PDA

View Full Version : Pathfinder Mad Bomber (Alchemist Prestige Class)



Lacoran
2014-07-28, 09:56 AM
The Mad Bomber Prestige Class
An Alchemist has many the power of many chemical at his disposal. The loudest and most well-known is the bomb. All alchemists can mix chemicals so they react to create an explosion but not all take the time and do the research necessary to craft bombs. A Mad bomber has become a master of bombs. He can adjust his bombs to meet his needs, to destroy any enemy, to fit any need, etc… Becoming a master of bombs forces the Mad Bomber to give up the study of extracts.

Requirement:
Base Attack Bonus: +3
Special: Must possess Bomb Class ability that deals at least 2D6 damage, must have the Precise bomb discovery, and at least one other discovery that effects bombs.

Game Information:
Class Skills:Craft (any) (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (Engineering)(Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Points: 4 + Int modifier
Hit Dice: D8



Class Level
Base Attack
Fort Save
Ref Save
Will Save
Special
Extracts Per Day


1
+1
+1
+1
+0
Endless Bombs, Improved Bombs, Elemental Bombs
+1 Level of Alchemist


2
+2
+1
+1
+1
Forceful Bombs, Discovery
+1 Level of Alchemist


3
+3
+2
+2
+1
Fast Bomb, Bomb Discovery
+1 Level of Alchemist


4
+3
+2
+2
+1
Discovery, Improved Bomb Admixture



5
+4
+3
+3
+2
Bomb Discovery
+1 Level of Alchemist


6
+5
+3
+3
+2
Discovery
+1 Level of Alchemist


7
+6
+4
+4
+2
Bomb Discovery
+1 Level of Alchemist


8
+6
+4
+4
+3
Discovery, Combine Bombs



9
+7
+5
+5
+3
Bomb Discovery
+1 Level of Alchemist


10
+8
+5
+5
+3
Infinite Bombs, Discovery
+1 Level of Alchemist



Class Features
Weapon and Armor Proficiency: Mad Bomber gains no proficiency with any weapon or armor.

Extracts per Day: At the indicated levels (1, 2, 3, 5, 6, 7, 9, &10) a Mad Bomber gains new extracts per day as if he had also gained a level in alchemist. He does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.

Improved Bombs (Ex): Add the character’s Alchemist and Mad Bomber levels together to determine any effect of his bombs, this includes damage, the Reflex DC save of his bombs[10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier], Bombes per day, etc...
For example: 5th level Alchemist/4th level Mad Bomber with Intelligence of 18 bombs would do 5D6 + 4.

Endless Bombs (Su): A mad bomber may create and throw bombs more bombs per day. He can creation an additional number of bombs per day equal to his class level. A Mad Bomber can now make a number bombs a day equal to his (Alchemist level + Mad Bomber level) x2 plus his Int. Mod.
Example 4th Alchemist 2nd level Mad bomber with Int 14 (+2) can create a total of 14 bombs per day (4+2=6, 6*2 = 12, 12+2 = 14).

Elemental Bombs (Ex): The mad bomber gains the Discoveries of Frost Bomb, Shock Bomb, and Acid Bomb.

Powerful Bombs (Ex): The mad bomber gains the Discoveries of Explosive bomb and Force Bomb.

Discovery (Ex): At 2nd level and every 2 level, after the Mad Bomber can select a new Discovery. For the purpose of meeting the prerequisites for any Discovery add the character’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. Also add the levels together when determined the Save DC of any discovery [10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier].

Fast Bombs (Ex): The mad bomber gains the Discovery of Fast Bombs.

Bomb Discovery (Ex): At 3rd level and every 2 level, after the Mad Bomber can select a new Discovery that applies to his bombs. He must make a selection from the following list:
Blinding Bomb, Breath Weapon Bomb, Concussive Bomb, Confusion Bomb, Defoliant Bomb, Delayed Bomb, Demolition Charge, Dispelling Bomb, Explosive Missile, Fire Brand (Su), Grease Bomb, Greater Plague Bomb, Holy Bombs, Immolation Bomb, Inferno Bomb, Invisible Bomb, Lingering Plague, Madness Bomb, Plague Bomb, Poison Bomb, Psychoactive Bomb, Rocket Bomb (Su), Scrap Bomb (Su), Siege Bomb, Smoke Bomb, Sticky Bomb, Stink Bomb, Strafe Bomb (Su), Sunlight Bomb, Tanglefoot Bomb, and Underwater Demolition (Ex).
The character must meet any prerequisites in order to select a discovery.

Improved Bomb Admixture(Su): When creating any admixture effect (formula with the word “bomb admixture” in its title) extract, a Mad Bomber can treat the Formula’s effect level as if it was one lower (minimum of 1st level). For example, a 4th level Mad Bomber/5th level Alchemist uses extracts as a 7th level Alchemist so can use 3rd level Extracts. So he could learn and use “Viper Bomb Admixture” as a 3rd level extract; He could also use Lightning Lash Bomb Admixture as a 2nd level or a 3rd level Extract (depending on which slot he wanted to use), Shadow Bomb Admixture as a 1st level or a 2nd level Extract (depending on which slot he wanted to use), and Target Bomb Admixture as a 1st level extract only (min 1st level).

Combine Bombs (Ex): When creating bombs a Mad Bomber may combine his discoveries that affect his bombs in a way like no other Alchemist. Normally a bomb may have only one of a select set of discoveries applied to it at one time, such as Acid bomb and Grease Bomb. As an exception to this rule, the effect of any two different Effect discoveries (given in the Effect Discovery list below) may be applied to one bomb. Or the Mad Bomber may apply one Discovery from Effect Discoveries list and one from the Damage Discovery List (Given below). The Mad bomb must possess a discovery in order to use it in this way. Creating a double bomb like this counts at 2 uses of a bomb per day.

