Bomb bomb can a rogue / alchemist mix abilities


Advice

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Ok so there is a rogue talent ability that lets you make bombs.
And there is a 4th level alchemist ability that lets you strap bombs on a piece of ammunition.

The bombs made by the rogue are equal to his sneak attack.
The bombs made by the bomb class feature are alchemist level.

So if they can make a 7d6 sneak attack bomb and throw it, but instead use the discovery that lets them strap it to ammo, and are firing from hiding (invisible or whatever) can they sneak attack/bomb for 14d6 total?

Now 9d6 (dip in snakebite striker brawler for 16th level 9th SA d6) and 4 levels alchemist is about as good as this would get, so 18d6 total to one crossbow bolt (with snippet goggles, from 1200 feet).

If it would work. I'm not sure you have to get rid of those bombs when you pick up alchemist, but I am sure you need to keep the bomb class feature to pick up that discovery.

Thoughts?

Dark Archive

Ok. So I guess you could just take bomb and then bomber discovery instead. This gives you the 11d6 sneak attack (19th rogue 1 brawler) as a bomb which can then also be strapped to a ranged weapon and within 30 (or wearing goggles) do a total of 11d6 bomb and 11d6 SA. Or 22d6 extra damage. Ok. All sorted.


so far as I can tell only the bombs you get from the bomber talent will do damage equal to your sneak attack. This means that you'll have a number of bombs equal to your int modifier that you can do 11d6 bomb dmg + 11d6 SA.


use 'underground chemist' rogue archtype - he ge to add int to splash weapons (a bomb is a splash weapon) then get the bomber talent. and then take the alchemist Variant Multiclassing and at level 7 you get more even more bombs. the plus side? underground chemsit can once per round deal sneak attack with splash weapons. (also as a side note with this build your bonus for all craft alchemy is redicilus high. the multi-class is +1 competence bonus per level, the udnerground chemist is unnamed bonus of 1/2 level that stack to it. while a normal alchemsit would get only +1 per level and only for making alchemical items, not for other uses of the skill).
underground chemist is also among the few who treat spealsh weapons as weapons for drawing them so he can use quickdraw with them to full attack. doing a full attack with the right splash weapon, even not a bomb. aimed at a grid (dc 5 only to hit.dealing splesh damag =1+int) can deal a lot of damage to packed enemy groups once you add the int to it. and it's almost sure strike.
+5 int and funnel to make it two splash weapons at once make it 12 damage to each taget in the grid for each attack, say you got +6/+1 at level 8 that is 24 damage each which is unavoidable (unlike bombs, normal splesh weapons splesh damge doesn't allow ref save for half damage) unless you roll a nat one (or have very bad dex for some reason). with the splash weapon mastery feat that add +1 space to spalsh area that can be up to 5 target per standard grid (4+1 next to them) for 100 damage (using 4 alchemical weapons such as acid+alchemcial fire X2. you can tailor the attack per target like using holy water for undead).
at level 10 you deal 5d6 sneak +5d6 bomb +int while throwing a bomb (which if you want to sneak is eacy since you can also take the scout archtype with the undergrund chemist and just by moving count the target as flatfooted ;).
and if you have,say +5 int you get 10 (level/2+int) bombs from the alchemist Variant Multiclassing, and 5 more from the bomber talent = 15 bombs per day.(as much as an actual alchemist with same level and int)

don't forget to get the firegub trait for +1 to hit with splash weapons and the splash weapon mastery feat for +1 splash area, +/-1 adjusment missed attacks and farshot with splash weapons (in a way it's better then precise bombs as the later doesn't help if you miss)

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