Mad Bomber (Sorcerer/Alchemist)

(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.

Arcane Power (Ex): The mad bomber’s eldritch ka-booms are magically altered so that half the damage is fire damage, but the other half results directly from raw arcane energy and is therefore not subject to being reduced by resistance to fire-based attacks. The mad bomber must be at least 10th level to select this ability.

Fiery Escape (Ex): Once per day as a swift action, the mad bomber can grant a single ally that is adjacent to him the benefits of his Fire at Your Feet bloodline ability for a number of rounds equal to his Charisma modifier. For every five levels above 3rd, the mad bomber can affect one additional ally, up to a maximum of 4 allies at 18th level. The mad bomber must be at least 3rd level to select this ability

Ranged Artillery (Ex): The base range of a mad bomber’s eldritch ka-booms increases to 40 feet. The mad bomber must be at least 8th level to select this ability.

Siege Blast (Ex): As a swift action, whenever a mad bomber creates an eldritch ka-boom, he deals an additional 2d6 damage to buildings and structures. For example, a mad bomber of 12th level that sacrifices a 6th–level spell to create his eldritch ka-boom deals 6d6 fire damage to his target. If the target is a building or structure, he deals 6d6 fire damage + 2d6 additional damage. The mad bomber must be at 8th least level to select this ability.

Table: Mad Bomber

Table: Mad Bomber Spells Known