Effect Discovery List: Blinding Bomb(UM), Breath Weapon Bomb(UC), Confusion Bomb(UM), Demolition Charge(DHB), Ectoplasmic Bomb(USH), Grease Bomb(DHB), Immolation Bomb(UC), Inferno Bomb(APG), Plague Bomb(UM), Poison Bomb(APG), Psychoactive Bomb(BotM), Siege Bomb(UC), Smoke Bomb(APG), Stink Bomb(APG), Sunlight Bomb(UM), and Tanglefoot Bomb(UM).

Damage Discovery List: Acid Bomb(APG), Concussive Bomb(APG), Explosive Bomb(APG), Force Bomb(APG), Frost Bomb(APG), Healing Bomb(MM), Holy Bombs(CoP), and Shock Bomb(APG) .

Applying these discoveries does not stop the Mad Bomber from applying any additional discoveries that are normally allowed on any bomb, such as sticky bomb.
For Example, a Mad Bomber can make a Blinding and Tanglefoot bomb where creatures suffering a direct hit must make a reflex save to avoid being entangled and glued to the floor and a Fort save to avoid being blinded. While creatures in the splash area must make a reflex save to avoid being entangled and a Fort save to avoid being Dazed.

Infinite Bombs (Su): A mad bomber may create and throw bombs without subtracting from his daily supply, as long as he does not use Bomb discoveries to modify their effects. When using Combine Bombs, it still counts as two use of his daily bomb limit.

Lacoran
2014-11-26, 03:16 PM
I was given some advice (out of forum) and it appears that Elemental Bombs and Powerful bombs was too much. I removed those abilities and toned down endless and Infinite bombs to a more reasonable level.


The Mad Bomber Prestige Class (Version 2)
An Alchemist has many the power of many chemical at his disposal. The loudest and most well-known is the bomb. All alchemists can mix chemicals so they react to create an explosion but not all take the time and do the research necessary to craft bombs. A Mad bomber has become a master of bombs. He can adjust his bombs to meet his needs, to destroy any enemy, to fit any need, etc… Becoming a master of bombs forces the Mad Bomber to give up the study of extracts.

Requirement:
Base Attack Bonus: +3
Special: Must possess Bomb Class ability that deals at least 2D6 damage, must have the Precise bomb discovery, and at least one other discovery that effects bombs.

Game Information:
Class Skills:Craft (any) (Int), Disable Device (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (Engineering)(Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Points: 4 + Int modifier
Hit Dice: D8



Class Level
Base Attack
Fort Save
Ref Save
Will Save
Special
Extracts Per Day


1
+1
+1
+1
+0
Improved Bombs, Bomb Discovery
+1 Level of Alchemist


2
+2
+1
+1
+1
Discovery, Endless Bombs
+1 Level of Alchemist


3
+3
+2
+2
+1
Bomb Discovery
+1 Level of Alchemist


4
+3
+2
+2
+1
Discovery, Improved Bomb Admixture



5
+4
+3
+3
+2
Bomb Discovery
+1 Level of Alchemist


6
+5
+3
+3
+2
Discovery
+1 Level of Alchemist


7
+6
+4
+4
+2
Bomb Discovery
+1 Level of Alchemist


8
+6
+4
+4
+3
Discovery, Combine Bombs



9
+7
+5
+5
+3
Bomb Discovery
+1 Level of Alchemist


10
+8
+5
+5
+3
Infinite Bombs, Discovery
+1 Level of Alchemist



Class Features
Weapon and Armor Proficiency: Mad Bomber gains no proficiency with any weapon or armor.

Extracts per Day: At the indicated levels (1, 2, 3, 5, 6, 7, 9, &10) a Mad Bomber gains new extracts per day as if he had also gained a level in alchemist. He does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.

Improved Bombs (Ex): Add the character’s Alchemist and Mad Bomber levels together to determine any effect of his bombs, this includes damage, the Reflex DC save of his bombs[10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier], Bombes per day, etc...

Bomb Discovery (Ex): At 1st level and every 2 level, after the Mad Bomber can select a new Discovery that applies to his bombs. He must make a selection from the following list:
Acid Bomb, Anarchic Bomb, Axiomatic Bomb, Blackstar Bomb, Blinding Bomb, Boneshard Bomb, Breath Weapon Bomb, Concussive Bomb, Confusion Bomb, Cursed Bomb, Darkness Bomb, Defoliant Bomb, Delayed Bomb, Demolition Charge, Dispelling Bomb, Explosive Missile, Fire Brand (Su), Grease Bomb, Greater Plague Bomb, Holy Bombs, Immolation Bomb, Inferno Bomb, Invisible Bomb, Lingering Plague, Madness Bomb, Plague Bomb, Poison Bomb, Psychoactive Bomb, Rocket Bomb (Su), Scrap Bomb (Su), Siege Bomb, Smoke Bomb, Sticky Bomb, Stink Bomb, Strafe Bomb (Su), Sunlight Bomb, Tanglefoot Bomb, Underwater Demolition (Ex), and Void Bomb.
The character must meet any prerequisites in order to select a discovery.

Discovery (Ex): At 2nd level and every 2 level, after the Mad Bomber can select a new Discovery. For the purpose of meeting the prerequisites for any Discovery add the character’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. Also add the levels together when determined the Save DC of any discovery [10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier].

Endless Bombs (Su):Start at 2nd level, a mad bomber may create and throw bombs more bombs per day. He can creation an additional number of bombs per day equal to his Int. Modifier, giving a Mad Bomber a total number bombs a day equal to his (Alchemist level + Mad Bomber level) plus 2x his Int. Mod. + any bonus from feats.
Example 4th Alchemist 2nd level Mad bomber with Int 14 (+2) can create a total of 14 bombs per day (4+2+[2*2=4] =10).

