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Sliprunner
2014-04-12, 01:12 AM
Note: I warn you now, this likely isn't balanced to well, as it was made more for entertainment factor then anything else.

Crazy Ivan (http://img1.wikia.nocookie.net/__cb20120211011224/cnc/images/e/e4/Crazy_Ivan_kill_Carville.jpg) Alchemical Bombsmith (Base Class, Pathfinder)
D8 HD
Skills: 4+int modifier
Class Skills: Acrobatics (Dex), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (Engineering), Perception (Wis), Profession (Wis), Slight of Hand (Dex)
Starting Age: Self-Taught (Or "Intuitive" depending on how you flavor it)
Starting Wealth: 3d6 × 10 gp


Level
BAB
Fortitude
Reflex
Will
Grenades
Abilities

1 +0 +0 +2 +0 4 Grenades, Throw Anything, Bag of Tricks
2 +1 +0 +3 +0 8 Modification
3 +2 +1 +3 +1 12 Shaped Blasts, High Arc Throwing
4 +3 +1 +4 +1 16 Modification
5 +3 +1 +4 +1 20 Bombs,Evasion
6 +4 +2 +5 +2 24 Modification
7 +5 +2 +5 +2 28 Demolitions, Explosives Expertese
8 +6/+1 +2 +6 +2 32 Modification
9 +6/+1 +3 +6 +3 36 Heavy Charges, Madman Dance
10 +7/+2 +3 +7 +3 40 Modification
11 +8/+3 +3 +7 +3 44 Improved Evasion, Expanded Arsenal
12 +9/+4 +4 +8 +4 48 Modification
13 +10/+5 +4 +8 +4 52 Dirty Chemicals, Airbursting
14 +10/+5 +4 +9 +4 56 Modification
15 +11/+6/+1 +5 +9 +5 60 Over the Hill, Fire in the Hole!
16 +12/+7/+2 +5 +10 +5 64 Modification
17 +13/+8/+3 +5 +10 +5 68 Inferno Blaze, Hot Potato!
18 +13/+8/+3 +6 +11 +6 72 Modification
19 +14/+9/+4 +6 +11 +6 76 Expert Madman Dance, Impending Doom
20 +15/+10/+5 +6 +12 +6 80 The Big one



Weapons and Armor Proficency: An Alchemical Bombsmith is proficient in all simple weapons and light armor, they are also proficient with bucklers and light shields.

Bag of Tricks (SU)
At 1st level, an Alchemical Bombsmith creates a bag of tricks. This bag stores all their explosives, its exact appearance is up to the Bombsmith so long as it is something with many pockets. The bag of tricks otherwise appears immune to hard impacts and being set alight, as part of a safety precaution (for his own hide). Should the Alchemical bombsmith loose access to his bag of tricks he looses access to all his explosives, though may replace the bag at the cost of 100gp x Class level.

Throw Anything (EX)
At 1st level, an Alchemical bombsmith recieves "Throw Anything" as a bonus feat even if they do not meet the per-requisites.

Grenades (EX)
At 1st level, an alchemical bombsmith has developed small handheld explosive packets. these grenades are treated as a thrown splash weapon, they have a range increment of 20ft and a blast radius of 5ft. They deal 1d4 fire damage per level, with a reflex save of DC 10+Class level+Intelligence modifier for half damage. The bombsmith has a limited number of grenades per day, as listed on the chart above. These grenades are refreshed after spending 1 hour organizing your bag of tricks. You may only refresh your grenades once per day in this manner.

Modification
At level 2 and every even numbered level (Except level 20), the Alchemical bombsmith makes a modification for his explosives. (See end of class for listing of modifications)

Shaped Blasts (EX)
At level 3, The Alchemical Bombsmith may now shape the blasts of his explosives. they may be designed to take any of the following shapes. Cone, Line, Cross, Hollow Circle. Additional shapes may be chosen but must be discussed with DM.

High Arc Throwing (EX)
At level 3, The Alchemical Bombsmith has learned how to give his throws a high arc, this reduces the range increment to 10ft but they may be thrown over walls or cover that may of prevented normal throwing.

Bombs (EX)
At level 5, an Alchemical Bombsmith has developed slightly larger explosive shells. These bombs are treated as a thrown object, however they have a fuse of 1-3 rounds as per the bombsmith's choice. The bombs have a blast radius of 10ft and produce 1d4 fire damage per level, with a reflex save of DC 12+Class level+Intelligence modifier for half damage. Using a bomb counts as having used 2 grenades in regards to how many grenades per day you have.

Evasion (EX)
if she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the character is wearing light armor or no armor.

