Sneak attacks with bombs


Rules Questions

Silver Crusade

If I had a character with 1 level of alchemist and 1 level of rogue, and I was able to pitch a bomb at an opponent, while he was flat footed ( I got the higher iniative) would the bomb damage and the Sneak Attack damage stack?

Thanks


i dont believe you can sneak attack with splash weapons.


Mojorat wrote:
i dont believe you can sneak attack with splash weapons.

Correct:

Quote:
Splash weapons cannot deal precision-based damage (such as the damage from the rogue's sneak attack class feature).

Thrown Splash Weapons

Silver Crusade

Thank you You have saved my gnome alchemist from some perhaps less then wise rogueish activities.

I think ill stick with Alchemist.


I believe you can get that extra damage with Vital Strike, though.


AvalonXQ wrote:
I believe you can get that extra damage with Vital Strike, though.

except that the bomb description specifcally states that you can use vital strike ;)

although 30d6 bombs would be nice ;)
kind like playing warhammer 40k hehehe

Scarab Sages

Is it bad to have an Alchemist bomb thrower named "Enola Ghey"?


ElyasRavenwood wrote:

Thank you You have saved my gnome alchemist from some perhaps less then wise rogueish activities.

I think ill stick with Alchemist.

just boost your INT as high as possible it'll get your average damage up signifcantly, and give you a bunch more extracts as well.

and make sure you take fast bombs to boost your damage

although on a side note with the ferral mutgaen you'd get 1d6 sneak damage on your 3 natural attacks which aint half bad


While it won't let Fizzbang sneak attack with bombs, I approve of taking a level of rogue - everyone's better with a level of rogue!

Stay classy,
Kuldak


Kuldak Niska wrote:

While it won't let Fizzbang sneak attack with bombs, I approve of taking a level of rogue - everyone's better with a level of rogue!

Stay classy,
Kuldak

why not 2 , evasion is a beautiful thing ;)

Shadow Lodge

Take 3, since if you're going rogue anyway, you might as well go poisoner rogue and get the master poisoner ability... :) Who doesn't like making all poisons contact poisons... :)


So you can use point blank shot for the + to hit but not for the + to damage?


Phasics wrote:
AvalonXQ wrote:
I believe you can get that extra damage with Vital Strike, though.

except that the bomb description specifcally states that you can use vital strike ;)

although 30d6 bombs would be nice ;)
kind like playing warhammer 40k hehehe

Actually, it doesn't. The Bomb description states that Vital Strike does not multiply the extra d6's from levels. From this one could infer that Vital Strike works with bombs, but it's not stated explicitly. In fact, by a strict reading of RAW, since Vital Strike and bombs use different standard actions, they are not compatible. I don't know how PFS rules this, but allowing this anyway at your table should be just fine regardless.


BigNorseWolf wrote:
So you can use point blank shot for the + to hit but not for the + to damage?

Why not? "Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus." PBS is not precision damage. It would not apply to the splash though, just the direct hit.


Grick wrote:
BigNorseWolf wrote:
So you can use point blank shot for the + to hit but not for the + to damage?

Why not? "Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus." PBS is not precision damage. It would not apply to the splash though, just the direct hit.

*taps fingers* excelleeeeent. Is there a definition of precision based damage?

Shadow Lodge

Grick wrote:
BigNorseWolf wrote:
So you can use point blank shot for the + to hit but not for the + to damage?
Why not? "Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus." PBS is not precision damage. It would not apply to the splash though, just the direct hit.

Ah, but applying it to the direct damage means it would apply to the splash as well...

APG wrote:
Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage).

Same paragraph mentions PBS and splash damage equaling minimum direct hit damage. That +4 damage mentioned could easily be +3 INT +1 PBS.


Bomanz wrote:
Is it bad to have an Alchemist bomb thrower named "Enola Ghey"?

Nice reference, but that Alchemist would probably need to have a cohort by the name of Tibbets.

-Brooks

Grand Lodge

Bomanz wrote:
Is it bad to have an Alchemist bomb thrower named "Enola Ghey"?

Yes. although if you're looking to showcase yourself as a man without taste or class it's a good method to do so.


Eric Clingenpeel wrote:
Ah, but applying it to the direct damage means it would apply to the splash as well...

Good point.

BigNorseWolf wrote:
Is there a definition of precision based damage?

Nope.

James Jacobs sayeth: precision damage is a handy way of summarizing "extra damage from critical hits, extra damage from sneak attacks, and extra damage from a duelist's precise strike ability."

Which is awkward, since if critical hits are precision, and Bombs are splash weapons, and splash weapons cannot deal precision damage, then Bombs cannot crit, even though the Bombs description implies they can.

