(Original Concept by Raiderrpg) Primary Class: Sorcerer. Secondary Class: Alchemist. Alignment: Any chaotic. Hit Dice: d6. Bonus Skills and Ranks: The mad bomber may select three alchemist skills to add to his class skills in addition to the normal sorcerer class skills. The mad bomber gains a number of ranks at each level equal to 2 + Int modifier. Weapon and Armor Proficiency: The mad bomber is proficient with all simple weapons. A mad bomber is not proficient with any type of armor or shield. Armor interferes with a mad bomber’s gestures, which can cause his spells with somatic components to fail. Diminished Spellcasting: The mad bomber casts arcane spells drawn from the sorcerer/wizards spell list, and both gains and knows one fewer spell of each spell level. If this reduces the number to 0 (minimum 1 for spells known), he may cast spells of that level only if his Charisma allows bonus spells of that level. He otherwise casts spells as a sorcerer of equal level. A mad bomber casts no cantrips and adds detect magic and read magic to his list of 1st-level spell known. Bloodline: This is exactly like the sorcerer ability of the same name, except that the mad bomber must select the Chemaniac bloodline. In addition, a mad bomber may select the Extra Bomb feat or Remote Bomb feat as one of his bloodline feats, or as a normal feat gained through level advancement. Like Bomb related discoveries, these feats can be applied to his eldritch ka-booms. Eldritch Ka-Booms: A mad bomber is first foremost a pyromaniac at heart, and has studied every known method to create explosions–from small precise detonations to fiery blasts of mass destruction. Starting at 1st level, a mad bomber can create volatile balls of eldritch flame in his hand that he can hurl at his enemies. A mad bomber can create a number of eldritch ka-booms each day equal to his mad bomber level + his Charisma modifier. In order to create an eldritch ka-boom, the mad bomber must sacrifice a spell slot of any level he can cast. Creating and throwing an eldritch ka-boom requires a standard action that provokes an attack of opportunity. An eldritch ka-boom has a spell range of close (25 feet +5 feet per 2 caster levels) and uses the Throw Splash Weapon special attack. Like an alchemist’s bombs, eldritch ka-booms are considered weapons and are affected by feats such as Point-Blank Shot and Weapon Focus.On a direct hit, a mad bomber’s bomb inflicts 1d6 points of fire damage per level of the spell sacrificed + additional damage equal to the mad bomber’s Charisma modifier (this bonus damage is not multiplied on a critical hit). Splash damage from a mad bomber’s eldritch ka-boom is always equal to the ka-boom’s minimum damage (so if the eldritch ka-boom 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 mad bomber’s level + the mad bomber’s Charisma modifier. The splash radius of a mad bomber’s eldritch ka-boom increases by an additional 5 feet at 6th level and every six levels thereafter, to a maximum of 20 feet at 18th level. Mad bombers can create new types of eldritch ka-booms as discoveries (see the Discovery ability) as they level up. This ability replaces cantrips and spells lost due to diminished spellcasting. Mayhem: The mad bomber lives for wanton destruction. Starting at 2nd level, whenever a mad bomber deals sufficient damage to cause a section of wall to collapse, or to destroy an object worth 1,000 GP or more that he does not own, he gains a +1 morale bonus to all saving throws and the DC of any spells he casts for one minute. This bonus increases to +2 at 10th level, and +3 at 18th level. This ability and discoveries replace bloodline spells. Discoveries: At 4th level and every four levels thereafter, a mad bomber may select the mutagen discovery (and any subsequent discoveries) or bomb discoveries. Any bomb discovery he chooses is applied to his eldritch bomb. Alternatively, a mad bomber may choose to gain a +2 bonus to his eldritch bomb damage. This bonus can be chosen multiple times and its effects stack up to a maximum of +10. Alternatively, whenever the mad bomber could select a discovery, he can choose one of the following bomber abilities instead.
Table: Mad Bomber
Table: Mad Bomber Spells Known
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