Bigger boom for my bomb


Advice

Liberty's Edge

Is there a way to make the blast and dmg bigger for the alchemist bomb? Ex: bigger size catagory, specific feats, spells, extracts, ext.


EXPLOSIVE BOMB

SPLASH WEAPON MASTERY adds a little.

Some of the favoured class options add some damage.

And of course FAST BOMBS will give you the most bang for your buck (works with twf, rapid shot, haste etc)


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Targeted bomb admixture and bouncing bomb admixture are the ones which increase damage, but look at other 'admixture' extracts too. Viper bomb admixture is weird.

There are more discoveries which increase splash than the one Mr Charisma names, explosive bomb. Rocket bomb, strafing bomb and maybe siege bomb can help. Smoke bomb, stink bomb and inferno bomb have effects outside the damage radius.

Anything which increases your Int will increase the damage bonus you get from throw anything. Cognatogen, fox's cunning/headband of vast intelligence, etc.

Sovereign Court

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Surprisingly, multiclassing one level into Medium will increase your bomb damage by more than it hurts by losing the damage dice progression. A single level with Champion spirit gets you +1 to hit, and +3 to non-spell damage rolls. Bombs aren't spells. All alchemical weapons aren't spells. Feral Mutagen isn't a spell. For a feat you can add Spirit Focus(Champion) which is like Point Blank Shot, in that it increases both your attack and damage by 1 (...and your fort save, and strength checks/skills). Throw in the Spirit Bonded enchantment for Medium Armor(not legal for PFS) and you are now at +3/5. Granted, you don't gain any BAB, and delay the progression on all of your other Alchemist goodies, but its an option.

And it also gets you detect magic, so you can leverage your strong Spellcraft/Knowledge(Arcana) ranks without resorting to items.

I do find it amusing when a level 2 character (1 medium/1 alchemist), throws a bomb with targeted admixture for 1d6 + 14 (+5 Int x2, +4 for champion/feat)

Liberty's Edge

Thankyou for the help, bomb dmg always bothered me because it never got over 1d6 as base dmg and lots of higher lvl monster would haveimmunities to most effects from the bombs. So I felt useless.
Though he is perfect for breaching tactics to attack the boss. Why use the door, when u can make your own.

Liberty's Edge

Also is gun chemist actually worth looking into, with a 5 lvl dip into gunslinger, or would a 3 lvl dip into trenchfighter be better.


Horas Ebonfeather wrote:
bomb dmg always bothered me because it never got over 1d6 as base dmg

Just double checking you got this part right, the base damage never gets over 1d6+INT, but you do actually do more damage than that. Every odd level adds bomb damage.

L1 - 1d6 + INT
L3 - 2d6 + INT
L5 - 3d6 + INT
...
L11 - 6d6 + INT.

The "base damage" part is only really relevant for critical hits - So that L11 alchemist doesn't get 12d6+(2×INT) kn a crit, they get 7d6+(2×INT). Only the 1d6+INT gets doubled.

Forgive me if i'm stating the obvious, i just wanted to check you're doing as much damage as you should be.

ALCHEMIST BOMB <- LINK

Liberty's Edge

MrCharisma wrote:

Just double checking you got this part right, the base damage never gets over 1d6+INT, but you do actually do more damage than that. Every odd level adds bomb damage.

Yes, i do understand that every odd lvl I would add a d6 to my dmg with bombs.
I just didn't know if was possible to do more dmg with a bomb that might be a size category larger; example, greataxe med is 1d12 and goes to 3d6 as a large size axe. Didn't know if a medium bomb of 1d6, would got to 1d8.
Or maybe add some other alchemical substances to make it even bigger?

Also is there a way to make the bombs do 1d6 worth of force dmg instead of 1d4?


Horas Ebonfeather wrote:
MrCharisma wrote:
Just double checking you got this part right, the base damage never gets over 1d6+INT, but you do actually do more damage than that. Every odd level adds bomb damage.