And is not how I would read the Critical Hits section of Combat:

Exception: Precision damage (such as from a rogue's sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.

Which implies, to me, that the crit itself is not precision damage, since it calls out precision damage as not being part of the crit damage.

Grand Lodge

Grick wrote:


Which is awkward, since if critical hits are precision, and Bombs are splash weapons, and splash weapons cannot deal precision damage, then Bombs cannot crit, even though the Bombs description implies they can.

Actually not only does it not imply that but it specifically states that Bomb damage is not multiplied by critical hits or feats, just like sneak attck damage is not affected that way either.

There are no general rules for precision damage, but there are specific rules for each example of precision damage in the game and they need to be treated on a case by case basis.

Shadow Lodge

LazarX wrote:


Actually not only does it not imply that but it specifically states that Bomb damage is not multiplied by critical hits or feats, just like sneak attck damage is not affected that way either.

Umm... No, actually it does state it can crit.

APG wrote:

On a direct hit, an alchemist’s

bomb inflicts 1d6 points of fire damage + additional
damage equal to the alchemist’s Intelligence modifier.
The damage of an alchemist’s bomb increases by 1d6
points at every odd-numbered alchemist level (this
bonus damage is not multiplied on a critical hit or by
using feats such as Vital Strike)
.

Only the bonus damage from leveling doesn't get multiplied on a crit, but the base damage (1d6+int) would.

Scarab Sages RPG Superstar 2013

Quantum Steve wrote:
Actually, it doesn't. The Bomb description states that Vital Strike does not multiply the extra d6's from levels.

So you'd spend a feat just so your bombs do a single extra d6?

Best feat for alchemists looking to maximize bombs is still Deadly Aim. Slap that on a sticky bomb and deal awesome damage both rounds.


Steven T. Helt wrote:
Best feat for alchemists looking to maximize bombs is still Deadly Aim. Slap that on a sticky bomb and deal awesome damage both rounds.

Unfortunately Deadly Aim won't work with bombs since it specifically states it can't be used with touch attacks. Bombs are splash weapons and therefore use a ranged touch attack to hit.


Deadly aim does not work with splash weapons.

For the record, a 5th level alch with 18 int bomb damage would be

3d6+4 (1d6+4+2d6)

Critical

4d6+8 ([1d6+4] X 2 +2d6)

Vital strike

4d6+4 (1d6+4+1d6+2d6)

Critical Vital Strike

5d6+8 ([1d6+4] X 2 + 1d6 +2d6)

The best option for highest alch damage per round is two weapon fighting, haste, and rapid shot.

Hope this helps.

Scarab Sages RPG Superstar 2013

I learned soemthing! Off to find a new way to add more damage to my bombs.


splash weapons dont get the sneak from a bomb will the spell target bomb admixture allow it then ?

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.


Steelthunderr wrote:
splash weapons dont get the sneak from a bomb will the spell target bomb admixture allow it then ?

This thread is 9 years old. Since you're asking a new question you might be better off starting a new thread about this.

As to your question: My gut says "No", but I'm not 100% sure.

Liberty's Edge

As I see it, you don't deal the splash damage, but the bomb is still a splash weapon. So you can't deal precision damage.

BTW, about JJ citation: critical damage isn't precision damage. You get it with bombs.


There is a way to get Sneak Attack Damage with Bombs, sort of. Take the Explosive Missile Alchemal Discovery. That lets you put a bomb on a regular piece of ammunition such as an arrow or musket ball. You aren't technically getting SAD on the Bomb: you get SAD on the Musket Ball. And you get Bomb Damage on the Musket Ball. You get Deadly Aim on the Musket Ball.


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Scott Wilhelm wrote:
There is a way to get Sneak Attack Damage with Bombs, sort of. Take the Explosive Missile Alchemal Discovery. That lets you put a bomb on a regular piece of ammunition such as an arrow or musket ball. You aren't technically getting SAD on the Bomb: you get SAD on the Musket Ball. And you get Bomb Damage on the Musket Ball. You get Deadly Aim on the Musket Ball.

I like this idea, but Explosive Missile specifies: "arrow, crossbow bolt, or one-handed firearm bullet", so no musket (not sure if you meant that exactly, just putting this here for people who are looking into this).


1 person marked this as a favorite.

For that, you'd need to be a Gun Chemist - not technically a bomb, but close enough.

Sovereign Court

Alternatively, a 4 level dip in Underground Chemist would get you sneak attack with splash weapons.


rogue/underground chemist
Chemical Weapons (Ex): At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.

