Alchemist discoveries: Immolation and Madness Bomb


Rules Questions


Quite puzzled at how those two discoveries would interact:

Immolation Bomb (https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo- alchemist-discoveries/immolation-bomb):
Instead of dealing Xd6+INT damages per turn on a direct hit, your bomb inflicts 1d6+INT damages for X turn. The splash damages occur each turn.

Madness Bomb (https://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo- alchemist-discoveries/madness-bomb):
You forgo 2d6 damages on your bomb and deal an extra 1d4 WIS damage on a direct hit, minus 1 for each time you used that ability on the target to a minimum of one.

If you were to use an Immolation Madness Bomb, would you deal:

- 1d6+INT fire damage + 1d4 WIS damage on the first turn, then 1d6+INT damage every turn until it expires
- 1d6+INT fire damage + 1d4 WIS damage every turn until it expires

My google-fu failed me and I wasn't able to locate an answer on the forum (only someone who brievely mentionned the idea in a list)

Sovereign Court

Madness is on hit.

Immolation hits once, but does damage every turn after.


Yup, you'd only deal the WIS damage on the direct hit, the continuous fire damage wouldn't inflict WIS dmaage.

Side note: Wow Madness Bomb is really good. Bomb discoveries don't usually stack, but according to the internet it apparently lacks the asterisk (*), meaning it does stack with other bomb discoveries. Does anyone have a copy of the book to check that? (Are there other bomb doscoveries that lack the asterisk?)

For reference:

ARCHIVESOFNETHYS

PFSRD

Liberty's Edge

Madness Bomb wrote:

Prerequisite: Alchemist 12

Benefit: The alchemist’s bombs do more than sear flesh—they sear the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.

Immolation Bomb wrote:

Prerequisite: Alchemist 3

Benefit: When the alchemist creates a bomb, he can choose to have its substance coat the direct target’s body, causing the bomb to deal its damage over time instead of all at once. The bomb’s effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist’s Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist’s Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist’s turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb’s direct hit can attempt to extinguish the flames as a full-round action that requires a Reflex save (DC = 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.

What Firebug said.

Plus, the damage of immolation is 1d6+Int. Madness reduces the normal damage by 2d6. You don't simply lose 2 dices of damage, with a minimum, you reduce the damage by that much, so you can go to negative dices.
That would make the normal damage the bomb does to -1d6+int and the splash damage to -6+int (the minimum damage that can be dealt by the bomb).
You will end with a bomb that does 1d4 wis damage on a direct hit and a negligible number of hit points of damage every round if your intelligence is high.

The Exchange

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MrCharisma wrote:
Side note: Wow Madness Bomb is really good. Bomb discoveries don't usually stack, but according to the internet it apparently lacks the asterisk (*), meaning it does stack with other bomb discoveries. Does anyone have a copy of the book to check that? (Are there other bomb doscoveries that lack the asterisk?)

They do stack, Madness doesn't have an asterisk.

There are quite a few discoveries that affect bombs but don't have the asterisk. Sticky and Directed are two of my favorites. Since neither one has an asterisk I can use both on a Force bomb.


Man that's fantastic.

I just read through them to see which ones might stack, and I think my favourite new combo is Madness Bomb and Dread Bomb (and Dread Bombs have to be Anguish Bombs). 1d6 WIS damage and Frightened is reeaally good (the non-lethal and CHA-to damage from Anguish Bombs is a downgrade, but you're not throwing these bombs to deal damage, so who cares).


MrCharisma wrote:
I just read through them to see which ones might stack, and I think my favourite new combo is Madness Bomb and Dread Bomb (and Dread Bombs have to be Anguish Bombs). 1d6 WIS damage and Frightened is reeaally good

1d4, you mean. Also, I would interpret it that the save DC rider effects on an anguish bomb is charisma based, although that's not as clear written as it could be.

In any case, it still pales compared to the no-save blindness of Sand Bomb. Kinda sad, really...

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