Bomber (Fighter)


Homebrew and House Rules


I was playing a bomb-based alchemist in a pirate campaign, so i decided to make a bomb-based Full BAB archetype for the fighter, FUN.

Bomber(Fighter Archetype)

Weapon and Armor Proficiency: Bombers are proficient with bombs, but not with heavy armor.

Innate Intelligence: Bombers start off with +2 intelligence.

Bomb (Su): Bombers can mix various volatile chemicals to create powerful bombs that they can hurl at their enemies. A Bomber 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 bomber must use a small vial containing an ounce of liquid catalyst—the bomber 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 bombers 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 bomber for weeks.

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 bomber's bomb inflicts 1d6 points of fire damage + additional damage equal to the bomber's Intelligence modifier. The damage of an bomber's bomb increases by 1d6 points at every odd-numbered fighter level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike), and every 4 levels after 1st, the bomber adds an additional 1d3 bludgeoning damage to the rolls (at 5th level the bomb deals 3d6 fire damage + 1d3 bludgeoning damage). Splash damage from a bomber 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 bomber's level + the bomber's Intelligence modifier.

Bomber's can learn new types of bombs as discoveries (see the Discovery ability) as they level up. A bomber's bomb, becomes inert if used or carried by anyone else. This replaces Armor Training 1, 2, 3, 4.

Throw Anything(Ex): At 1st level, a bomber gains throw anything as a bonus feat. This replaces the fighter's 1st level bonus feat.

Discovery(Ex): At 5th level and every four levels thereafter, the bomber gains 2 alchemist discoveries selected from the list below. This replaces weapon training 1.

Bomb and Shield(Ex): At 9th level, the bomber learns to use a bomb and weapon or shield at the same time. The bomber can create and throw a bomb, and draw a weapon, using the same action. At 13th level, the bomber can throw a bomb and attack with a weapon using the same action, if the same enemy is hit with both the bomb and the weapon, he takes a -1 penalty to AC for the purpose of attacking with the weapon. This replaces weapon training 2 and 3.

Shield Bombs (Ex): At 17th level, the bomber gains a +4 armor bonus to AC when holding a bomb, and when someone strikes your bomb, it blows up, dealing the fire damage (not the bonus bludgeoning damage) to everyone in a 5-foot radius (including yourself). This replaces Armor Mastery.

Bomb Mastery: You can and must select bombs for Weapon Mastery.

Hope you all liked it!


I am in no way opposed to the idea of this because I have also worked on something similar (a class called bomber), but have the following concerns:

1) Bombs are resolved as touch attacks, and as the gunslinger has shown, a full BAB and touch attacks ends up being boring. You basically always score hits. Little risk, no suspense.

2) No class in the game gets a free bonus to an ability score, and certainly not at 1st level. A fighter who wants this archetype will just have to suck it up and be of greater than mediocre intelligence.

3) You make no mention of what level this fighter gains his bombs. He trades all Armor Training for it, so does that mean he gains bombs at 3rd level?

4) Full BAB is too much, and an extra +1 to attack on top of that from Throw Anything is just unneccessary. Its probably unneccessary for the alchemist too.

4) In exchange for Weapon Training 1, this bomber gains a total of 8 discoveries and is still able to trade Weapon Training 2 & 3 for something else. I see a problem there. What happened to Weapon Training 4?

5) You give an ability at 17th level in exchange for Armor Mastery, but Armor Mastery is gained at 19th level.

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