Alchemist/grenadier
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier.

if bombs count as alchemical do those 2 stack ?


just checked with hero-lab a lvl 4 underground chemist + 5 levels alchemist maxed int ( half/orc ) int 20 .. +2 from lvl 4+8 . headband of vast intelligence +4= int 26 after cognagen int 30 .

damage 3d6+20 +2d6 precise ... with at the moment +10 to hit . ( haven't given myself Dex bonus items yet nor weapon focus )

at level 3 it was underground chemist 2 and 1 alchemist for 1d6+12 //

so unless hero-lab is calculating it wrong both int to damages stack

haven't added the 1/2 orc favorite bonus in alchemist 1/2 damage to fire based bombs ..

with strafe + explosive bomb discovery and drinking invisibility potions/ infusions/ stealth ..

lacking alchemist 8 for fast bomb so that still an issue .. but if not for sneaking then 2 underground is enough for added int damage


Herolab is wrong. There's even an FAQ about not stacking abilities bonuses like that.

Quote:

Do ability modifiers from the same ability stack? For instance, can you add the same ability bonus on the same roll twice using two different effects that each add that same ability modifier?

No. An ability bonus, such as "Strength bonus", is considered to be the same source for the purpose of bonuses from the same source not stacking. However, you can still add, for instance “a deflection bonus equal to your Charisma modifier” and your Charisma modifier. For this purpose, however, the paladin's untyped "bonus equal to her Charisma bonus (if any) on all saving throws" from divine grace is considered to be the same as "Charisma bonus (if any)", and the same would be true for any other untyped "bonus equal to her [ability score] bonus" constructions.


Steelthunderr wrote:
so unless hero-lab is calculating it wrong both int to damages stack

They shouldn't - as per this FAQ, an ability score/modifier bonus is considered to have the ability score in question as the source and thus for untyped bonuses, the "no stacking from same source" rule is active.

Not that I claim to understand understand why one would take 4 levels in Rogue for 2d6 of conditional Sneak Attack damage, when staying with Alchemist would have increased the bomb damage by 2d6 unconditional damage.


Now that i know that the int bonuses wont stack , i will stay pure alchemist . i wanted the extra int to splash damage . a solid double int would be more then 2d6 . 2-12 or +10 , i know what i would chose,so unless i get more sneak dice . like precise strike and/ or such items mods .. pure alchemist is better , and with strafe/ explosive bomb i would be hitting up to 80 feet , doubt sneak works that far .


About that 1 hander fire arm option

THere is a way to get Sneak Attack Damage with Bombs, sort of. Take the Explosive Missile Alchemy Discovery. That lets you put a bomb on a regular piece of ammunition such as an arrow or musket ball. You aren't technically getting SAD on the Bomb: you get SAD on the Musket Ball. And you get Bomb Damage on the Musket Ball. You get Deadly Aim on the Musket Ball.

would a small musket count as a 1 hander for a medium sized person ?


Steelthunderr wrote:
would a small musket count as a 1 hander for a medium sized person?

No, because the rules for "Inappropriately Sized Weapons" is based on the light/one-handed/two-handed classificaiton system, but ranged weapons have their own classification ("ranged"), regardless of the hands required (those form a sort of sub-classification).

Seriously though, if you want to be a firearms using Alchemist, be a Gun Chemist.

Sovereign Court

If you are looking to increase your static damage on your bombs with dips, consider Medium(Champion). 1 level dip is +1 to hit/+3 damage, tack on Spirit Focus(Champion) for another +1/+1 and possibly Spirit-Bonded armor enchant (for non-PFS) for another +1/+1. Now, your bombs(and everything non-spell) are at +3 to hit (note that level 1 medium gets +0 BAB) and +5 to damage.
You also get 2 cantrips (like Detect Magic, which Alchemist sorely needs), +2 Will, +3 Fort, and a couple d6 added to failed (attack or fort) rolls per day.

The most important bit of Underground Chemist for me is that at 2 they can draw Alchemical items as if they were weapons. So if you have Quick Draw you can full attack with Acid Flasks if you wanted. Using a Hybridization Funnel Acid/Fire or Acid/Alkali flasks stay useful for quite a while. In your level 9 example(with 6 Alchemist, 2 Underground Chemist, 1 Medium), the Acid/Fire combo would be doing 1d6+10+5 Acid Flask and 1d6+10+5 Alchemical Fire +1d6 the next round. Assuming no resists, its 40.5 damage(counting the 1d6 next round) on average, your 3d6+20 +2d6 example averages 37.5. Plus the possibility of +1d6 Sneak Attack. In this example, the BAB isn't +6 yet, so just a single attack... so unless you are throwing with both hands or have haste, the Underground Chemist/Quick Draw portion is kind of wasted unless you needed to move into range.

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