
Weapons: Simple weapons, rapier, short sword, blowgun, hand crossbow, and heavy crossbow. Hit Points at Higher Levels: 1d8 (5) + your Constitution Modifier for each level after 1st.

Hit Points at 1st Level: 8 + your Constitution Modifier The other three will be shown throughout the rest of the week! There are four Research Focuses to select from, but today I’ll only be posting the first one. This week is Alchemist week! First up we have the Alchemist base class. If you roll a 1 on a damage die with a bomb, re-roll it until it's not a 1.įor the purpose of enhancement and masterworking, bombs are considered ammunition.īack to Main Page → 3.So here we are! We’ve finished the feats and the races and we’ve arrived at the actual class material. If the bomb has an enhancement bonus to attack and damage rolls, apply this to the DC. If the thrower uses a different ability score for thrown weapon attack rolls, they can use that ability score modifier instead of Dexterity to determine this DC if they want. Anything in the area is dealt the bomb's damage, with a Reflex save (DC 10 + 1/2 the thrower's BAB + the thrower's Dexterity modifier) for half. If this hits, the bomb explodes, destroying itself and generating a 10ft radius burst, centred on the square that was hit.


When making an attack roll with a bomb, the thrower targets a square (AC 10). Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.Ī bomb detonates when the fuse ends after being lit. The hp value given is for Medium armor, weapons, and shields. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".Ĥ. A Small weapon weighs half as much, and a Large weapon weighs twice as much.ģ. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.Ģ.
