Grenadier Alchemist Question


Rules Questions


I have a question regarding how the Grenadier Alchemist functions, and its action economy.

The Grenadier archetype allows an alchemist to infuse his weapon or ammunition with an alchemical weapon as a move action.

The Explosive Missile Discovery allows the Alchemist to add his bomb to a ranged weapon as a standard action.

Does this mean that he/she could slap a tanglefoot bag on his arrow as his Move action, then add his Bomb as the Standard attack?

Also, if he/she started adding effects to the bomb damage (knockdown, tanglefoot bomb etc) that all of those would take effect on the single arrow? In theory, he/she could fire an arrow that was effected by Alchemists Fire and the Tanglefoot Bag Bomb....doing arrow damage+bomb damage+Alchemist Fire damage+Tanglefoot Bag effect?


Tanglebag bomb? Do you mean Tanglefoot Bomb? Or did you mean tanglefoot bag on the arrow, along with the alchemist fire? If the latter. It is only one alchemical item at once (baring hybrid funnel. which.. I don't think tangle works..)

If you meant
Arrow, with Alchemist fire on it via Alchemical Weapon.
Explosive missle, using Tanglefoot Bomb.

Then yes. Move action to infuse an arrow with alchemist fire, standard to infuse with bomb, load, and fire. At level 4 anyway. Level 6 Alch Weapon becomes a swift action.

Ah do note.. some of the most strict of Gms might say you have to take out the alchemical item first before it... which is trouble some since that makes it difficult to use until level 6.

I think in PFS its been assumed that Alchemical Weapon includes drawing the infusion item


Note that alchemical weapon specifies alchemical powder or liquid - most won't allow tanglefoot bags under that basis.

However, check out the excellent tangleshot arrow which will allow your explosive missile to retain its attack versus touch AC. Don't miss out on a hybridization funnel, either, to enjoy mixing your alchemical liquids into a single liquid that can then be attached with alchemical weapon.

Other than that, yes. Move action to attach to ammunition, standard to load and fire.


You might be very interested in the thread I made last year dedicated to this subject:

Actions and Alchemy.


I will check out our link...but is there an item (like a bandolier) that allows you to grab alchemical items as a free action or something?


Nope. I think the only way to do it I know of is a few levels in underground chemist i think it was?


You'll definitely want a pair of spring-loaded wrist sheathes.

Sovereign Court

Zwordsman wrote:

Ah do note.. some of the most strict of Gms might say you have to take out the alchemical item first before it... which is trouble some since that makes it difficult to use until level 6.

I think in PFS its been assumed that Alchemical Weapon includes drawing the infusion item

I suppose I'm one of those strictest GMs. Actually I started out by doing it that way myself with my own alchemist, and would require the same from anyone else doing it.

Of course, I was playing a tiefling with prehensile tail, so it wasn't such a problem for me.

I don't think there's any default assumption about this in PFS. It's also entirely possible that the GM doesn't know the ability that well and assumes that whatever you're doing is correct, without inquiring deeply. Let's call it "uninformed consent" :P

Anyway, speaking from experience: combining this with special arrows works very well. It's a good way to ration your bombs while still contributing significantly. (As opposed to chucking them with Fast Bombs and possibly running out before the BBEG snuffs it. Mix both tactics and you're golden.)

Tangleshot arrows have already been mentioned, and they're very nice. Entangled is a nontrivial condition to inflict, and quite cheap. Hitting against touch AC within 110ft is eeevil.

The other good arrow is the Dye Arrow. You can fill them with a payload mixture of glowing ink and marker dye; any enemy hit will glow for three days in a humiliating color of your choice. If you tag an invisible enemy with it, you and your friends can track where he's going. This combines very nicely with a Seeking enchantment on your bow. As soon as an enemy reveals his position (for example, by attacking an ally, thus giving away which square the attack is coming from), paintball him. And of course you still get to attach bombs and alchemical weapons too. It's a massive stack of nastiness on one attack and you can keep it up for a long time.

Sovereign Court

Gulthor wrote:
You'll definitely want a pair of spring-loaded wrist sheathes.

Well, there's a lot of debate on what you can put in those too. The strict position is that the only things you can put in those for certain are the actual elements listed in the item description. I.e. "a dagger, dart, or wand, or up to five arrows or crossbow bolts".

Not everyone's that strict, but in PFS, it's best not to make a build that relies on "other things the GM may allow".

The most reliable options available are:

1) Prehensile tail (tiefling, vanara) coupled with bandoliers.
2) Waiting until level 6 and using either bandoliers or a handy haversack.
3) Underground Chemist L2 dip and Quickdraw feat. That also opens up full attacks with alchemical weapons, so it's not like it's a total waste. But you start drifting away from a true bomb build.


Ascalaphus wrote:
Zwordsman wrote:

Ah do note.. some of the most strict of Gms might say you have to take out the alchemical item first before it... which is trouble some since that makes it difficult to use until level 6.

I think in PFS its been assumed that Alchemical Weapon includes drawing the infusion item

I suppose I'm one of those strictest GMs. Actually I started out by doing it that way myself with my own alchemist, and would require the same from anyone else doing it.

The archetype's author has specified it was his intent that the action specified covers the entire action... but author's intent does not equate to the way something works in actual play. Yes, expect variation on this as I mentioned in my other thread.

Tiefling with prehensile tail is a nice workaround, and you can always consider picking up a vestigial arm or tentacle or two (or more.) Tiefling also just makes a generally good bomber.

Sovereign Court

Gulthor wrote:
The archetype's author has specified it was his intent that the action specified covers the entire action... but author's intent does not equate to the way something works in actual play. Yes, expect variation on this as I mentioned in my other thread.

Could you point me to the source of that? I'd be interested in reading the author's thoughts.

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