Ghosts and bombs


Rules Questions


hi, last time we played, my alchemist threw an explosive bomb to an incorporeal creature, and we suddenly didnt know how to apply the catch on fire on such a monster, since its incorporeal, i thought that it could be like 1d6/2 like other types of damage, neither my GM nor I were sure, whats the right way to do this?


You did it right. They take half damage from corporeal magical effects.


so i throw the bomb and it does 2D6+6 (alchemist lvl 4 int 20 with cognatogen+point blank)no miss chance and it takes half that dmg, then it remains on fire untill it somehow extinguishes the flames, taking 1d6/2 fire dmg each round right?


The rules for incorporeal things burning seem bizarre to me. Especially when dealing with alchemists (who sometimes want a more "mundane" flavor for their bombs).


Ismodai wrote:
so i throw the bomb and it does 2D6+6 (alchemist lvl 4 int 20 with cognatogen+point blank)no miss chance and it takes half that dmg, then it remains on fire untill it somehow extinguishes the flames, taking 1d6/2 fire dmg each round right?

Yes, this is correct. It is bizarre, I know, but it is correct. Your alchemist should invest in some Force Bombs ASAP, to avoid that half damage nonsense. And he probably shouldn't have wasted a Discovery on the Explosive Bomb unless he's intending to use the extra blast size for special effects later.


i cant take force bomb yet, i just lvled to 4, and im a bomber alchemist so i´ll probably take some other effects to add to my blasting

Grand Lodge

Smoke bombs are awesome, and as it turns out, they still do their bomb damage as well.


why would e´xplosive bomb be a waste? i can blast a bigger zone and with precise bombs i dont have to worry about my party :D

(so far it worked fine)


why would explosive bomb be a waste? i can blast a bigger zone and with precise bombs i dont have to worry about my party :D

(so far it worked fine)

Grand Lodge

Explosive work with smoke. Up that with stink bombs and control the battlefield.

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