Missing Alchemist Guide


Advice


So, I've got this idea for an alchemist character. I went to the guides but the one alchemist build there seems to be gone. So I'm coming here for advice, which is probably a good idea anyway, as my character concept is... weird.

What I want to build is a nearsighted, low intelligence, slightly insane goblin alchemist, who's just as likely to blow up his party as any enemies. I'm really curious to see how long it takes for the entire party to kill him in his sleep.

If he miraculously survives, I don't want him to be totally inept. Like... powerful, but unfocused. Or maybe he's really bad at alchemy, but dips into a second class for something he can do when his plans blow up, literally, in his face.

Any suggestions? I suck at building characters, so if you could give me an idea in a bit of detail, (like, ok, 3 lvls of this, then switch to this for 4 lvls, then do the rest in this, or something like that) it would be much appreciated.


If you want him to create powerful explosions then multiclassing probably isn't useful. Alchemist bombs scale with alchemist level only (well, partially with a few prestige classes). You could usefully go with a different class entirely - sorcerer or kineticist can create decent explosions, or a rogue can create bombs via a talent - but I'm not sure that's what you're after.

If you really want to multiclass then you might take 4 levels in underground chemist rogue. This gives you the ability to use sneak attack with your bombs, and having sneak attack might be helpful to your plan B.


Honestly the alchemist prestige might be good for that sorta concept.

along with the newer prestige class centric feats. Though i'm not in aposition to look deeper atm.

hopefully i'll remember to come edit or post again~


Well, I've had to rethink this character concept a bit. Having an 8 intelligence, while intriguing from a roleplay perspective, means that 4 levels of underground chemist and then going to alchemist means that I still can't use a single bomb until I'm level 6 (4/2) because alchemists are allowed a number of bombs daily equal to their alchemist level and their intelligence modifier, in this case -1.

The GM has allowed us a 25 point buy, so now I'm considering going heavy into intelligence (for some reason HeroLab won't let me start with an int over 18) and a high dex, 20, with everything else pretty baseline between 8 and 12, and a charisma of 6, because, you know... goblin.

So, based on this, should I still do the 4 levels of underground chemist rogue before jumping into alchemist? I'm really unsure how he gets bombs before that alchemist level and how many he can use. Is the only benefit of the rogue levels the ability to use bombs as a stealth weapon? I know I'll be taking the Fire Bomber archetype as an alchemist, so does that play into it?

What if I went the other way with it? Grab some number of levels of alchemist, and then dip into underground chemist rogue for 4 levels.

What I really want is a powerful bomb tossing goblin who does pretty much nothing other than tosses bombs every round, while not caring all that much where they land. I don't really care about mutagens and extracts and such. I just want to be a mad firebomber.

The best part? This character is for Skulls and Shackles. Can you imagine the mayhem of a mad bomber on a floating wooden matchbox far out to sea?

Anyway, your advice is much appreciated.


Have you run this character by the party you're joining. Cause what you view as madcap fun the other players might view as an intolerable annoyance that ruins the game for them.

(characters like this are why i despise goblins as core in pf2)


Ryan Freire wrote:

Have you run this character by the party you're joining. Cause what you view as madcap fun the other players might view as an intolerable annoyance that ruins the game for them.

(characters like this are why i despise goblins as core in pf2)

Oddly enough, they are looking forward to it.

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