Dylan's Savage Worlds Nerdery

Geek life and custom content for Savage Worlds

Category Archives: Pathfinder

RPG Superstar Top 32 to be announced today!

Paizo will be announcing the Top 32 (the first cut) from their annual RPG Superstar contest today. I have an entry that I thought was pretty good, so I’m waiting with some nerves jangling. A new Wayfinder should come out soon with my second article in it, so I feel like I’m starting to dip my toes into the freelancing thing – getting chosen for RPG Superstar would help that quite a bit, I think. Here’s to hoping!

Extra Life and One-Shot Thoughts

The Extra Life fundraiser was last weekend, and I participated through a local group called Table Talk Games. Had a pretty decent time, though I didn’t end up playing as many new games as I expected to while we were there. I played…

  • Pandemic, twice. Didn’t survive either attempt, though we did get fairly close on the second one – we had two diseases cured, then hit a triple-outbreak that wiped us out. That’s a very difficult game, but V wanted to keep playing until we won. She got frustrated enough that we stopped after the second game, though.
  • Tsuro, which was a fun little game, though I’m not sure how well it would hold up to a lot of repeat plays. You try and navigate a series of tiles placed on the board without getting forced off the playing area. It’s quite a neat little game, but I doubt I’ll ever buy it.
  • Family Business, a Guillotine-like elimination game where you control a crime organization. I didn’t like it as much as V did – I much prefer Guillotine.
  • Cargo Noir, another crime game where you try and build up a crime family through purchasing resources around the world and building a fleet of ships to enact your will. It’s a flawed little game, or at least it was explained to us poorly. The order of play seems kind of off, making it difficult to keep track of who’s turn it’s supposed to be.
  • Last Night on Earth, a zombie apocalypse game where some players control zombies and some control heroes trying to escape. I was a zombie player. We were supposed to invade a manor house, but they managed to hold us off.

I also ran a Pathfinder one-shot that took several hours. Had a decent time with it – I think the pre-generated characters I put together can work pretty well for a variety of games, depending on what kind of stuff I want to throw against the PCs – in this case, the big bad was a goblin alchemist who was transforming creatures into monsters. I can see running a variety of games based on the same premise and setting.

I tried to do some of the things that I’d have liked to see in other one-shots I’ve played in.

For one thing, I kept the character sheets simple. Pathfinder is a complicated game, but I tried to keep things relatively easy. I was helped with this by a friend who does the organization for our Wednesday game, and also does character sheets for the game she runs with her kids. She’s got a simplified Pathfinder sheet that looks a lot less intimidating than the more complicated ones that we grown-ups use.

Second thing I did was give everyone a name card. I didn’t give the pregens names, just a description. The name card had that description – say, “Half Orc Ranger”, and then a blank for the PC’s name and the player’s name. This makes it easier for everybody at the table.

Third thing was an index-card sized synopsis of the character and their background, along with a complexity rating. It included:

  1. Race and Class
  2. Good At: A brief synopsis of what the PC is good at.
  3. Complexity: Ranked from one to five, telling the prospective player how hard that PC would be to play. The big fighter-types (fighter and ranger) got 1 star, while the casters (like the magus and the witch) were up a lot higher on the scale.
  4. Background: A brief paragraph or so on who the PC is and what their role is in the adventure.

Here’s a link to all the material I prepared for the one-shot.
Anybody else have any thoughts about how to run one-shots at conventions or game days? What do you try and do to make things easier for your players? For yourself?

The table of contents for Wayfinder #7 was just released, and my article’s in it! Yay!

Artificer

This was another class conversion I did, an artificer based on the one from Eberron, but significantly modified. I like the Pathfinder class design method of choosing powers from a menu, and getting most class abilities that way. This class reflects that design principle.

Pathfinderized Artificer

Commander

I wrote this base class up a while ago, when I was first getting into Pathfinder, because I like the marshal/warlord role of a fighting leader. The cavalier has elements of this, but I wanted something more focused.

Commander Base Class

As a preview, here are a handful of feats associated with the class.

Commander of the Dead
Prerequisites: Command pool ability, Command Undead or undead type
Your grasp of tactics reaches beyond the grave.
Benefit: All allied undead, even mindless ones, can gain the benefit of your commander class abilities. While an undead is benefiting from a tactic of yours, it gains channel resistance equal to your command bonus. If it already possesses channel resistance, it is increased by your command bonus.
Normal: Since tactics and commands are mind-affecting abilities and the bonuses from tactics are usually morale bonuses, creatures of the undead type do not gain any benefit from them.