Demolitions (EX)
At level 7, an Alchemical Bombsmith has gained a knack for demolishing larger and larger objects. He may set his explosives as a full round action to use as a sunder attack against objects, unlike normal, the energy damage is not halved by hardness.

Explosives Expertise (EX)
At level 7, an Alchemical Bombsmith has become more well trained in handling explosives. As such whenever he is in the blast radius of his own explosives, he is considered to have automatically make the save.

Heavy Charges (EX)
At level 9, an Alchemical Bombsmith has developed a dedicated blast charge. These charges are treated as a thrown object with a range increment of 10ft, however they have a fuse that runs for 3-5 rounds as per the bombsmith's choice. The charges have a blast radius of 20ft and produce 1d6 fire damage per level, with a reflex save of DC 12+Class level+Intelligence modifier for half damage. These heavier charges though are in limited supply for the Bombsmith, as such he only gains 1+Int Mod (Minimum 1) per day. The bombsmith may not use High Arc Throwing or Over the Hill with Heavy charges, in addition they do not work underwater.

Madmans Dance (EX)
At level 9, an Alchemist Bombsmith has developed a rather insane, though useful trick. As a Full round action, the Bombsmith throws a grenade at every target within 15ft. this attack is considered to be hitting the squares of targets and not the targets themselves. This attack counts as 1 grenade per 2 targets.

Improved Evasion (EX)
This works like evasion, except that while the Alchemical Bombsmith still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Expanded Arsenal (EX)
At level 11, an Alchemical Bombsmith has found himself rather lacking in explosives at times. As such he has found a way to maintain significantly more grenades without issue, once per day he may make a DC 15 int check, if he succeeded he restocks (class level) grenades. In addition he gains 1 extra use of heavy Charges and his bombs only count as having used 1 grenade instead of 2.

Dirty Chemicals (EX)
At level 13, an Alchemical Bombsmith has developed a rather nasty pack of explosives. These explosives are treated as a thrown object with a range increment of 20ft. They have a blast radius of 10ft and cause 1d4 Acid damage per level, with a fort save of DC 12+class level+Intelligence modifier for half damage. Using a Dirty Chemicals bomb counts as having used 3 grenades. Dirty Chemicals works underwater.

Air bursting (EX)
At level 13, an Alchemical Bombsmith has developed an airburst timer for his explosives. This allows him to trade 2 dice of damage for an additional 5ft blast radius, this may be done multiple times so long as the explosive still deals at least 1d4 of damage, further still it allows him to ignore cover bonuses on a normal throw unless there is a barrier in the way (as in something to prevent the grenade from being able to reach the square).

Over the Hill (EX)
At level 15, an Alchemical Bombsmith has found a way to improve his arcs, the range increments for his explosives are improved to 40ft. in addition, wind conditions are considered one step lighter for his projectiles.

Fire in the Hole! (EX)
At level 15, an Alchemical Bombsmith has found a true mark in demolitions. When using "Demolitions" for sundering, he ignores all hardness for the explosives. in addition the damage die of the explosive is considered one step higher if the Alchemical Bombsmith takes a full round action to plant the explosive.

Inferno Blaze (SU)
At level 17, an Alchemical Bombsmith has developed an almost suicidal explosive. The explosive must be planted as a standard action and has a 3-5 round fuse on it as per the bombsmith's choice. The Inferno Blaze has a blast radius of 60ft and causes 1d6 fire damage per level, the force of the blast is more damaging then the blast itself, causing it to require a DC 10+Class level+Intelligence modifier fort save for half damage. The amount of work required means the Bombsmith may only use them 2 times a day. The self-oxidizing method of the Inferno blaze allows it to work underwater.

Hot Potato! (EX)
At level 17, an Alchemical Bombsmith as found himself tossing grenades so often that its almost second nature. As such the bombsmith may now throw 1d4 grenades at any time he would normally throw just one, this may be done once per round and can be done as part of any attack. This counts as 2 grenades, regardless of how many are actually thrown.

Expert Madmans Dance (EX)
At level 19, an Alchemical Bombsmith has "Perfected" his mandmans dance. As such when taking a full round action he may throw two grenades at every target in 20ft. Regardless of the number of grenades thrown, this counts as 16 grenades thrown.

Impending Doom (SU)
At level 19, an Alchemical Bombsmith spreads a sense of impending doom, despite this he carries on with his developments of exploding everything. As such he gains an additional two uses of Inferno Blaze and Heavy charges, in addition he may invoke Hot Potato! a further 2 times. He is also still considered to have access to his grenades even if he doesn't have access to his Bag of Tricks.