Improved Bomb Admixture(Su):Starting at 4th level, for the purpose of learning and creating any admixture effect (formula with the word “bomb admixture” in its title) extract, a Mad Bomber can treat the Formula’s effect level as if it was one lower (minimum of 1st level). Also if the Mad Bomber already has admixture effect extract brewed and ready to go, as a Standard action he can spend two daily(1 for quick uses of Bomb Admixture and 1 for the bomb itself) use of his bombs/day in order to retrieve and imbibe the extract as part of creating and throwing a bomb.
Example a 4th level Mad Bomber/5th level Alchemist uses extracts as a 7th level Alchemist so can use 3rd level Extracts. So he could learn and use “Viper Bomb Admixture” as a 3rd level extract; He could also use Lightning Lash Bomb Admixture as a 2nd level or a 3rd level Extract (depending on which slot he wanted to use), Shadow Bomb Admixture as a 1st level or a 2nd level Extract (depending on which slot he wanted to use), and Target Bomb Admixture as a 1st level extract only (min 1st level).

Combine Bombs (Ex): At 8th level, when creating bombs a Mad Bomber may combine his discoveries that affect his bombs in a way like no other Alchemist. Normally a bomb may have only one of a select set of discoveries applied to it at one time, such as Acid bomb and Grease Bomb. As an exception to this rule, the effect of any two different Effect discoveries (given in the Effect Discovery list below) may be applied to one bomb. Or the Mad Bomber may apply one Discovery from Effect Discoveries list and one from the Damage Discovery List (Given below). The Mad bomb must possess a discovery in order to use it in this way. Creating a double bomb like this counts at 2 uses of a bomb per day.

Effect Discovery List: Blinding Bomb(UM), Breath Weapon Bomb(UC), Confusion Bomb(UM), Demolition Charge(DHB), Ectoplasmic Bomb(USH), Grease Bomb(DHB), Immolation Bomb(UC), Inferno Bomb(APG), Plague Bomb(UM), Poison Bomb(APG), Psychoactive Bomb(BotM), Siege Bomb(UC), Smoke Bomb(APG), Stink Bomb(APG), Sunlight Bomb(UM), and Tanglefoot Bomb(UM).

Damage Discovery List: Acid Bomb(APG), Concussive Bomb(APG), Explosive Bomb(APG), Force Bomb(APG), Frost Bomb(APG), Healing Bomb(MM), Holy Bombs(CoP), and Shock Bomb(APG) .

Applying these discoveries does not stop the Mad Bomber from applying any additional discoveries that are normally allowed on any bomb, such as sticky bomb.
For Example, a Mad Bomber can make a Blinding and Tanglefoot bomb where creatures suffering a direct hit must make a reflex save to avoid being entangled and glued to the floor and a Fort save to avoid being blinded. While creatures in the splash area must make a reflex save to avoid being entangled and a Fort save to avoid being Dazed.

Infinite Bombs (Su): A mad bomber may create and throw bombs without subtracting from his daily supply, as long as he does not use Bomb discoveries to modify their effects. When using Combine Bombs, it still counts as two use of his daily bomb limit.

Lacoran
2016-01-02, 09:13 PM
The Mad Bomber Prestige Class (Version 3)
An Alchemist has the power of many chemical at his disposal and the loudest and most well-known is the bomb. All alchemists can mix chemicals so they react to create an explosion but not all take the time and do the research necessary to craft specialized bombs. A Mad bomber has become a master of bombs. He can adjust his bombs to meet his needs, to destroy any enemy, to open doors, expose undead, etc…

Requirement:
Base Attack Bonus: +3
Special: Must possess Bomb Class ability that deals at least 3D6 damage, must have least one discovery that effects bombs (any discovery with bomb in the name or that is listed in "Bomb Discovery", see ability below).

Game Information:
Class Skills: Craft (any) (Int), Disable Device (Dex), Knowledge (arcana) (Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Points: 4 + Int modifier
Hit Dice: D8



Class Level
Base Attack
Fort Save
Ref Save
Will Save
Special
Extracts Per Day


1
+0
+1
+1
+0
Improved Bombs, Bomb Discovery
+1 Level of Alchemist


2
+1
+1
+1
+1
Discovery
+1 Level of Alchemist


3
+2
+2
+2
+1
Fast Bombs
+1 Level of Alchemist


4
+3
+2
+2
+1
Bomb Discovery
+1 Level of Alchemist


5
+3
+3
+3
+2
Discovery
+1 Level of Alchemist


6
+4
+3
+3
+2
Weapon Specialization (Bombs)
+1 Level of Alchemist


7
+5
+4
+4
+2
Bomb Discovery
+1 Level of Alchemist


8
+6
+4
+4
+3
Discovery
+1 Level of Alchemist


9
+6
+5
+5
+3
Ability Focus(Bombs)
+1 Level of Alchemist


10
+7
+5
+5
+3
Dual Target Bomb
+1 Level of Alchemist



Class Features
Alchemist level: The Mad Bomber "Alchemist level" does not increase for the purpose of qualifying for and/or using non-bomb Alchemist abilities and Discoveries(any discovery not listed in Bomb Discovery class ability listed below). This includes Greater Mutagen, Greater Alchemical Simulacrum, Mutagen's duration, Craft(Alchemy) competence (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Alchemy-Su-) bonus, ect...

Weapon and Armor Proficiency: Mad Bomber gains no proficiency with any weapon or armor.

Extracts per Day: At every level, a Mad Bomber gains new extracts per day as if he had also gained a level in alchemist. He does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.

Improved Bombs (Ex): Add the character’s Alchemist and Mad Bomber levels together to determine any effect of his bombs, this includes damage, the Reflex DC save of his bombs[10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier], Bombs per day, etc...