 

Commanding Rage
Prerequisites: Command pool ability, rage
Your rage inspires those around you, and you retain your leadership skills in the throes of fury.
Benefit: You can use your commander class abilities while in rage. While raging, your command bonus is treated as one higher for any effects that boost attack or damage rolls.

 

Commanding Hatred
Prerequisites: Command pool ability, favored enemy
You can show your allies how to best defeat your favored enemy.
Benefit: You gain the following additional command ability.
Inspire Hatred (Tactic, 1 Minute)
Choose a favored enemy type you have. Your allies gain half your favored enemy bonus when dealing with creatures of this type while this tactic is in effect.

 

Commanding Presence
Prerequisites: Command pool ability
You gain an additional 3 command points per day.

 

Courageous Command
Prerequisites: Command pool ability, aura of courage
Your tactical acumen bolsters the benefit of your courageous spirit.
Benefit: All allies who are subject to an active tactic of yours gain the benefits of your aura of courage, even if they are outside of the normal area.

 

Extra Command
Prerequisites: Command pool ability
You learn an additional command ability that you qualify for.

 

Heroic Commander
Prerequisites: Command pool ability, hero points optional rule
Your heroic nature inspires your troops and can save them in times of need.
Benefit: You may, as a free action, spend a hero point you possess on behalf of an ally within line of sight who could benefit from your commands. They gain the benefit of the hero point, even if they normally don’t have any.

 

Natural Commander
Prerequisites: Command pool ability, wild empathy
You can command the loyalty of beasts and lead them in battle.
Benefit: When using command pool powers, you may issue commands and tactics to allied creatures of the animal type as if you shared a common language.

 

Summoner Commander
Prerequisites: Command pool ability, ability to cast Summon Monster, Summon Nature’s Ally, or Summon Undead
The creatures you call to your side in battle respond exceptionally well to your leadership abilities.
Benefit: When you cast a Summon spell as a full-round action, you may also start a tactic or issue a command as a free action when the spell completes. Creatures you summon with a Conjuration spell or effect benefit from your commands and tactics as though your command bonus was one point higher.

 

Zealous Command
Prerequisities: Command pool ability, channel energy ability
Your religious zeal leads your allies on even when death is near.
Benefit: You gain the following additional command ability.
Zeal (Tactic, 1 Minute)
Your allies gain the benefit of the Diehard feat while this tactic is in effect. If they share your religious affiliation, they also gain a +1 sacred or profane bonus to AC. The bonus is sacred if you channel positive energy and profane if you channel negative energy.

Working on a New Year’s Resolution

One of my New Year’s resolutions this year was to try and get something published in a Pathfinder or Savage Worlds… something. I’d like to get something in Kobold Quarterly or Wayfinder (which doesn’t seem to have any kind of home page… hm), with the intention of occasionally doing freelance RPG work. That’s something I’ve been interested in for a while, but have never really pursued – I always seem to get distracted and don’t actually send anything off or participate in contests like the RPG Superstar or the various contests that third-party Pathfnder publishers do. My fault, of course.

To that end, I’m going to send a few things I’ve been working on in to the Kobold Quarterly web person and submit an article to Wayfinder #7. Hopefully they’ll like some of the stuff I do enough that I get something posted or published. I like to think I do a pretty good job of writing custom content, but outside of a couple of forum posts and things I write on this blog, nobody ever really sees it.

Anyone else out there have any recommendations for someone who’s interested in getting started in something like this? Anything I should avoid doing? I’ve listened to a number of podcasts and read stuff that talks about this kind of thing – Fear the Boot, Know Direction, a little bit from the Chronicles Pathfinder podcast, as well as the stuff on the Kobold Quarterly web site.

New Domains for Pathfinder

Craft

Touch of the Craftsman (Su): You can channel the expertise of your deity through your touch, granting divine inspiration on a Craft check. The target gains a sacred bonus on their next Craft check equal to one-half your cleric level. If this power is used to enhance every Craft check to produce an item, its hardness increases by 2 and it gains an additional 5 hit points. This bonus increases by 2 hardness and 5 hit points for every five cleric levels you possess (at 5th, 10th, etc). You may use this ability a number of times per day equal to 3 + your Wisdom modifier.