The Big One (SU)
At level 20, an Alchemist Bombsmith has created the ultimate explosive. It is so powerful he may only use it once per week. It requires a full round action to plant and has a fuse between 1-10 rounds as determined by the Bombsmith. When set off, it has a blast radius of 240ft and deals 1d10 fire damage per level. the Heat of the Blast requires a DC 15+Class level+Intelligence modifier fort save for half damage.
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Modifications

Tier 1
Fat Wad
-By adding a second explosive wad to the grenades, you may increase the blast radius by 5ft for your grenades, you may also apply this blast increase to other explosives.

Sticky Pad
-By applying a super sticky (and icky) pad to a grenade, you are able to stick the grenade to things. the result of this is as a standard or part of a full attack, you may slap the grenade onto something and it will explode one round later. This will stick to most things, ranging from the door you run past, to your friend barbarian's face. This counts as a normal use of grenades.

Elemental Jello
-A Swift Change of your Highly explosive (and totally not volatile) powder for an unusual gel like substance you discovered, you may now change your explosives to dealing Cold or Acid damage. (You may replace fire damage with cold or acid damage on your explosives)

Smoke Bombs
-You figured out how to make your grenades useful for things OTHER then blowing things up. These grenades when thrown deal no damage, however they create a smoke cloud equal to 2x the normal blast radius for the grenade. this functions as a Mundane version of "Fog Cloud" with a CL equal to your Class levels. This counts as a normal use of grenades.

Aerodynamic Charges
-Looking at arrows, Javelins, bolts, and other things meant to actually fly. you have reshaped your grenades. as such they now can be thrown 10 range increments instead of the normal 5 for thrown weapons. Though this doesn't much help your aim.

Tier 2
Overstuffed Burrito - Pre: Fat Wad
-Like a Burrito, A bit of force can compact all the powder in, allowing you to increase blast radius by up to 10ft for your grenades, you may also apply this blast increase to other explosives

Det Tape - Pre: Sticky Pad
-This marvelous discovery allows you to stick your grenades to just about anything, You haven't figured out whats wrong with the fuse but it has this marvelous ability to go off if its disturbed after its placed. As a standard action you may slap a grenade onto something, the next time it is touched it explodes. This only deals damage to the target that sets it off, this counts as having used 2 grenades.

Elemental Jello MK II
-After an interesting discovery, that totally didn't involve you licking it, you discovered how to make the Jello deal Electric and Sonic energy damage. You also discovered that Wrapping your grenades in this jello allows them to do lingering damage (deals damage equal to grenades damage dice on your next turn)

Micro Charges - Pre: Aerodynamic Charges
-You've made a modified grenade head that can fit on a bolt. this allows you to launch a grenade using a crossbow/Bow, the damage of the crossbow/Bow is replaced by that of the grenade. in addition you may only fire a micro charge a number of times per day equal to your class level.

Choking Bombs - Pre: Smoke Bombs
-Your smoke cloud as you've discovered, has become remarkably useful if you change the powder mixture. The choking bombs function just as a smoke bomb, however the air within the smoke cloud is no longer breathable. breathing creatures must hold their breath inside the cloud or otherwise begin to suffocate. (taking subdual damage equal to grenades normal damage), this counts as having used 2 grenades.

Tier 3
Boyscout Packing - Pre: Overstuffed Burrito
-Like packing a backpack, somehow it all fits in there at the start. With that little extra powder letting you add up to 15ft blast radius to your grenades, you may also apply this blast increase to other explosives.

Tin Can String - Pre: Det Tape
-Taking a bit of creativity with the Det Tape, you may now spend a full round action to "Trap" any open square. Getting around that nasty problem where the Det Tape doesn't level the neighborhood when it go's off. Functions the same as Det Tape, however it keeps blast radius. This counts as having used 3 grenades.

Super Jello
-While you were functioning at full logical capability, you made this brilliant masterpiece. Super jello dose something you could never of dreamed of before. It blows up ghosts! That is if there is any such thing as ghosts. Sadly you found its not quite as explosive though. (Your grenades may now deal Force damage, however it has 1/2 the normal damage dice)

Cluster Charges - Pre: Micro Charges
-With a little Wit, and plenty of mallet. You've made shells that contain multiple micro charges. the cost of this however is a weaker blast. But now you can hit multiple things! when you use a Micro Charge or a normal grenade, you may split the damage dice into multiple micro charges. for each micro-charge you may pick an additional target within 10ft of your main target, you must make a separate attack roll for each target. Each cluster charge counts as 2 uses of Micro Charges.

