The Living Bomb

Some people are so full of energy, hope, love, or whatever else that they could just explode! Living bombs take this idea literally and can spontaneously combust by overloading their bodies with arcane energy.


Requirements

To qualify to become a living bomb, a character must fulfill all the following criteria.

  • Spells: Able to cast 3rd level arcane spells
  • Metamagic: Empower Spell
  • Alignment: Chaotic

Hit Die: d8.

Role: A living bomb deals damage on a much larger scale than a typical caster. They gain the ability to violently explode and inflict casualties in a large area. In the process, they sacrifice a bit of their casting but gain the ability to enhance their spells with more powerful versions of the empower spell metamagic feat.

Alignment: Chaotic

Class Skills: The living bomb’s class skills are Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcane) (Int), Intimidate (Cha), Knowledge (planes) (Int), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Class Features

Table: The Living Bomb
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st +0 +1 +0 +1 Spontaneous combustion, ticking timebomb -
2nd +1 +1 +1 +1 Improved empower spell, shape charge +1 level of existing arcane spellcasting class
3rd +2 +2 +1 +2 Bomb builder, explosive force, living bomb talent +1 level of existing arcane spellcasting class
4th +3 +2 +1 +2 Blastproof, bombsquad +1 level of existing arcane spellcasting class
5th +3 +3 +2 +3 Improved empower spell, spontaneous implosion -
6th +4 +3 +2 +3 Chain reaction, living bomb talent +1 level of existing arcane spellcasting class
7th +5 +4 +2 +4 Imminent detonation +1 level of existing arcane spellcasting class
8th +6 +4 +3 +4 Improved empower spell +1 level of existing arcane spellcasting class
9th +6 +5 +3 +5 Living bomb talent -
10th +7 +5 +3 +5 Mad bomber +1 level of existing arcane spellcasting class

Weapon and Armor Proficiency

The living bomb is proficient with no new weapons or armor.

Spontaneous Combustion (Su)

As a standard action, the living bomb can explode in a 30 foot radius burst. This explosion deals 1 die of fire damage at first level + the living bomb’s Intelligence modifier. At 3rd level and every odd level thereafter the damage is increased by 1 die. The actual size of the damage die is determined by the hit die that the living bomb uses to fuel the explosion. He may explode 1 time per day per hit die he has acquired and he uses the size of that hit die as the damage die of the explosion. For example a 1st level barbarian 5th level wizard, 3rd level living bomb may use his Spontaneous combustion class feature 9 times per day. This explosion will deal 2 die of damage. Once per day it deals 2d12, 3 times per day it would deal 2d8, and 5 times per day it will deal 2d6. In each case it also deals the living bomb’s Intelligence modifier.

Creatures in the radius may make a Reflex save for half damage. The living bomb himself automatically takes the minimum damage which may not be reduced by resistances or immunities. The living bomb is also reduced to dust as if by disintegrate. At the start of the living bomb’s next turn if he is alive he reforms and is staggered for 1 round. The living bomb reforms in the space from which he exploded if possible, if that space is occupied he reforms in the nearest location to that space.

In addition a strong directional wind, or spells like gust of wind can move the reformation space of a living bomb by up to 1d6 x5 feet in that direction.

Ticking Timebomb (Su)

An unfortunate side effect from becoming a living bomb is that the charge of energy builds up at the worst possible times. Starting at 1st level, any time an enemy scores a hit against the living bomb, the living bomb gains 1 eruption point. Eruption points represent wild, unstable, internal arcane pressure building up. A given creature can never inflict more than 1 eruption point to the living bomb per round. The living bomb also gains 1 eruption point when he casts a spell with the Empower Spell metamagic feat.

Once the living bomb has a number of eruption points equal to the number of HD he possesses, he will explode, dealing 1d6 + Intelligence modifier in damage to himself and any creature who shares his square (such creatures receive a DC 10 + 1/2 caster level + Intelligence modifier Reflex safe to negate). This does not consume a use of the spontaneous combustion class feature.

The living bomb can reset his eruption points to 0 by using his spontaneous combustion class feature. He adds any eruption points he has to damage rolls with his spontaneous combustion class feature.

Improved Empower Spell

By 2nd level the chaotic swelling of energy within the living bomb that he must control is so great, it teaches him a thing or two about how to empower his magic. He may select one of the following modifications to the empower metamagic feat at 2nd level and every 3 levels thereafter.

  • Focused: The level increase required to cast an empowered spell reduces by 1 (+1 rather than +2).
  • Honed: The level increase required to cast an empowered spell reduces by 2 (+0 rather than +2). The living bomb must have the focused improvement before selecting this one.
  • Overloaded: Variables are increased by 75% rather than 50%.
  • Supercharged: Variables are increased by 100% rather than 50%. The living bomb must have the overloaded improvement before selecting this one.
  • * Therapeutic: When casting an empowered spell, the living bomb no longer gains an eruption point but instead removes 2. The living bomb must have the venting improvement before selecting this one.
  • Venting: When casting an empowered spell, the living bomb no longer gains an eruption point but instead removes 1.