Master of Artifice (Ex): At 6th level, you gain a bonus item creation feat, either the Craft Wondrous Item or Craft Magic Arms and Armor. Once you have selected the feat, it cannot be changed. When creating items with this feat, you may use an appropriate Craft skill check in place of the Spellcraft check usually used to create a magic item.

Spells: 1st – crafter’s fortune, 2nd – make whole, 3rd – locate object, 4th – minor creation, 5th – major creation, 6th – hardening, 7th – refuge, 8th – discern location, 9th – miracle

Justice

Seeker of Justice (Su): Once per day as a standard action, you may declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against that individual. You also gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form – “the killer” is insufficient, but “Gurzon the Butcher” or any target in line of sight is enough to use this ability. This ability lasts until the target has been captured, dies, or you designate another target. This ability counts as a ranger’s favored enemy for the purposes of prerequisites, magic items, and other abilities. You may use this ability one additional time per day for every six cleric levels. The bonus granted by this ability increases by +2 for every cleric eight levels.

Take Them Alive (Su): At 8th level, you gain the ability to infuse yourself with merciful energy as a standard action. Any weapon you wield while using this ability gains the Merciful special quality, dealing an additional 1d6 damage with each hit and converting all damage you deal into nonlethal damage. You may use this ability a number of rounds per day equal to your cleric level. These rounds don’t need to be consecutive.

Spells: 1st – command, 2nd – zone of truth, 3rd – blood biography, 4th – discern lies, 5th – mark of justice, 6th – geas, 7th – sequester, 8th – discern location, 9th – soul bind

Justice Subdomain – Redemption

Touch of Regret (Su): Your touch calls to mind all the pain the target has ever caused and overwhelms them with the horrors they have inflicted on the world. The target must make a Will save (DC 10 + half your level + your Wisdom modifier) or be dazed for one round. A target that succeeds at the save is staggered instead of dazed. You may use this ability a number of times per day equal to 3 + your Wisdom modifier. This ability replaces Seeker of Justice.

Alternate spells: 1st – sanctuary, 2nd – calm emotions, 3rd – crushing despair, 5th – atonement, 9th – miracle

Justice Subdomain – Retribution

Vengeful Aura (Su): At 8th level, you gain the ability to radiate an aura of vengeance that covers you and your allies. Anyone damaging you or any of your allies within 30′ of you takes 1d6 points of divine damage and is sickened for one round as long as they are also within the effect of the aura. They may make make a Will save for half damage (DC 10 + half your level + your Wisdom modifier). A successful save also negates the sicken effect. Activating this aura is a swift action. You may use this ability for a number of rounds per day equal to your cleric level, though they need not be consecutive. This power replaces Take Them Alive.

Alternate spells: 1st – divine favor, 3rd – pain strike, 6th – spell turning, 7th – phantasmal revenge

Moon

Moonbeam (Sp): You can project a ray of moonlight for your outstretched hand at a target within 30′. You must make a ranged touch attack to hit your target. If you hit, the ray deals 1d4 points of damage + 1 point for every two cleric levels. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Light of the Moon (Su): At 6th level, you can infuse allied weapons with the moon’ essence. While this power is active, you shed silvery moonlight as brightly as a daylight spell. All weapons carried by allies within 30′ of you are enveloped in this moonlight, and counts as silver and magical weapons for the purposes of penetrating damage reduction. Activating this ability is a swift action; you may use it for a number of rounds per day equal to your level.

Spells: 1st – hypnotism, 2nd – owl’s wisdom, 3rd – guiding star, 4th – moonstruck, 5th – dream, 6th – cloak of dreams, 7th – shadow walk (must be cast at night, called moon bridge by the faithful), 8th – scintillating pattern, 9th – etherealness

Trade

Silver-Tongued Haggler (Su): Whenever you make a Bluff, Diplomacy, or Sense Motive check, you can, as a free action, grant yourself a bonus on the roll equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fortuitous Businessman (Su): At 6th level, when you use the Profession skill to earn a living, you earn double the usual amount (a number of gold pieces per week equal to your check result). Additionally, when you are attempting to buy or sell items or goods, the community you are in is considered one size category larger for the purposes of gold piece base limit, purchase limit, and available items. If you are already in a Metropolis, increase each of these values by 50%.