Bomb Discovery (Ex): At 1st level, the Mad Bomber gains a bonus Discovery. This Discoveries must be selected from the list below. The Mad Bomber must meet all prerequisites, except race restrictions, of the selected bonus Discovery and for the purpose of meeting the Alchemist Level prerequisites for any Discovery add the character’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it.

Acid Bomb, Anarchic Bomb, Axiomatic Bomb, Blackstar Bomb, Blinding Bomb, Boneshard Bomb, Breath Weapon Bomb, Concussive Bomb, Confusion Bomb, Cursed Bomb, Darkness Bomb, Defoliant Bomb, Delayed Bomb, Demolition Charge, Dispelling Bomb, Explosive Missile, Fire Brand (Su), Grease Bomb, Greater Plague Bomb, Holy Bombs, Immolation Bomb, Inferno Bomb, Invisible Bomb, Lingering Plague, Madness Bomb, Plague Bomb, Poison Bomb, Psychoactive Bomb, Rocket Bomb (Su), Scrap Bomb (Su), Siege Bomb, Smoke Bomb, Sticky Bomb, Stink Bomb, Strafe Bomb (Su), Sunlight Bomb, Tanglefoot Bomb, Underwater Demolition (Ex), Void Bomb, and any other discovery with bomb in the title. Other discoveries' may be fit but only with GM approval.
As a Move action, which does not draw an attack of Opportunity, the Mad Bomber can choose to “learn a new bonus Discovery” in place of the one or more of the bonus Discovery she gains from this ability. In effect, the Mad Bomber loses a bonus Discovery in exchange for the new one. Switching or “learn a new bonus Discovery” can only be used once per round.
At 4th level, Mad bomber gains a Second Bonus Discovery and she can now “learn a new bonus Discovery” to exchange both of her bonus discoveries as a Move Action or she change exchange only one as a Swift action, but still can only “learn a new bonus Discovery” once per round.
At 7th level, Mad bomber gains a Third Bonus Discovery and she can now “learn a new bonus Discovery” to exchange 3 of her bonus discoveries as a Move Action, exchange 2 of her bonus discoveries as a Swift Action, or she change exchange only one as a Free action; but still can only “learn a new bonus Discovery” once per round.

Discovery (Ex): At 2nd level and every 3 level after, the Mad Bomber can select a new bonus Discovery. For the purpose of meeting the Alchemist level prerequisites for any Discovery add the character’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. Also add the levels together when determined the Save DC of any discovery [10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier].

Fast Bombs: At 5th level, a mad bomber gains the Fast Bombs (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/fast-bombs) alchemist discovery as a bonus discovery.

Weapon Specialization (Bombs): At 6th level, a mad bomber gains the Weapon Specilization (http://www.d20pfsrd.com/feats/combat-feats/weapon-specialization-combat---final)(Bombs) as a bonus feat. If the alchemist already possess this feat, he may select any fear he qualifies for. The extra damage from this feat also applies to the splash damage of the Alchemist Bombs.

Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su-)

Ability focus(Bombs): At 9th level, a mad bomber gains the Ability Focus (http://www.d20pfsrd.com/feats/monster-feats/ability-focus)(Bombs) as a bonus feat. If the alchemist already possess this feat, he may select any fear he qualifies for.


Dual Target Bomb (EX):When ever bomb thrown your next bomb, the Mad Bomber may choose one target that would normally be hit by the bomb's splash damage. That target is affected as if it suffered a direct hit from the bomb instead. The Mad Bomber's attack roll total use to hit the first direct hit target (even if target square AC 5 for splash effects.) must be sufficient to also hit the second target. If the hit is critical, the second target also takes critical damage only if both the primary hit and the critical confirm hit. If hit, but not critical confirm takes normal non-critical damage(Can be rolled separate?, GM call). If primary hit is miss, the second target is instead effect by splash effect as normal.

When a Mad Bomber is under the effect of the Bouncing Bomb Admixture (http://www.d20pfsrd.com/magic/all-spells/b/bouncing-bomb-admixture), he made either choose between have one of two effects, choose each round as a free action.

He may have one additional target that is effected by bomb's splash damage, to instead be effect by all the same rules as effecting a second direct hit target(total of 3 direct hits).
if the second direct hit target's primary hit is a success, the Mad bomber may have a second blast radius emanate from the second direct hit target. The effect as normal for the splash radius and normal splash effect of parent bomb, even if effect by explosive bombs(10 foot blast radius), but not when under rocket bomb discovery or any other discovery when it does not have a direct hit effect. Cannot be combined with breath weapon bomb and the additional splash radius is not effected by Bouncing Bomb Admixture, Dual Target Bomb, or any other ability that allows an additional direct hit target(s).

Lacoran
2020-10-09, 11:36 AM
The Mad Bomber Prestige Class (Version 4)
An Alchemist has the power of many chemical at his disposal and the loudest and most well-known is the bomb. All alchemists can mix chemicals so they react to create an explosion but not all take the time and do the research necessary to craft specialized bombs. A Mad bomber has become a master of bombs. He can adjust his bombs to meet his needs, to destroy any enemy, to open doors, expose undead, etcÂ…

Requirement:
Base Attack Bonus: +3
Special: Must possess Bomb Class ability that deals at least 3D6 damage, must have least one discovery that effects bombs (any discovery with bomb in the name or that is listed in "Bomb Discovery", see ability below).

