the Delay Bomb discovery and nothing else. Then you don't get the fun dazzle and staggers, and there's a much higher chance of the bomb going off in your hands.

    Heck this could be foiled by a single Silent Image/Ghost Sound.


    this is exactly like what a druid and i(cleric) found in a group a few years back. a dragonturtle attacked the 2 of us while we wandered away from the party and we freaked out so i summoned a blade barrier through it, and the druid surrounded it with a wall of thorns. We weren't sure what was going on so we waited for the spells to end and found a pile of turtle chunks. The dm told us since it was coincidence we did it that way we got full xp, but when we tried it again we got no xp for that encounter. But great idea with delay bombs.


    Scipion del Ferro wrote:

    So I was thinking of ways to blow things up and I pondered an idea.

    Level 12 you can get Delay bomb, you can make 18 bombs (say a 22 Int), you can delay the bombs up to 12 rounds.

    There's a door that you know has a BBEG behind it who's gonna need a whole can of whoop-A opened up on it.

    You spend one minute charging 5 frost bombs, and 5 shock bombs and carefully place each one of them into a sack. With a smirk you activate a Glove of Storing since there's no way this bag will weigh 20 lb's. Then the rogue throws open the door, you all charge in.

    You've got 2 rounds left before a lot of hurt happens. Initiative is rolled. Everyone delays until your turn.

    As a free action you call back the bag-o-bombs then hurl it at the poor BBEG.

    10 bombs have just shattered and detonated in one square dealing damage as a direct hit as per Delay Bomb. 60d6+36, are dazzled for 1d4 rounds, and have 5 fortitude saves to make or be staggered. An average of 216 damage.

    The reason for the Glove of Storing is so you aren't standing there with a bag-o-hurt any longer then you need to be (no target for someone to destroy and nuke you with). The best part is if it turns out you picked the wrong room you can deactivate all 10 bombs with the blink of an eye.

    At level 16 if you pick up sticky bomb they get hit for 80d6 damage+36, and then another 80d6+36 the following round.

    Yes this does indeed work. My Level 17 alchemist did a simmilar thing when the Campaigns BBEG has sealed himself inside a square of inpenerable glass (as strong as a wall of force apparently).

    I dug a hole right below his square and loaded it full with delayed bombs. The dice came up with 718 I think and while it did no damage whatsoever to the villain it DID launch him into orbit around the planet.

    I hardly think this is OP though. With some planning, delayed bombs make great traps, but piling up huge amounts of delayed bombs will give such a narrow time-span to act in that you'll be better off doing something else. This DOES mean that the Alchemist is a very potent demolisher though. And I think it is a good thing that should stay the way it is since it really fits the Alchemist's persona.

    Also, this is my fist post ever in this forum. Hi everyone!

    RPG Superstar 2011 Top 4

    Welcome there, I'm glad to see my thread brought you out of the closet. Even 5 delayed bombs are going to put some hurt on and that would give you up to 7 rounds of spare time when you first gain access to Delayed Bomb.

    I'm trying to figure out a way to make a Glove of Stasis Storing that would essentially stop time for whatever you store in it. Preventing round duration expiration on items such as torches, temporarily enchanted items, and satchels of extreme explosives.

    I'm also curious what would happen if you poisoned them all. That's a dangerous can of worm left closed until bomb and poison rules are clarified.


    1) That's actually really cool idea. if one of my players thought of that i'd definitely let them use it (at least for a couple of times).

    2) Poison in the bombs...would that be considered Pathfinder biochemical warfare?


    Scipion del Ferro wrote:

    Welcome there, I'm glad to see my thread brought you out of the closet. Even 5 delayed bombs are going to put some hurt on and that would give you up to 7 rounds of spare time when you first gain access to Delayed Bomb.

    I'm trying to figure out a way to make a Glove of Stasis Storing that would essentially stop time for whatever you store in it. Preventing round duration expiration on items such as torches, temporarily enchanted items, and satchels of extreme explosives.

    I'm also curious what would happen if you poisoned them all. That's a dangerous can of worm left closed until bomb and poison rules are clarified.

    I am a bit unsure how the bombs would work with the glove to be honest. But I am certainly dying to find out.

    Poisonous bombs? I think we can expect quite a few Discoveries that deal with poison later on. Although it''s possible that such a technique would become available through a high level feat.


    The Fool wrote:
    Scipion del Ferro wrote:

    Welcome there, I'm glad to see my thread brought you out of the closet. Even 5 delayed bombs are going to put some hurt on and that would give you up to 7 rounds of spare time when you first gain access to Delayed Bomb.

    I'm trying to figure out a way to make a Glove of Stasis Storing that would essentially stop time for whatever you store in it. Preventing round duration expiration on items such as torches, temporarily enchanted items, and satchels of extreme explosives.

    I'm also curious what would happen if you poisoned them all. That's a dangerous can of worm left closed until bomb and poison rules are clarified.

    I am a bit unsure how the bombs would work with the glove to be honest. But I am certainly dying to find out.

    Poisonous bombs? I think we can expect quite a few Discoveries that deal with poison later on. Although it''s possible that such a technique would become available through a high level feat.

    Actually, that makes a lot of sense, using the bombs to disperse inhaled poisons. I would just use the normal 'x doses = y area of effect' rule with that though. Poisons get expensive PDQ ... :)


    It would also be nice to see a feat that lets the Alchemist raise the DC of the poisons he uses to 10+ half his level + int modifier. A lot of my favorite poisons have very low DC's (Drow sleeping poison anyone?) and are almost useless at higher levels.

    Even against wizards. :(


    The Fool wrote:

    It would also be nice to see a feat that lets the Alchemist raise the DC of the poisons he uses to 10+ half his level + int modifier. A lot of my favorite poisons have very low DC's (Drow sleeping poison anyone?) and are almost useless at higher levels.

    Even against wizards. :(

    Don't forget the multiple-dosing rules ...

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