Spells: 1st – comprehend languages, 2nd – eagle’s splendor, 3rd – locate object, 4th – treasure stitching, 5th – secret chest, 6th – guards and wards, 7th – greater scrying, 8th – sympathy, 9th – miracle

Trade Subdomain: Greed

Treasure Sense (Su): At 8th level, you can sense the presence of precious metals and gems within 30′. This allows you to automatically determine the direction and get a rough estimate of the size and type of treasure. However, you cannot determine any supernatural properties that the items you sense may have. This ability is not blocked by physical objects, but can be foiled by anything that would prevent a 3rd-level divination spell from working. Noticing the presence of such treasure is automatic, but determining direction and amount is a standard action. This ability replaces Fortuitous Businessman.

Alternate spells: 1st – ant haul, 2nd – retrieve item, 3rd – create treasure map, 5th – covetous aura

Arcane Archer as a Magus Archetype

Ever since the magus class was released, it seemed silly to have the Arcane Archer as its own class. It isn’t very mechanically useful, and its role is clearly just a variation on the role intended for the magus – someone who blends arcane magic and combat skill. As such, I wrote up the following to be a replacement for the arcane archer prestige class.

 

Some magi focus on combining ranged weapons training with arcane magic, allowing them to rain death upon the battlefield in a number of ways. They learn to enhance their bow or gun in the same way that a normal magus enhances his blade, and learn tricks specific to their fighting style. Regardless of the name of the power, these abilities can be learned with any ranged or thrown weapon – it is not specific to archery.

 

Arcane Pool (Su)
Add Distance, Returning, and Seeking to the list of weapon properties that can be added to the ranged magus’s weapon. Remove dancing and vorpal from the list.
As long as the ranged magus has points remaining in his arcane pool, he may cast spells while wielding a ranged weapon as though he had a free hand.

 

Arcane Archery (Ex)
At 1st level, an arcane archer learns to cast spells and use his ranged weapon at the same time. To use this ability, the magus must be wielding a ranged weapon and wearing light or no armor. As a full-round action, he may cast a single magus spell with a casting time of 1 standard action and perform an attack action (not a full attack) with a ranged weapon. All attack rolls the magus makes this turn suffer a -2 penalty. If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but his attack still takes the penalty. A magus can choose to cast the spell first or make the weapon attack first.
This feature replaces spell combat.

 

Imbued Shot (Su)
When casting a spell with a range of “touch” from the magus spell list, the ranged magus can choose to imbue that spell into a ranged projectile or thrown weapon in his possession. Any target struck by the projectile is targeted by the spell, in addition to taking damage from the ranged weapon as normal. This attack uses the weapon’s critical range, but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. If you don’t use the projectile immediately, it remains effective until used or you cast another spell (as though holding the charge of a touch spell). Any attack with the projectile, whether it hits or not, triggers the imbued spell. Only the ranged magus may use this projectile; it loses its charge if given to anyone else.
This ability replaces spellstrike.

 

Arcane Archery, Improved (Ex)
At 8th level, the ranged magus improves his ability to use ranged weapons while casting spells. When using the arcane archery ability, he may make a full attack action, rather than just an attack action.
This feature replaces Improved Spell Combat.

 

Safe Shot (Ex)
At 10th level, a ranged magus does not provoke attacks of opportunity when making attacks with a ranged weapon.
This ability replaces the medium and heavy armor class abilities.

 

Greater Arcane Archery (Ex)
At 14th level, the magus suffers no penalty to attack rolls when using arcane archery.
This replaces Greater Spell Combat.

 

True Magus (Su)
At 20th level, the magus becomes a master of combining magic with ranged attacks. Whenever he uses his arcane archery ability and the spell he casts targets the same target as his ranged attacks this turn, he can choose to either increase the DC to resist the spell by +2, grant himself a +2 circumstance bonus on any checks to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls made against the target during his turn.

New Arcana
Critical Shot (Su): Whenever the magus scores a critical hit with a ranged weapon, he may cast a spell with a range of touch as a swift action, then make a ranged attack with that spell against the target of the critical hit as a free action, attacking as though using his ranged weapon. The magus may use this ability once per day, and must be at least 12th level before selecting this arcana.