In addition the living bomb may use empower spell on his spontaneous combustion instead. At 6th level he may use maximize spell, and at 10th level he may use quicken spell. He may augment his spontaneous combustion once per day in any combination, and an additional time per day at 6th and 10th levels.

Shape Charge

At 2nd level, the living bomb can shape his explosion to avoid allies. The living bomb can exclude a number of allies from his spontaneous combustion and spontaneous implosion class features equal to his Intelligence modifier. If he does so, he must reduce all damage dealt by that class feature by 1 point of damage and/or 5 feet of movement (implosion).

Bomb Builder (Ex)

At 3rd level, the living bomb gains a bonus on Craft (alchemy) checks to craft bombs and other explosives equal to his living bomb level (min 1).

Explosive Force

At 3rd level, the HD from living bomb levels are considered to be d10s rather than d8s for the purpose of determining how much damage spontaneous combustion deals. In addition, when using the HD from living bomb (as opposed to a different class), the radius of the explosion from spontaneous combustion is increased to 45 feet radius rather than 30 feet.

Living Bomb Talent

At 3rd level and every 3 levels thereafter, the living bomb selects a talent from the list below to represent his mastery of his explosive energies.

Destruction Engine

For the purposes of determining the DCs of living bomb class features, the living bomb has a caster level equal to his full character level.

Daisy Cutter

The radii of the living bomb’s spontaneous combustion and spontaneous implosion class features are improved by +15 ft.

Flash-Bang

When the living bomb explodes by using his spontaneous combustion class feature, all creatures must additionally make a Fortitude save (DC 10 + 1/2 caster level + Intelligence modifier) or be dazed for a number of rounds equal to the living bomb’s Intelligence modifier.

High Yield

For the purpose of determining how much damage his spontaneous combustion class feature does, the living bomb’s HD for his levels in living bomb improve by 1 dice size (d6->d8->d10->d12->2d6->2d8). This may be selected multiple times, and each time it improves the HD by 1 step.

Nitrogen Bomb

When the living bomb uses his spontaneous combustion class feature, he may chose to do cold damage rather than fire damage. He may select to deal fire or cold damage on a per use basis.

Shockwave

When the living bomb uses his spontaneous combustion class feature, all creatures who take damage from it suffer an additional +1d6 sonic damage.

Blastproof (Ex)

At 4th level, the living bomb can choose to not take damage from his own spontaneous combustion. He may only do this a number of times per day equal to his Intelligence modifier.

Bombsquad (Ex)

At 4th level, the living bomb gains a bonus on Disable Device checks equal to his living bomb level if the device he is trying to disable is a magical trap or a mundane (or alchemic) explosive.

Spontaneous Implosion (Su)

At 5th level, by expending a use of his spontaneous combustion class feature as a move action, the living bomb can suck all creatures within a 60 foot radius 20 feet closer to himself in as straight a line as possible. Creatures within this radius receive a Reflex save (DC 10 + 1/2 caster level + Intelligence modifier) to resist this. Creatures affixed to a surface or who gain a bonus to their CMD against bull rush maneuvers gain an equal bonus to resist this effect. The HD size of this use of spontaneous combustion does not affect the effectiveness of this class feature. Creatures moved in this fashion may not share spaces, though the eventual placement of each creature is determined by the living bomb.

Chain Reaction (Su)

At 6th level, any creature who is reduced to 0 hp by any damage from the living bomb (not just from his spontaneous combustion class feature but from spells, melee attacks, etc.) have a chance to spontaneously combust. The creature reduced to 0 hp (or less) must make a Fortitude save (DC 10 + 1/2 caster level + Intelligence modifier) in order to resist violently erupting. This functions like the spontaneous combustion class feature of the living bomb and uses the creature’s largest HD for the purpose of determining damage. Rather than reforming unarmed a round later, a creature who explodes in this fashion simply takes the damage and remains in a dying state. Creatures who are reduced to 0 hp (or less) by a chain reaction are also subject to chain reaction. The living bomb can chose if any creature will suffer the effects of this class feature at the time of the creature being reduced to 0 hp (or less). Chain reaction explosions are never subject to any metamagic feats applied to the initial spontaneous combustion.

Imminent Detonation

At 7th level, the living bomb can expend 2 uses of his spontaneous combustion class feature to use both spontaneous implosion followed by a spontaneous combustion as a standard action.

Mad Bomber (Ex)

At 10th level, the living bomb no longer takes damage from his spontaneous combustion class feature. In addition, the DC of all living bomb class features are increased by +3 and all spontaneous combustion uses deal an additional +2 points of damage. In addition the living bomb gains 1 die of damage to his spontaneous combustion class feature for every 3 non-living bomber levels.


Non-Intelligence Based Living Bombs

This class was written with Intelligence as the primary ability score and assumes you are entering from a class such as the wizard or magus. However, any arcane casting class should not be barred for making an excellent living bomb and, with that in mind, with your GM’s approval you may replace any mention of Intelligence in this class with your prefered casting ability score (Charisma or Wisdom) as long as you are an arcane caster.

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