Riot Bombs - Pre: Choking Bombs
-Your choking bombs are Remarkably useful. Enough so you've figured out how to stop entire crowds with them. a number of times per day, equal to 2+Int mod (Minimum 1). you may throw a riot bomb, which functions as a Choking bomb, however instead of acting as a "fog cloud" it acts as "Solid Fog", however it only lasts for 1/round/level instead of 1/min/level.

Tier 4
Smart Car Compression - Pre: Boyscout Packing
-Similar to the idea of making a full car fit in the smallest possible area, that or you are just that stubborn at shoving more powder in the grenades. letting you add up to 20ft blast radius to the grenades, you may also apply this blast increase to other explosives.

Party Streamers - Pre: Tin Can String
-This Grand idea came to you, involving Det tape and paint. Now that you understand how the two combine, your able to throw a party thats REALLY a blast. You may take one full minute to "Trap" a 60ft area, you may at any time in the next 4 hours, declare 6 separate squares in that area as containing tin can strings, which then promptly explode. This counts as 3 grenades per "Square" that was trapped.

Super Jello MK II - Pre: Super Jello
-Its really amazing what this Jello stuff can do, so amazing in fact, you discovered you can do OTHER things with it. Once per day as a full round action, you may lob a jar full of this jello onto someone as a ranged touch attack. The target then takes damage equal to half your grenades damage dice each round, for 2 rounds.

Bouncing Rounds - Pre: Cluster Charges
-You found with a little trick, you can make your explosives survive a good jostle. As a result you may throw your grenades such that they bounce off surfaces. The effect is that the 2nd range increment no longer applies a penalty. In addition, you may bounce your grenades around corners. (Make an attack roll against a flat surface, if it succeeds, you may make a second attack roll against a target within 30ft, using the target surface as your throwing point). This counts as a normal grenade.

Mind Breaker Bombs - Pre: Riot Bombs
-Introducing a few untested chemicals is never a bad thing. Especially not with things not meant to kill. These new bombs have the most interesting effect, for while they only act as the "Fog Cloud" spell, they also require a fortitude save, equal to the normal grenade reflex save. on a failed save, the effected individual is nauseated by what is best described as "I TASTE COLORS". This is a mind effecting ability. These count as having used 3 grenades.

Tier 5
Rice Packing - Pre: Smart Car Compression
-Having mastered the true art of powder packing, your grenades can add up to 25ft blast radius to the grenades, you may also apply this blast increase to bombs. You may also completely exclude squares from your bombs explosion radius, as part of this mastery of explosive packing.

SURPRISE (SU) - Pre: Party Streamers
-Now your back and better then ever, This new idea will really BLOW anyone away. If you spend more then 10 minutes in any one area, you are considered to of left a Tin Can string somewhere in that area. You may also slight of hand live grenades into someone's pocket, this grenade may have a timer of up to a minute before it explodes. This counts as 3 grenades for every "Tin Can String" left behind, In addition, leaving the live grenade in someone's pocket counts as having used a grenade.

Taste the Rainbow! (EX) - Pre: Super Jello MK II
-After another "accidental" injection of the jello, you have developed this strange goo on your skin. You aren't sure what it is, but it doesn't seem to come off easily. However, you have discovered it is amazingly useful at times. it provides Energy Resistance 2 to every element. In addition animals have a tenancy to try licking it off, you are tasty.

Specialty Charges - Pre: Bouncing Rounds
-You gain the ability to shape explosives and attach them to any weapon. the next strike that weapon makes adds your grenade damage to the damage it deals to the target. it requires a standard action to set a charge on a weapon, in addition a weapon may only have one charge on it. Ammunition may not have charges set on them. This counts as 2 uses of grenades.

Show Stopper Nova - Pre: Mind Breaker Bombs
-After having been denied visit to this really awesome party, you have developed your ultimate in show stopping weaponry. A Nova Charge. Once per day, you may set off a Show Stopper Nova, this functions as a mundane "Solid Fog" with the addition of the Mind Breaker Bombs. To top this off, it has an area of effect of 40ft and deals (1d6*1/2 class level) non-lethal damage every round a target is within the area of effect. Also you are officially banned from any parties now.

N. Jolly
2014-04-12, 01:33 AM
While it's not one lick of balanced, the base idea behind it is pretty interesting, enough so to make me want to look over some of the mechanics and scavenge some for my own homebrew if you don't mind.

Sliprunner
2014-04-12, 01:54 AM
While it's not one lick of balanced, the base idea behind it is pretty interesting, enough so to make me want to look over some of the mechanics and scavenge some for my own homebrew if you don't mind.

Go ahead and steal, I don't mind. This was intended more for entertainment value then anything else, balance wise I don't even know where to begin. Likely would be starting with limiting the arsenal per day a lot more.