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Some engineers eschew the idea of building automatons. Instead they focus their energies on creating explosive devices capable of wreaking untold amounts of damage.

The bombardier is an archetype of the engineer class.

Limit Break (Su)

At 1st level, the bombardier receives the Limit Break (Perfect Bomb).

Perfect Bomb (Su): This Limit Break allows the bombardier to create the perfect bomb. For the duration of 1 round + 1 round per four engineer levels after 1st, the bombardier creates one of these bombs which he can throw at double the normal range and deals maximum damage. This limit break requires only a swift action.

This ability replaces the Limit Break (Overdrive).

Bomb (Su)

This ability functions identically to the chemist’s bomb ability, using engineer levels in place of chemist levels. The bombardier adds their engineer level to chemist levels, if any, to determine the effects of this ability. Bombs become inert if they are not used within a round of their creation. Creating and throwing a bomb is a standard action, and provokes an attack of opportunity. The range of a bomb is 20 feet, and use the Throw Splash Weapon rules. Feats such as Point-Blank Shot and Weapon Focus may be selected to affect bombs as if they were weapons. The damage of a bomb is 1d6 points of fire damage plus the bombardier’s Intelligence modifier; this damage increases by 1d6 on each odd-numbered bombardier level. Splash damage is always equal to the minimum possible damage, and may be resisted with a Reflex save for half damage. The save DC is 10 + half of the engineer’s level + his Intelligence modifier.

This ability replaces automaton.

Engineer Tricks

The bombardier loses access to the augmentation engineer tricks for automatons as well as any engineer tricks that involve automatons.

Explosive Adept

Starting at 4th level and every 4 levels thereafter, a bombardier gains one of the following chemist discoveries: acid bomb, blinding bomb, bombard, confusion bomb, cursed bomb, cytillesh bomb, darkness bomb, defoliant bomb, delayed bomb, demolition charge, directed bomb, dispelling bomb, ectoplasmic bomb, explosive bomb, flesh-eating bomb, force bomb, frost bomb, glassfoot bomb, greater bombard, healing bomb, immolation bomb, madness bomb, neutralizing bomb, plague bomb, poison bomb, precise bombs, shock bomb, sticky bomb, strafe bomb, tanglefoot bomb, and thorny bomb.

This ability replaces support droid.

Superior Bombs (Su)

At 5th level and every five levels thereafter, the bombardier may improve his bombs, choosing one of the following at each interval (may be taken multiple of times of the same one):

  • Increase the bomb’s range by 10 feet.
  • Increase the bomb’s blast radius by 5 feet.
  • Increase the bomb’s saving throw DC by 1.
  • Increase the bomb’s damage by 1d6.

This ability replaces automaton upgrades.