Game Information:
Class Skills: Craft (any) (Int), Disable Device (Dex), Knowledge (arcana) (Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Points: 4 + Int modifier
Hit Dice: D8



Class Level
Base Attack
Fort Save
Ref Save
Will Save
Special
Extracts Per Day


1
+0
+1
+1
+0
Improved Bombs, Bomb Discovery
+1 Level of Alchemist


2
+1
+1
+1
+1
Discovery
+1 Level of Alchemist


3
+2
+2
+2
+1
Fast Bombs
+1 Level of Alchemist


4
+3
+2
+2
+1
Bomb Discovery
+1 Level of Alchemist


5
+3
+3
+3
+2
Discovery
+1 Level of Alchemist


6
+4
+3
+3
+2
Weapon Specialization (Bombs)
+1 Level of Alchemist


7
+5
+4
+4
+2
Bomb Discovery
+1 Level of Alchemist


8
+6
+4
+4
+3
Discovery
+1 Level of Alchemist


9
+6
+5
+5
+3
Ability Focus(Bombs)
+1 Level of Alchemist


10
+7
+5
+5
+3
Combine Bombs
+1 Level of Alchemist



Class Features
Class Features
Alchemist level: The Mad Bomber "Alchemist level" does not increase for the purpose of qualifying for and/or using non-bomb Alchemist abilities and Discoveries(any discovery not listed in Bomb Discovery class ability listed below). This includes Greater Mutagen, Greater Alchemical Simulacrum, Mutagen's duration, Craft(Alchemy) competence bonus, ect.... For the purpose of qualifying for, and/or using bomb Alchemist abilities and Discoveries including Bomb damage and Save DC; determine the effectiive Alchemist level by adding the character’s alchemist and Mad Bomber levels together.


Weapon and Armor Proficiency: Mad Bomber gains no proficiency with any weapon or armor.

Extracts per Day: At every level, a Mad Bomber gains new extracts per day as if he had also gained a level in alchemist. He does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts.

Improved Bombs (Ex): Add the characterÂ’s Alchemist and Mad Bomber levels together to determine any effect of his bombs, this includes damage, the Reflex DC save of his bombs[10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier], Bombs per day, etc...

Bomb Discovery (Ex): At 1st level, the Mad Bomber gains a bonus Discovery. This Discoveries must be selected from the list below. The Mad Bomber must meet all prerequisites, except race restrictions, of the selected bonus Discovery and for the purpose of meeting the Alchemist Level prerequisites for any Discovery add the characterÂ’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it.

Acid Bomb, Anarchic Bomb, Axiomatic Bomb, Blackstar Bomb, Blinding Bomb, Boneshard Bomb, Breath Weapon Bomb, Concussive Bomb, Confusion Bomb, Cursed Bomb, Cytillesh Bomb (ISMC), Darkness Bomb, Defoliant Bomb, Delayed Bomb, Demolition Charge, Directed Bomb(PPC:MM)Dispelling Bomb, Ectoplasmic Bomb (PPC:USH), Explosive Missile, Fire Brand (Su), Flesh-Eating Bomb(PPC:MHH), Glassfoot Bomb (ARG), Grease Bomb, Greater Plague Bomb, Grounding Goo(UWild), Healing Bomb(PPC:MM), Hellfire Bomb(PPC:AE), Holy Bombs, Immolation Bomb, Inferno Bomb, Invisible Bomb, Lingering Plague, Madness Bomb, Neutralizing Bomb(PPC:HH), Plague Bomb, Poison Bomb, Profane Bomb(PPC:CC), Psychoactive Bomb, Rocket Bomb (Su), Scrap Bomb (Su), Siege Bomb, Smoke Bomb, Sticky Bomb, Stink Bomb, Strafe Bomb (Su), Sunlight Bomb, Syringe Stirge (PPC:CC), Tanglefoot Bomb, Thorny Bomb(UWild), Underwater Demolition (Ex), Void Bomb, and any other discovery with bomb in the title. Other discoveries' may be fit but only with GM approval.
As a Move action, which does not draw an attack of Opportunity, the Mad Bomber can choose to “learn a new bonus Discovery” in place of the one or more of the bonus Discovery she gains from this ability. In effect, the Mad Bomber loses a bonus Discovery in exchange for the new one. Switching or “learn a new bonus Discovery” can only be used once per round.
At 4th level, Mad bomber gains a Second Bonus Discovery and she can now “learn a new bonus Discovery” to exchange both of her bonus discoveries as a Move Action or she change exchange only one as a Swift action, but still can only “learn a new bonus Discovery” once per round.
At 7th level, Mad bomber gains a Third Bonus Discovery and she can now “learn a new bonus Discovery” to exchange 3 of her bonus discoveries as a Move Action, exchange 2 of her bonus discoveries as a Swift Action, or she change exchange only one as a Free action; but still can only “learn a new bonus Discovery” once per round.

Discovery (Ex): At 2nd level and every 3 level after, the Mad Bomber can select a new bonus Discovery. For the purpose of meeting the Alchemist level prerequisites for any Discovery add the characterÂ’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. Also add the levels together when determined the Save DC of any discovery [10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier].

Fast Bombs: At 5th level, a mad bomber gains the Fast Bombs (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/fast-bombs) alchemist discovery as a bonus discovery.

Weapon Specialization (Bombs): At 6th level, a mad bomber gains the Weapon Specilization (http://www.d20pfsrd.com/feats/combat-feats/weapon-specialization-combat---final)(Bombs) as a bonus feat. If the alchemist already possess this feat, he may select any fear he qualifies for. The extra damage from this feat also applies to the splash damage of the Alchemist Bombs.

Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su-)

Ability focus(Bombs): At 9th level, a mad bomber gains the Ability Focus (http://www.d20pfsrd.com/feats/monster-feats/ability-focus)(Bombs) as a bonus feat. If the alchemist already possess this feat, he may select any fear he qualifies for.

Combine Bombs (Ex): At 10th level, when creating bombs a Mad Bomber may combine his discoveries that affect bombs in a way like no other Alchemist. Normally a bomb may have only one of a select set of discoveries applied to it at one time, such as Acid bomb and Grease Bomb. As an exception to this rule, the effect of any two different Effect discoveries (given in the Effect Discovery list below) may be applied to one bomb. Or the Mad Bomber may apply one Discovery from Effect Discoveries list and one from the Damage Discovery List (Given below). The Mad bomb must possess a discovery in order to use it in this way. Creating a double bomb like this counts at 2 uses of a bomb per day.

