Alchemist Vs. Incorporal Creatures


Rules Questions


How does the Alchemist Bombs affect incorporeal creatures? are the bombs considered physical damage and take half or a 50% chance of missing as spell damage?

Shadow Lodge

The bombs are supernatural in nature, I treat them the same as I do any other magical fire damage.


That's a good question. While some kind of "magic" is involved when the Alchemist is creating a bomb (see flavor text), bombs don't allow spell resistance, like if they were not magical. I don't know the answer.

Shadow Lodge

It's a supernatural ability.


0gre wrote:
It's a supernatural ability.

Which means they work like magical attack? Ok I didn't know that.


it is supernatural, but in the actual text of the ability it says its not magic. the extracts are counted as magic, but the bombs are not. this is the reason why i was confused.


jeuce wrote:
it is supernatural, but in the actual text of the ability it says its not magic. the extracts are counted as magic, but the bombs are not. this is the reason why i was confused.

Where does it say it is not magical?

It is not a spell or spell like ability but that doesn't mean it isn't magical.


Like a conjuration effect that produces something which then acts on a target. It IS magical, it just isn't a spell. If you throw one in an antimagic field it just makes a mess.

Possibly until they walk outside the field. O.O

Silver Crusade

Text from the Pathfinder SRD

Bomb (Su)

Spoiler:

In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
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. 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). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.

The text states that the Bombs are a (SU) ability as was pointed out earlier. The text also says that the Bombs deliver Fire Damage.

Yesterday while playing a Patfhider Society game at Conn Con, in Stamford CT, my gnome Rogue 2/ Alchemist 4 called Fizzabang the Fabulous was faced with a ghost, well the party had to face two. My character had been catapulted up into the crows nest of this ship, ( that is another long story)

So while the other party members were fighting a pair of Ghosts down on he deck of the ship, my character was literally dropping bombs on the Ghosts.

The GM ruled that the firey blast form the bomb would affect the ghost, but the damage would be halved, as per an etheriel creature.

The Gm did comment, well if they are incorporeal, how is your bomb going to break….well im not going to be that mean” we were able to kill the ghosts.

I hope this helps


Just take the force discovery, problem solved.


The bombs are proximity fused.

Shadow Lodge

Maybe this will clear things up a bit. From the glossary:

Quote:
Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.


hey guys, thanks for all the input. its always good to get more than one view on how things would work. we had our 12th level characters fighting a banshee and we were having some issues with how to go about the damage. one thing the GM ruled that was kinda bunk was halving the damage on holy spells like holy smite and heal. he was also trying to rule that searing light would not do the extra damage that critters with sunlight vulnerability take from it. but we eventually killed her and are awaiting further game time.
BTW where did that SU definition come from? i want to be able to reference it.

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