Standard bombs inflict fire damage, but you can learn to craft other types of bombs, as well. When you create a bomb, you can choose to create any types of bombs that you know.
This bomb inflicts acid damage. Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.
This bomb deals chaotic radiant damage. Lawful creatures that take a direct hit from an anarchic bomb must succeed at a CON save or be staggered on their next turn. Against neutral creatures, anarchic bombs deal half damage, and such targets are not affected by their staggering effect. Anarchic bombs have no effect on chaotic-aligned creatures.
This bomb deals lawful radiant damage. Chaotic creatures that take a direct hit from an axiomatic bomb must succeed at a CON save or be staggered on their next turn. Against neutral creatures, axiomatic bombs deal half damage, and such targets are not affected by their staggering effect. Axiomatic bombs have no effect on lawful creatures.
This bomb deals piercing damage instead of fire damage, and creatures that take a direct hit from a boneshard bomb must succeed at a CON 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 for the purposes of determining how many undead the alchemist can control.
This bomb detonates very brightly. In addition to normal damage, creatures that take a direct hit from a blinding bomb are blinded for 1 minute unless they succeed at a Con 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 has similar effects as a blinding bomb, but it shines with a searing radiance equivalent to that of sunlight. Undead, fungi, molds, oozes, slimes, and creatures to which sunlight is harmful or unnatural take +2 damage per die from the bomb. Undead that are harmed by sunlight and that fail their saves against the bomb are staggered for 1 round.
This bomb inflicts sonic damage. Concussive bombs deal 1d4 points of sonic damage, plus 1d4 points of sonic damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a concussive bomb are deafened for 1 minute unless they succeed at a CON save.
This bomb twists the target's perception of friend and foe. A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead).
This bomb delivers a debilitating curse instead of regular damage. A creature that takes a direct hit from a cursed bomb must succeed at a Wis save or be affected by bestow curse.
These poisonous bombs clear away foliage, dealing extra damage to plant creatures. Defoliant bombs deal extra damage against plant creatures but less damage against other creatures. Against creatures with the plant type, a defoliant bomb deals 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level the alchemist possesses, instead of 1d6. Against all other creatures, the defoliant bomb only deals 1d4 points of damage, plus 1d4 points of damage for every odd-numbered level, instead of 1d6. This is a poison effect. A defoliant bomb kills all normal vegetation in the target's square and its splash area; any plant-based difficult terrain in the affected area becomes normal terrain.
This bomb targets objects. When attacking a creature, this bomb directly targets one item being held or worn by the creature. The creature itself takes splash damage. If you target an unattended object, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn't affect the bomb's splash damage.
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. This cannot be used to target a specific spell effect.
This bomb deals damage to incorporeal creatures and reveals the presence of undead creatures hiding in the area. Incorporeal creatures struck by an ectoplasmic bomb take full damage from the bomb. In addition, squares in the affected area of the bomb begin to faintly glow in the spaces where undead creatures have traveled in the last minute, including undead benefiting from invisibility or other forms of obscurity (such as ethereal jaunt), effectively creating a glowing trail. Any undead creatures in the affected area at the time of the explosion likewise glow faintly. This glowing effect lasts for 1 minute and is otherwise identical to faerie fire.
This bomb 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 take normal damage, but also 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 DEX 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.
As a standard action, you infuse a single piece of ammunition on a loaded siege weapon with the power of your bomb. As long as the siege weapon with this ammunition is fired before the start of your next turn, the ammunition does damage normally, and also deals the damage of your bomb. The splash radius of the bomb effect is 20 feet rather than 5 feet. Creatures that take the bomb's damage (either direct damage or splash damage), take 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Dex save. Rolling on the ground provides the target with a +2 bonus on the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.
This bomb inflicts force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a STR save.
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 CON save.
When this bomb hits a target, it explodes dealing damage and covering it with a sticky goo that functions as if it were a tanglefoot bag (dexterity save negates).
This bomb creates 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 level. A grease bomb can't affect items or armor.