Effect Discovery List: Blinding Bomb(UM), Breath Weapon Bomb(UC), Confusion Bomb(UM), Demolition Charge(DHB), Ectoplasmic Bomb(USH), Grease Bomb(DHB), Immolation Bomb(UC), Inferno Bomb(APG), Plague Bomb(UM), Poison Bomb(APG), Psychoactive Bomb(BotM), Siege Bomb(UC), Smoke Bomb(APG), Stink Bomb(APG), Sunlight Bomb(UM), and Tanglefoot Bomb(UM).

Damage Discovery List: Acid Bomb(APG), Concussive Bomb(APG), Cytillesh Bomb (ISMC), Explosive Bomb(APG), Force Bomb(APG), Frost Bomb(APG), Healing Bomb(MM), Shock Bomb(APG), and Void Bombs/Blackstar Bombs(MC).

Applying these discoveries does not stop the Mad Bomber from applying any additional discoveries that are normally allowed on any bomb, such as sticky bomb.
For Example, a Mad Bomber can make a Blinding and Tanglefoot bomb with Sitcky Bomb as well where creatures suffering a direct hit must make a reflex save to avoid being entangled and glued to the floor and a Fort save to avoid being blinded. While creatures in the splash area must make a reflex save to avoid being entangled and a Fort save to avoid being Dazed. Then next round the direct hit target takes splash damage and must make a reflex save to avoid being entangled and a Fort save to avoid being Dazed.

Lacoran
2020-10-11, 04:44 PM
The Mad Bomber Prestige Class (Version 5)
An Alchemist has the power of many chemical at his disposal and the loudest and most well-known is the bomb. All alchemists can mix chemicals so they react to create an explosion but not all take the time and do the research necessary to craft specialized bombs. A Mad bomber has become a master of bombs. He can adjust his bombs to meet his needs, to destroy any enemy, to open doors, expose undead, etcÂ…

Requirement:
Base Attack Bonus: +3
Special: Must possess Bomb Class ability that deals at least 3D6 damage, must have least one discovery that effects bombs (any discovery with bomb in the name or that is listed in "Bomb Discovery", see ability below). Must know at least one "Bomb Admixture" Extract.

Game Information:
Class Skills: Craft (any) (Int), Disable Device (Dex), Knowledge (arcana) (Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Points: 4 + Int modifier
Hit Dice: D8



Class Level
Base Attack
Fort Save
Ref Save
Will Save
Special
Extracts Per Day


1
+0
+1
+1
+0
Improved Bombs, Bomb Discovery
+1 Level of Alchemist


2
+1
+1
+1
+1
Discovery
+1 Level of Alchemist


3
+2
+2
+2
+1
Fast Bombs
+1 Level of Alchemist


4
+3
+2
+2
+1
Bomb Discovery
+1 Level of Alchemist


5
+3
+3
+3
+2
Discovery
+1 Level of Alchemist


6
+4
+3
+3
+2
Weapon Specialization (Bombs)
+1 Level of Alchemist


7
+5
+4
+4
+2
Bomb Discovery
+1 Level of Alchemist


8
+6
+4
+4
+3
Discovery
+1 Level of Alchemist


9
+6
+5
+5
+3
Ability Focus(Bombs)
+1 Level of Alchemist


10
+7
+5
+5
+3
Eternal Bomb Admixture
+1 Level of Alchemist



Class Features
Class Features
Alchemist level: The Mad Bomber "Alchemist level" does not increase for the purpose of qualifying for and/or using non-bomb Alchemist abilities and Discoveries(any discovery not listed in Bomb Discovery class ability listed below). This includes Greater Mutagen, Greater Alchemical Simulacrum, Mutagen's duration, Craft(Alchemy) competence bonus, ect.... For the purpose of qualifying for, and/or using bomb Alchemist abilities and Discoveries including Bomb damage and Save DC; determine the effectiive Alchemist level by adding the character’s alchemist and Mad Bomber levels together.


Weapon and Armor Proficiency: Mad Bomber gains no proficiency with any weapon or armor.

Extracts per Day: At every level, a Mad Bomber gains new extracts per day as if he had also gained a level in alchemist. He does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts. In addtion, the Mad Bomber gains the forumla's for any Bomb Admixture of Extract levels they can use. Also upon gainging a new extrat level, the mad bomber gains all bomb admixutre formula's of that level for free.

Improved Bombs (Ex): Add the characterÂ’s Alchemist and Mad Bomber levels together to determine any effect of his bombs, this includes damage, the Reflex DC save of his bombs[10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier], Bombs per day, etc...

Bomb Discovery (Ex): At 1st level, the Mad Bomber gains a bonus Discovery. This Discoveries must be selected from the list below. The Mad Bomber must meet all prerequisites, except race restrictions, of the selected bonus Discovery and for the purpose of meeting the Alchemist Level prerequisites for any Discovery add the characterÂ’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it.

