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Some machinesmiths eschew the idea of using their skills for creative purposes or to build elaborate devices. Instead they focus their energies on creating explosive devices capable of wreaking untold amounts of damage.

The bombardier is an archetype of the machinesmith class.

Bomb (Su)

This ability functions identically to the alchemist's ability of the same name, using machinesmith levels in place of alchemist levels. Instead of using alchemical catalysts, the machinesmith powers the bombs with their own mobius energy. The bombardier adds their machinesmith level to alchemist 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 + ½ the bombardier's level + the bombardier's Intelligence modifier.

This ability replaces the Greatwork ability.

Explosive Adept

A bombardier may take the following alchemist discoveries as machinesmith tricks: acid bomb, concussive bomb, delayed bomb, dispelling bomb, explosive bomb, fast bombs, force bomb, inferno bomb, madness bomb, poison bomb, precise bombs, shock bomb, smoke bomb, sticky bomb and stink bomb.