![]() ![]() Simple tribal botanists pass what they can from generation to generation. This bonus can be chosen multiple times and its effects stack up to a maximum of +10.Īlternatively, whenever the mad bomber could select a discovery, he can choose one of the following bomber abilities instead.Home > Classes > Prestige Classes > Other > N-R > Natural Alchemist Alternatively, a mad bomber may choose to gain a +2 bonus to his eldritch bomb damage. Any bomb discovery he chooses is applied to his eldritch bomb. This ability and discoveries replace bloodline spells.ĭiscoveries: At 4th level and every four levels thereafter, a mad bomber may select the mutagen discovery (and any subsequent discoveries) or bomb discoveries. This bonus increases to +2 at 10th level, and +3 at 18th level. 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. Mayhem: The mad bomber lives for wanton destruction. This ability replaces cantrips and spells lost due to diminished spellcasting. Mad bombers can create new types of eldritch ka-booms as discoveries (see the Discovery ability) as they level up. 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. The DC of this save is equal to 10 + 1/2 the mad bomber’s level + the mad bomber’s Charisma modifier. Those caught in the splash damage can attempt a Reflex save for half damage. 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). 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). 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. In order to create an eldritch ka-boom, the mad bomber must sacrifice a spell slot of any level he can cast.Ĭreating and throwing an eldritch ka-boom requires a standard action that provokes an attack of opportunity. ![]() A mad bomber can create a number of eldritch ka-booms each day equal to his mad bomber level + his Charisma modifier. Starting at 1st level, a mad bomber can create volatile balls of eldritch flame in his hand that he can hurl at his enemies. Like Bomb related discoveries, these feats can be applied to his eldritch ka-booms.Įldritch 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. ![]() 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. A mad bomber casts no cantrips and adds detect magic and read magic to his list of 1st-level spell known.īloodline: This is exactly like the sorcerer ability of the same name, except that the mad bomber must select the Chemaniac bloodline. He otherwise casts spells as a sorcerer of equal 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. Armor interferes with a mad bomber’s gestures, which can cause his spells with somatic components to fail.ĭiminished 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. A mad bomber is not proficient with any type of armor or shield. Weapon and Armor Proficiency: The mad bomber is proficient with all simple weapons. The mad bomber gains a number of ranks at each level equal to 2 + Int modifier. 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. ![]()
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