Acid Bomb, Anarchic Bomb, Axiomatic Bomb, Blackstar Bomb, Blinding Bomb, Boneshard Bomb, Breath Weapon Bomb, Concussive Bomb, Confusion Bomb, Cursed Bomb, Cytillesh Bomb (ISMC), Darkness Bomb, Defoliant Bomb, Delayed Bomb, Demolition Charge, Directed Bomb(PPC:MM)Dispelling Bomb, Ectoplasmic Bomb (PPC:USH), Explosive Missile, Fire Brand (Su), Flesh-Eating Bomb(PPC:MHH), Glassfoot Bomb (ARG), Grease Bomb, Greater Plague Bomb, Grounding Goo(UWild), Healing Bomb(PPC:MM), Hellfire Bomb(PPC:AE), Holy Bombs, Immolation Bomb, Inferno Bomb, Invisible Bomb, Lingering Plague, Madness Bomb, Neutralizing Bomb(PPC:HH), Plague Bomb, Poison Bomb, Profane Bomb(PPC:CC), Psychoactive Bomb, Rocket Bomb (Su), Scrap Bomb (Su), Siege Bomb, Smoke Bomb, Sticky Bomb, Stink Bomb, Strafe Bomb (Su), Sunlight Bomb, Syringe Stirge (PPC:CC), Tanglefoot Bomb, Thorny Bomb(UWild), Underwater Demolition (Ex), Void Bomb, and any other discovery with bomb in the title. Other discoveries' may be fit but only with GM approval.
As a Move action, which does not draw an attack of Opportunity, the Mad Bomber can choose to “learn a new bonus Discovery” in place of the one or more of the bonus Discovery she gains from this ability. In effect, the Mad Bomber loses a bonus Discovery in exchange for the new one. Switching or “learn a new bonus Discovery” can only be used once per round.
At 4th level, Mad bomber gains a Second Bonus Discovery and she can now “learn a new bonus Discovery” to exchange both of her bonus discoveries as a Move Action or she change exchange only one as a Swift action, but still can only “learn a new bonus Discovery” once per round.
At 7th level, Mad bomber gains a Third Bonus Discovery and she can now “learn a new bonus Discovery” to exchange 3 of her bonus discoveries as a Move Action, exchange 2 of her bonus discoveries as a Swift Action, or she change exchange only one as a Free action; but still can only “learn a new bonus Discovery” once per round.

Discovery (Ex): At 2nd level and every 3 level after, the Mad Bomber can select a new bonus Discovery. For the purpose of meeting the Alchemist level prerequisites for any Discovery add the characterÂ’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. Also add the levels together when determined the Save DC of any discovery [10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier], but no other level dependent effects, including but not limited to duration and damage.

Fast Bombs: At 3rd level, a mad bomber gains the Fast Bombs (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/fast-bombs) alchemist discovery as a bonus discovery.

Weapon Specialization (Bombs): At 6th level, a mad bomber gains the Weapon Specilization (http://www.d20pfsrd.com/feats/combat-feats/weapon-specialization-combat---final)(Bombs) as a bonus feat. If the alchemist already possess this feat, he may select any fear he qualifies for. The extra damage from this feat also applies to the splash damage of the Alchemist Bombs.

Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su-)

Ability focus(Bombs): At 9th level, a mad bomber gains the Ability Focus (http://www.d20pfsrd.com/feats/monster-feats/ability-focus)(Bombs) as a bonus feat. If the alchemist already possess this feat, he may select any fear he qualifies for.

Eternal Bomb Admixture(Ex): At 10th level, whever the Mad bomber drinks a Bomb Admxiture Extract, the effects of that Extract become permanent until he chooses to make another Bomb Admxiture Extract effect permanent or the Mad Bomber Neturlizes it as Standard action.

Lacoran
2020-10-16, 09:56 AM
Updated for new Archetype Gun Chemist and Alchemical Ordnance ability)
The Mad Bomber Prestige Class (Version 5.5)
An Alchemist has the power of many chemical at his disposal and the loudest and most well-known is the bomb. All alchemists can mix chemicals so they react to create an explosion but not all take the time and do the research necessary to craft specialized bombs. A Mad bomber has become a master of bombs. He can adjust his bombs to meet his needs, to destroy any enemy, to open doors, expose undead, etcÂ…

Requirement:
Base Attack Bonus: +3
Special: Must possess Bomb Class or Alchemical Ordnance ability that deals at least 3D6 damage, must have least one discovery that effects bombs/Alchemical Ordnance (any discovery with bomb in the name or that is listed in "Bomb Discovery", see ability below). Must know at least one "Bomb Admixture" Extract.

Game Information:
Class Skills: Craft (any) (Int), Disable Device (Dex), Knowledge (arcana) (Int), Perception (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Points: 4 + Int modifier
Hit Dice: D8



Class Level
Base Attack
Fort Save
Ref Save
Will Save
Special
Extracts Per Day


1
+0
+1
+1
+0
Improved Bombs, Bomb Discovery
+1 Level of Alchemist


2
+1
+1
+1
+1
Discovery
+1 Level of Alchemist


3
+2
+2
+2
+1
Fast Bombs
+1 Level of Alchemist


4
+3
+2
+2
+1
Bomb Discovery
+1 Level of Alchemist


5
+3
+3
+3
+2
Discovery
+1 Level of Alchemist


6
+4
+3
+3
+2
Weapon Specialization (Bombs)
+1 Level of Alchemist


7
+5
+4
+4
+2
Bomb Discovery
+1 Level of Alchemist


8
+6
+4
+4
+3
Discovery
+1 Level of Alchemist


9
+6
+5
+5
+3
Ability Focus(Bombs)
+1 Level of Alchemist


10
+7
+5
+5
+3
Eternal Bomb Admixture
+1 Level of Alchemist



Class Features
Class Features
Alchemist level: The Mad Bomber "Alchemist level" does not increase for the purpose of qualifying for and/or using non-bomb Alchemist abilities and Discoveries(any discovery not listed in Bomb Discovery class ability listed below). This includes Greater Mutagen, Greater Alchemical Simulacrum, Mutagen's duration, Craft(Alchemy) competence bonus, ect.... For the purpose of qualifying for, and/or using bomb Alchemist abilities and Discoveries including Bomb damage and Save DC; determine the effectiive Alchemist level by adding the character’s alchemist and Mad Bomber levels together.


Weapon and Armor Proficiency: Mad Bomber gains no proficiency with any weapon or armor.

