Alchemists Void Bomb Help


Advice


So I've just become level 6 and was going to use the discovery 'void bomb'. I had a couple questions about it.

1.
It says 1d4 bludgeoning dmg and 1d4 pts of bludgeoning dmg for every 2 alchemist levels beyond 1st instead of 1d6. So at level 6 do I do 1d4 + 2d4 dmg INSTEAD of my 3d6 + int mod dmg? or will it include BOTH of these ?

2.Does the minimum damage aka the splash damage increase by 1d4 + 2d4 = 3 dmg on top of the 3d6 + int mod dmg?

Hope that makes sense. Thx for any help


It will be 3d4 + Int instead of 3d6 + Int. The splash damage is the minimum, i.e. 3 + Int.


Thanks for the reply.

Does it increase by 1d4 every odd level or even levels?

If the save is failed it says the creature is prone for 1 round. Does that mean after I use this bomb, on their turn they cant do anything, then the round after that they can attempt to get up? Or can they standup when its thier turn?

Grand Lodge

Quoth Void Bombs:

Quote:
Void bombs deals 1d4 points of bludgeoning damage, plus 1d4 points of bludgeoning damage for every 2 alchemist levels beyond 1st, instead of 1d6. A creature hit by the bomb must succeed at a Reflex save against the bomb’s DC. If it fails, it is knocked prone and can’t get up for 1 round. If it succeeds, all of its movement speeds are reduced to 5 feet for 1 round.

Basically, your Void Bombs scales with your normal bomb damage progression.

The target, if failed the save, is immediately knocked prone and can't stand from prone on their turn.


Thanks.

So if im understanding correctly, at level 5 with void bombs, they do 1d4 + 3d4 dmg + int mod. And on their turn after I use void bombs and they missed their saves they cant do anything and must wait til the NEXT turn to stand up.


It'd be 1d4 + 2d4 + Int mod.

A target that fails their save can still act, they just can't stand up until their next turn.

The Void Bomb Discovery doesn't deal splash damage, so only the creature that's directly hit takes damage.


LeMoineNoir wrote:

It'd be 1d4 + 2d4 + Int mod.

A target that fails their save can still act, they just can't stand up until their next turn.

The Void Bomb Discovery doesn't deal splash damage, so only the creature that's directly hit takes damage.

It does have a splash EFFECT, though: Reflex save or speed reduced to 5 feet only for one round. Excellent discovery, in my opinion.

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