This bomb heals damage instead of dealing it. Creating a healing bomb requires you to expend an infused extract or potion containing a cure spell. A creature that takes a direct hit from a healing bomb is healed as if you had imbibed the infusion or potion used to create the bomb. Creatures in the splash radius are healed for the minimum amount of damage the cure spell is capable of healing. A healing bomb damages undead instead of healing them.
This bomb deals good radiant damage. Evil creatures that take a direct hit from a holy bomb must succeed at a CON save or be staggered on their next turn. Against neutral creatures, holy bombs deal half damage, and such targets are not affected by their staggering effect. Holy bombs have no effect on good-aligned creatures.
This bomb coats the direct target's body in a substance that deals damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist's Intelligence modifier in damage, and those within the splash zone take damage equal to 1 + the alchemist's Intelligence modifier. It repeats this damage against the direct target of the bomb each round the immolation bomb lasts, dealing the damage at the start of the alchemist's turn. Splash damage is dealt again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage from an immolation bomb's direct hit can attempt to extinguish the flames as a full-round action that requires a Dex save against your class save DC. Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop it from burning. These bombs can be used underwater.
This bomb does more than sear flesh--it sears the mind. A creature that takes a direct hit from a madness bomb takes damage from the bomb plus 1d4 points of Wisdom damage. Reduce the amount of normal damage dealt by the bomb by 2d6 (so a bomb that would normally deal 6d6+4 points of damage deals 4d6+4 points of damage instead). The amount of Wisdom damage dealt by a madness bomb is reduced by 1 for each madness bomb that hit the target in the past 24 hours, to a minimum of 1 point of Wisdom damage.
This bomb ends certain ongoing effects instead of dealing damage. Each creature in the splash radius can attempt a new saving throw against any poison afflicting it and any ongoing conditions or ongoing acid, cold, electricity, fire, or sonic damage. (If an effect did not allow a saving throw, this bomb doesn't allow affected creatures to attempt one.) Success counts as one successful save toward ending poison and immediately ends other conditions. Exposed poison in the splash radius is also rendered harmless. A creature with poison abilities that is directly struck by the bomb finds those abilities useless for 1d4 rounds unless it succeeds at a CON saving throw. This discovery doesn't stack with any other that modifies bombs.
This bomb duplicates the effects of the contagion spell, filling an area equal to twice the bomb's splash area for 1 round per level. The plague bomb creates a mist that can be moved as a level 1 cloud spell. Anyone who is hit by the blast or who enters the mist while in effect must save or become infected. Remaining in the cloud afterward has no additional effect.
A plague vector bomb operates like a plague bomb except that any creatures affected by the chosen disease become vectors for it, spreading the disease to any creatures they come in physical contact with for a number of days equal to your Intelligence modifier (minimum 1).
This bomb deals evil radiant damage. Good creatures that take a direct hit from a profane bomb must succeed at a CON save or be staggered on their next turn. Against a neutral creature, a profane bomb deals half damage, and the target is not affected by the bomb's staggering effect. A profane bomb has no effect against evil-aligned creatures.
Psychoactive bombs are mixed with neurotoxic extracts that heighten certain sensations. A creature struck by a psychoactive bomb takes a -1 penalty on saving throws against charm, emotion, fear, and pain effects, and the DC for Intimidation checks against the victim decreases by 2. This effect lasts for 1 hour per alchemist level. These penalties do not stack, and a creature can only be affected by a single psychoactive bomb at a time. A psychoactive bomb deals 1d6 fewer hit points of damage than normal.
This bomb inflicts electricity damage. Creatures that take a direct hit from a shock bomb are dazzled for 1d4 rounds.
This bomb creates a cloud of thick smoke when it detonates. The cloud functions as the cloud spell (level 2), filling an area equal to twice the bomb's splash radius for 1 round per level.
This bomb duplicates the effects of cloud (level 8, incendiary cloud), filling an area equal to twice the bomb's splash radius for 1 round per level.
This bomb duplicates the effects of cloud (level 5, cloud kill), filling an area equal to twice the bomb's splash radius for 1 round per level.
This bomb duplicates the effects of cloud (level 3, stinking cloud), filling an area equal to twice the bomb's splash radius for 1 round.
A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all.