Yes, i do understand that every odd lvl I would add a d6 to my dmg with bombs.

I just didn't know if was possible to do more dmg with a bomb that might be a size category larger; example, greataxe med is 1d12 and goes to 3d6 as a large size axe. Didn't know if a medium bomb of 1d6, would got to 1d8.
Or maybe add some other alchemical substances to make it even bigger?
Also is there a way to make the bombs do 1d6 worth of force dmg instead of 1d4?

Ok coolio, just making sure.

As for size increases for bombs - no they don't increase damave with size. This is one of the reasons Gnomes make decent Alchemists. They get extra bombs from their FCB, They have an alternate racial trait that lets their bombs increase damage at even levels instead of odd, and being small gets them +1 to hit and +1 AC without hurting their damage at all. You could look at Reduce Person as a pretty good bomber buff as well (+1 to hit from dex and another +1 size bonus to hit).

That probably doesn't help you all that much right now ... the main place to look for extra damage is going to be discoveries. Remember that hitting touch AC means that you'll be hitting more than most characters so your damage should be keeping up a bit better even if it doesn't look as good. You can also do some damage even on a miss.

Liberty's Edge

i could go tiefling and get a bonus to dex and int for both to hit and dmg. I could also dip into gun-chemist and then become Hellboy.

Still don't know if I want to look into gun chemist because then I would have to dip into gunslinger or trench fighter and delay my dmg output even more.

Because I do like the combo of going grenadier/winged marauder for alchemist and 1 lvl dip into mentalist (per MrCharisma's suggestion) with a 4 lvl dip into rogue archetype bomber. Then I would be a warboy from, Mad Max fury road.

does wpn finesse only work with melee wpns?


Weapon finesse only works with melee weapons, but then ranged weapons use dex to attack by default anyway. Exceptions are rare. Weapon finesse doesn't affect damage directly.

Taking a 3+ level dip to pick up dex to damage is not a good idea IMO, especially if you're dipping all over the place anyway. It puts off the day when you become good at something, anything, too far. Gun chemist or base alchemist can gain damage directly and indirectly from levels in the class.

Liberty's Edge

avr wrote:

Weapon finesse only works with melee weapons, but then ranged weapons use dex to attack by default anyway. Exceptions are rare. Weapon finesse doesn't affect damage directly.

Sorry i was talking about the unchained rogue ability finesse training. Also the dip in rogue bomber actually would stack with the alchemist lvl progression in bomb dmg.

Sovereign Court

Horas Ebonfeather wrote:
Sorry i was talking about the unchained rogue ability finesse training. Also the dip in rogue bomber actually would stack with the alchemist lvl progression in bomb dmg.

The rogue talent "Bomber" does not stack with alchemist bomb progression. The "Bomber" talent bombs are based on your rogue sneak attack dice and you would have a separate pool of those bombs, Int mod only.

If you are talking about the Rogue Archetype "Bomber" from Flaming Crab Games... then yeah, third party material, all bets are off do whatever you want.

Liberty's Edge

yes Firebug, i am talking about the third party archetype bomber, where it stacks with alchemist from Flaming Crab games

Liberty's Edge

so i was thinking of the basic build would look like this,

classes:
1 lvl: Medium (champion spirit)
4 lvls: Unchained rogue archetype Bomber (from flaming crab games)
15 lvls: Alchemist archetype grenadier/(winger marauder or Saboteur)(because i can take grenadier with one of the other archetypes i listed at the same time.

feats:
Pointblank
precise shot
rapidshot
spirit focus(champion)
deadly aim
clustered shot

discoveries:
precise bomb
explosive bomb
fast bombs
silent bombs
explosive missile
force bomb
demolition charge
force bomb (to deal with DR)
scrap bomb

I know there is a lot of work to do on it, but this looks like a fun character build can come out of this along with a good back story.

One difficulty i see is this build could do a lot of damage being combined with gunchemist and trench fighter/gunslinger with the use of a pistol or two.

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