Extracts per Day: At every level, a Mad Bomber gains new extracts per day as if he had also gained a level in alchemist. He does not, however, gain other benefits a character of that class would have gained, except for extracts per day and an increased effective caster level for extracts. In addtion, the Mad Bomber gains the forumla's for any Bomb Admixture of Extract levels they can use. Also upon gainging a new extrat level, the mad bomber gains all bomb admixutre formula's of that level for free.

Improved Bombs (Ex): Add the characterÂ’s Alchemist and Mad Bomber levels together to determine any effect of his bombs/Alchemical Ordnance, this includes damage, the Reflex DC save of his bombs[10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier], Bombs per day, etc...

Bomb Discovery (Ex): At 1st level, the Mad Bomber gains a bonus Discovery. This Discoveries must be selected from the list below. The Mad Bomber must meet all prerequisites, except race restrictions, of the selected bonus Discovery and for the purpose of meeting the Alchemist Level prerequisites for any Discovery add the characterÂ’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it.

Acid Bomb, Anarchic Bomb, Axiomatic Bomb, Blackstar Bomb, Blinding Bomb, Boneshard Bomb, Breath Weapon Bomb, Concussive Bomb, Confusion Bomb, Cursed Bomb, Cytillesh Bomb (ISMC), Darkness Bomb, Defoliant Bomb, Delayed Bomb, Demolition Charge, Directed Bomb(PPC:MM)Dispelling Bomb, Ectoplasmic Bomb (PPC:USH), Explosive Missile, Fire Brand (Su), Flesh-Eating Bomb(PPC:MHH), Glassfoot Bomb (ARG), Grease Bomb, Greater Plague Bomb, Grounding Goo(UWild), Healing Bomb(PPC:MM), Hellfire Bomb(PPC:AE), Holy Bombs, Immolation Bomb, Inferno Bomb, Invisible Bomb, Lingering Plague, Madness Bomb, Neutralizing Bomb(PPC:HH), Plague Bomb, Poison Bomb, Profane Bomb(PPC:CC), Psychoactive Bomb, Rocket Bomb (Su), Scrap Bomb (Su), Siege Bomb, Smoke Bomb, Sticky Bomb, Stink Bomb, Strafe Bomb (Su), Sunlight Bomb, Syringe Stirge (PPC:CC), Tanglefoot Bomb, Thorny Bomb(UWild), Underwater Demolition (Ex), Void Bomb, and any other discovery with bomb in the title. Other discoveries' may be fit but only with GM approval.
As a Move action, which does not draw an attack of Opportunity, the Mad Bomber can choose to “learn a new bonus Discovery” in place of the one or more of the bonus Discovery she gains from this ability. In effect, the Mad Bomber loses a bonus Discovery in exchange for the new one. Switching or “learn a new bonus Discovery” can only be used once per round.
At 4th level, Mad bomber gains a Second Bonus Discovery and she can now “learn a new bonus Discovery” to exchange both of her bonus discoveries as a Move Action or she change exchange only one as a Swift action, but still can only “learn a new bonus Discovery” once per round.
At 7th level, Mad bomber gains a Third Bonus Discovery and she can now “learn a new bonus Discovery” to exchange 3 of her bonus discoveries as a Move Action, exchange 2 of her bonus discoveries as a Swift Action, or she change exchange only one as a Free action; but still can only “learn a new bonus Discovery” once per round.

If the Mad had the Alchemical Ordnance ability instead of Bombs, all bomb abiility effect the Alchemical Ordnance instead

Discovery (Ex): At 2nd level and every 3 level after, the Mad Bomber can select a new bonus Discovery. For the purpose of meeting the Alchemist level prerequisites for any Discovery add the characterÂ’s Alchemist and Mad Bomber levels together to determine his total Alchemist level. Also add the levels together when determined the Save DC of any discovery [10 + (Alchemist level + Mad Bomber level)/2 + Intelligence modifier].

Fast Bombs: At 3rd level, a mad bomber gains the Fast Bombs (http://www.d20pfsrd.com/classes/base-classes/alchemist/discoveries/paizo---alchemist-discoveries/fast-bombs) alchemist discovery as a bonus discovery. If the Mad bomber has the Alchemical Ordnance instead of the bomb clase feature, he gains Fast Ordnance (https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-alchemist-archetypes/gun-chemist-alchemist-archetype/) instead. Also he gains the ability to select the below Discovery.

Quick Reload function(Ex): The Madbomber can reload modify a single one-handed or two-handed firearm through a process that takes 1 hour and 50 gold. This modification can be applied to only one firearm at a time. If applied the a second firearm, the first ceases to function. This modificaton makes loading a firearm easier for the Mad Bomber, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action). If she has the Rapid Reload feat or is using an alchemical cartridge then reloading this weapons no longer provoke attacks of opportunity.
However, like the gun chemist’s alchemical ordnance this weapon functions correclty in the hands of anyone but the Mad Bomber so the reload speed is not increase for any other weilder of the weapon and the stangeness of the weapon imparts a -4 penalty to all attack rolls.

Weapon Specialization (Bombs): At 6th level, a mad bomber gains the Weapon Specilization (http://www.d20pfsrd.com/feats/combat-feats/weapon-specialization-combat---final)(Bombs) as a bonus feat. If the alchemist already possess this feat, he may select any fear he qualifies for. The extra damage from this feat also applies to the splash damage of the Alchemist Bombs.

Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (http://www.d20pfsrd.com/classes/base-classes/alchemist#TOC-Bomb-Su-)

Ability focus(Bombs): At 9th level, a mad bomber gains the Ability Focus (http://www.d20pfsrd.com/feats/monster-feats/ability-focus)(Bombs) as a bonus feat. If the alchemist already possess this feat, he may select any fear he qualifies for.

Eternal Bomb Admixture(Ex): At 10th level, whever the Mad bomber drinks a Bomb Admxiture Extract, the effects of that Extract become permanent until he chooses to make another Bomb Admxiture Extract effect permanent or the Mad Bomber Neturlizes it as Standard action.