Death Shot (Su): The magus learns to create a special type of projectile or thrown weapon, similar to a slaying arrow. This arrow causes anyone damaged by its attack to make a Fortitude save or be slain immediately. The DC of this save is 20 + the magus’s Intelligence bonus. It takes one day to enchant the item, and the magus may have only one at a time. The projectile only functions for the magus, and the power is dissipated when an attack is made, whether or not it hits. The magus must be at least 15th level to select this arcana. This is a death effect.

Hail of Arrows (Su): As a full action while using a ranged weapon, the magus may perform a ranged attack with his current weapon at a number of targets within range equal to half his magus level. Each attack uses the magus’s primary attack bonus, and each enemy may be targeted by only a single attack. These attacks don’t use ammunition, and a thrown weapon can be used to perform this attack – the ability creates a number of temporary duplicates of a projectile or thrown weapon that dissipate as soon as they are used. This ability may be used once per day for every ten class levels. The magus must be at least 15th level to select this arcana.

Imbued Shot, Improved (Su): The ranged magus may spend one point from his arcane pool to cast any spell with a range other than Personal on the magus spell list with his Imbued Shot ability. The spell’s normal range is replaced by the range of the weapon used. Targeted spells effect the target struck by the projectile. Lines and cones start at the point of impact, and continue directly away from the magus in their normal area. Other area effects are centered on the arrow’s point of impact. If the arrow strikes a target, they take damage from the arrow in addition to the effects of the spell.

Phase Shot (Su): As a standard action, the ranged magus can launch a projectile at a target known to him within range. The shot travels to the target in a straight path, passing through any nonmagical material in its way. This ability allows the attack to ignore cover, concealment (including total cover and concealment), armor, and shield modifiers to the attack, but otherwise the attack is rolled normally. This ability may be used once per day for every six magus levels. To select this arcana, the magus must be at least 12th level and possess the seeker shot arcana.

Seeker Shot (Su): The ranged magus may, as a standard action, make an attack against a target known to him within range. The projectile travels to the target, navigating around corners and obstacles to strike its intended victim. Only unavoidable obstacles or the limit of the attack’s range prevents the shot’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action, which includes making the attack. The ranged magus may use this ability once per day for every six class levels, and must be at least 9th level to select it.

 

Spell List
Add:
1st level
  •      Aspect of the Falcon
  •      Gravity Bow
2nd level
  •      Arrow Eruption
4th
  •      Bow Spirit
  •      Venomous Bolt

It’s a new blog!

I’m putting this together because I wanted a place to write down ideas for my games, as well as a permanent home for any custom content I post – I’ve written several things over the years that have just been living in my Dropbox public folder and only show up if you happen to search through ENWorld archives, and I figured they might get more exposure if I gave them a more permanent home.

This blog will primarily be devoted to Pathfinder and Savage Worlds content. I have a Pathfinder setting I’m slowly fleshing out for use, mostly as a thought exercise and because I like tinkering with mechanics. I’m also starting the planning stages of adapting the Complete Masks of Nyarlatholtep to Deadlands using the Savage Worlds system. I’m a born tinkerer, though, so I’ll be changing a substantial amount of the adventure to fit into my preferences and the Deadlands setting.

Mad Bomber Archetype

Some alchemists delight in the barrage of bombs they can unleash on a battlefield. They live for the flash and thump of explosions, and focus on such practices to the exclusion of other, less visceral, alchemical studies. Such alchemists are frequently adventurers, both because it allows them to use their knowledge in a practical manner, and because they are frequently forced out of yet another burned-out town.

