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An alchemist device made from mixing various volatile chemicals and infusing them with alchemist's know how. Bombs can be hurled at enemies. These bombs have been made to be stable and can be used by anyone. Bomb availability in the campaign is per DM's discretion, as well the quality and type of bombs available. 

Throwing a bomb requires a standard action that does not provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, a bomb inflicts 1d6 points of fire damage.  Bombs maybe purchased that do more damage or do different types of damage. Splash damage from a bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6 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 dependent upon the quality of the bomb. 

Bombs are available in 4 qualities. Each Quality level does a specific amount of damage unless noted otherwise. Each bomb quality has a crafter level, the level of the creator of the bomb, a cost associated with it and calculated save dc if needed.  You may choose a quality with one type from the list below. You may also choose one Add-On if it can apply. Bombs can be disabled using Disable Device as a trap. 

Simple bomb (1d6 damage)
2nd level Crafter
Cost: 100gp
Save DC  15

Average  Bomb (2d6 damage)
4th level Crafter
Cost: 200gp
Save DC  17

Good Bomb (3d6 damage)
6th level crafter
Cost: 400gp
Save DC  19

Extraordinary Bomb (4d6 damage)
8th level crafter
Cost: 600gp
Save DC  21

Add Ons

cause bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The thrower chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb lands. This can't be combined with the explosive bomb.

The bomb now has a splash radius of 10 feet rather than 5 feet (see Throw Splash Weapon). Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Types of Bombs 

Acid bomb
Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.

Blackstar Bomb
This bomb crushes the target like a void bomb, then repels nearby creatures with a burst of gravity. The target takes damage as if hit by a void bomb. All other creatures within 5 feet of the target are subject to a bull rush. The bomb uses it's DC save in place of Combat Maneuver Bonus, to resolve the bull rush attempts. Creatures moved by a blackstar bomb are pushed directly away from the target's square. 

Blinding Bomb
This bomb detonates very brightly. Creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Fortitude save. Creatures in the splash area that fail their saves against the bomb are dazzled for 1 minute. This is a light effect. This bomb does no damage. 

Boneshard Bomb
The bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a Fortitude save or take 1d4 points of bleed damage in addition to normal damage. If a creature is killed by a boneshard bomb or the resulting bleed effect, its corpse immediately reanimates as an undead creature with the skeleton template. Skeletons that are created in this manner count as undead created by animate dead.

Concussive Bomb
this bomb inflicts sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage Crafter level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a Fortitude save. 

Dispelling Bomb
This bomb dispels magic effects instead of dealing damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the quality  as the caster level. This cannot be used to target a specific spell effect. 

Force Bomb
This bomb inflicts force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage depending on the quality of the bomb. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save. 

Frost Bomb
This bomb inflicts cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.

Grease Bomb
create a grease slick upon detonation. When a grease bomb detonates, it coats an area equal to the bomb's splash radius in grease (as the grease spell) for 1 round per crafter level. The DC of the Reflex save to avoid falling after a failed Acrobatics check is equal to quality of the bombr. A grease bomb can't affect items or armor.

Greater Plague Bomb

Immolation Bomb

Inferno Bomb

Madness Bomb

Plague Bomb

Plague Vector

Poison Bomb

Profane Bomb

Psychoactive Bomb

Rocket Bomb

Scrap Bomb

Shock Bomb

Smoke Bomb

Stink Bomb

Tanglefoot Bomb

Void Bomb

Darkness Bomb

Terror Bomb

Umbral Bomb

Invisible Bomb

Magical Bombs (extremely rare)

Anarchic Bomb

Axiomatic Bomb

Confusion Bomb

Cursed Bomb