
![]() |

I know that technically, an alchemist's bomb is a supernatural effect (though the fluff paints it as "magical") and not a spell.
In an upcoming game, the party (which includes an alchemist) will be going up against some flesh golems, against which
A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
I'm somewhat split on this, and I'd hate to gimp my player (as there will be several golems encountered). So would the standard bomb (fire damage) affect the golem in this way (and electric bombs for the heal effect) even though its not technically a spell?

![]() |

Technically speaking, the standard bomb affect slows the golem instead of doing damage.
Supernatural abilities are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability's description includes information on how it is used and its effects.
Emphasis mine.
Ninja'd by 40 seconds.

![]() |

Thanks!
Edgar wrote:Technically speaking, the standard bomb affect slows the golem instead of doing damage...I thought that only spells with spell resistance cannot affect the golem? I don't think bombs are affected by SR...
Immunity to Magic (Ex) A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds (no save).
• A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A flesh golem gets no saving throw against attacks that deal electricity damage.

Drejk |

Fire/cold bomb deals regular damage (because bombs are Su ability and thus ignore SR) and additionally slows flesh golem (because it's still magical attack dealing cold/fire damage).
Bombs dealing electric damage will heal instead of harm.
I think that the alchemist will be in fact very important asset for your party as it has lots of advantages against golem: bombs ignore DR, have great chance of hitting touch AC 8, great chance of catching Large creature in splash in rare case of miss and will slow golem for 2d6 rounds with each hit or splash hit. Poor flesh golem...