Maniacal Glee (Ex): The mad bomber delights in the damage he causes with explosives, and specializes in the use of bombs more than most alchemists. The mad bomber starts each day with 1 point of glee, and has a maximum amount glee equal to his Intelligence modifier. He gains glee similarly to how a gunslinger regains grit.
  • Critical Hit with a Bomb: Each time the mad bomber confirms a critical hit with a bomb attack while in the heat of combat, he regains 1 glee point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the bomber’s character level does not restore grit.
  • Killing Blow with a Bomb: When the bomber reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, he regains 1 glee point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the bomber’s character level to 0 or fewer hit points does not restore any glee.
  • Daring Act: If using Daring Act optional rule for gunslingers and grit, the same rule applies to mad bombers – they can gain glee by performing acts of inspired, near-suicidal madness.
While the mad bomber has at least one point of glee, he gains a +1 bonus to bomb-based attack and damage rolls. This bonus increases by +1 at 5th level and again every five levels, to a maximum of +5 at 20th level.
This ability replaces mutagen.
Extra Bombs (Ex): At 2nd level, the mad bomber gains Extra Bombs as a bonus feat.
This replaces poison use.
Fire Resistance (Ex): In the course of his work, a mad bomber will set himself on fire. Often. The mad bomber gains fire resistance 5. At 6th level, this increases to resist fire 10. At 12th level, the bomber gains resist fire 20. At 20th level, the bomber gains fire immunity.
This ability replaces poison resistance and poison immunity.
Spiteful Detonation (Su): By occasionally drinking spare bomb catalysts and infusing himself with alchemical extracts, the mad bomber has learned to infuse himself with explosive energy, allowing him to trigger an explosion centered on himself when he is knocked unconscious. As an immediate action when reduced to 0 hit points or fewer, the alchemist releases a 20′ burst of fire, dealing 1d8 damage per alchemist level (maximum 10d8), plus the bonus from maniacal glee,  to all creatures within the area, including himself. Those affected may make a Reflex save (DC 10 + half the alchemist’s level + his Intelligence bonus) for half damage. The alchemist suffers a -6 penalty on his saving throw against his own detonation.
This ability replaces persistent mutagen.
Mad Bomber Discoveries:

The following discoveries are added to the list of options that the mad bomber may select from when learning a discovery.
  • Big Boom* (Su): The bomber mixes an unusually explosive bomb, which detonates upon impact. Using this ability is a standard action and costs three of the alchemist’s daily bombs and one point of glee. Instead of normal bomb damage, the bomb explodes at its target point like a fireball, dealing 1d6 points of damage per alchemist level (plus the bonus from maniacal glee, if applicable) to a maximum of 10d6 damage to all within a 20′ radius burst. Those caught within the explosion may make a Reflex save (DC 10 + half the alchemist’s level + his Intelligence modifier) for half damage. The alchemist must be at least 6th level and possess the explosive bomb discovery before learning this one.
  • Cackle (Su): The bomber releases a mad cackle when one of his bombs strikes home, releasing a surge of his own energy into the blast. As a swift action after a bomb’s damage is rolled, the bomber may spend one point of glee to reroll the damage roll. The bomber must accept this second total, even if it is lower than the first.
  • Evasion (Ex): The mad bomber is adept at dodging out of the way of explosions due to long practice at avoiding his own. This functions as the rogue ability of the same name. The alchemist must be at least 8th level before selecting this discovery.
  • Evasion, Improved (Ex): The mad bomber is particularly good at avoiding explosions. This functions as the rogue advanced talent of the same name. The alchemist must be at least 14th level and possess the evasion discovery or class feature to select this ability.
  • Frantic Focus (Su): While he has at least one point of glee, the DC of all bomb-based saving throws generated by the bomber are increased by 1. This includes Reflex saves to reduce splash damage and saves against secondary effects from other discoveries.
  • Gleeful (Ex): The mad bomber begins each day with a number of glee equal to his Intelligence bonus, rather than 1.
  • Mad Genius (Su): The alchemist has learned to mix the effects of his bombs, allowing him to combine the effects of two discoveries on a single bomb. The mixing process for a mad genius bomb takes slightly longer than a normal bomb – it is a full action rather than a standard action to mix and throw, and this speed is not modified by the fast bombs discovery. The alchemist may select two discoveries noted with an asterisk on the discovery table and apply both of them to the same bomb – both effects take effect simultaneously on the target. Using this ability costs three daily bombs and one point of glee. If the alchemist uses this discovery with the big boom or biggest boom discoveries, it costs a number of daily bombs equal to that power + 2 instead of 3. The glee costs for the two abilities are added together. The alchemist must be at least 10th level to select this discovery.
Mad Bomber Grand Discovery:

  • Biggest Boom (Su)*: The alchemist has learned to create the ultimate in bombs. As a standard action, he may spend four daily bombs and two points of glee to hurl four infused bombs, as the meteor swarm spell cast at his caster level. The bonus to damage from maniacal glee applies to the energy damage from these bombs.
The following discoveries complement the mad bomber archetype: breath weapon bomb, concussive bomb, delayed bomb, explosive bomb, fast bomb, immolation bomb, inferno bomb, precise bombs, smoke bomb.