Mad Bomber

A mad bomber has learned to love the bomb - romancing it with his sweet, sweet insanity. A mad bomber revels in destruction in all of its forms. They are often well trained in the art of bomb-making, guerilla warfare, and terrorism. While some have a sort of vague agenda, the only thing that truly sets their soul ablaze is watching something else explode. It’s a good life, if a short one.

Alignment: Chaotic Neutral or Chaotic Evil

Code of Conduct: Destructive Behavior

Mad bombers are constantly plagued by the urge to blow something up, light something on fire, cause harm, or at the very least break something. A mad bomber who goes 8 hours without causing destruction in some fashion must make a Will save (DC 10 + 1/2 mad bomber level) or be compelled to immediately do something destructive (as if by geas/quest). If a mad bomber goes 16 hours without doing this he loses all mad bomber class features other than weapon proficiency until he does so.

Mad Bomber (Ex): At 1st level, the mad bomber gains the bomb class feature of the alchemist. By default a mad bomber’s bombs deal radiation damage (negative energy damage that does not heal undead). The creature struck takes 2 rads per mad bomber level and any creature within the splash radius of the bomb take 1 rad per mad bomber level. When he throws such a bomb, the mad bomber takes his level in rads. The damage of this progresses as per the alchemist’s bomb class feature at the same levels.

This ability replaces the nuclear strike class feature of the atomic adept.

Bomber Talents (Ex): A mad bomber may select alchemist discoveries that apply to their bombs in place of atomic talents. Talents that are reliant on uses of nuclear strike cannot be taken by a mad bomber. In addition, they can select from the list of talents below in addition to those found on the normal list of atomic talents.

This modifies their atomic talents.

  • Big Finale: When a mad bomber is reduced to 0 HP he lets off a powerful explosion. This functions as per his bomb class feature but only deals splash damage to adjacent creature.
  • Bomb Defusal: A mad bomber can expend 1 use of his bomb class feature as a swift action to defuse any other explosive device within 60 feet. This includes bombs made by alchemists, thrown grenades, improvised explosive devices (like molotov cocktails), or even thrown alchemical splash weapons like alchemist fires. If defused the explosive gives off only a tiny little fizzle or puff of smoke.
  • Grenade Launcher: A mad bomber with this talent can use his bomb class feature in place of ammunition for any firearm he is proficient in. A bomb fired in this fashion deals no splash damage but otherwise a hit with it counts as a hit with a bomb.
  • Radiological Attack: Creatures hit by the splash damage of the mad bomber’s bombs take rads as if they were the initial target.
  • Terrorize: The first time per day a creature is struck by the mad bomber’s bomb it must make a Will save (DC 10 + 1/2 mad bomber level + Intelligence modifier) or become shaken for a number of rounds equal to the mad bomber’s Intelligence modifier. If they fail the save by 5 or more they are frightened instead.

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