For an Alchemist ‘Bomber’ Build, Some Problems and Possible Fixes


Round 3: Alchemist and Inquisitor


My point is view is as a Pathfinder Society player so I’m never going to go above 12th level. This gives a grand total of only 3 discoveries: one of which has to go to ‘Infusion’ as described below and another I won’t get until 12th level and so will see very little play. Spells will never go above 4th level.

That leaves me with only one interesting discovery for most of my character’s career which is disappointing as I want to be a ‘variety’ bomber.

An Alchemist who wants effective bombs (the ‘Bomber Build’) is going to want an intelligence score as high as possible with a decent Dexterity as well. That leaves very little for Str and Con meaning he will not be in melee. The spell list of the Bomber is of very little help to him in combat as he needs little defense because he will stay away from melee as much as possible. His attacks are ranged touch anyway so bonuses to hit are not very enticing either. In order for his spell list not to go to waste he will have to take infusion so he can at least buff his party. Taking infusion removes one of his precious discoveries just to fix this problem. (Yes, I know Fly and Greater Invisibility are exceptions for a Bomber but the point still holds in general)

Potential Fixes:

Learn a new Discovery in place in one already known. This would allow discoveries fun at low levels to be replaced with more effective ones at high levels. An example is replacing Explosive with Smoke in order to qualify for Poison bomb at 12th level.

Allow an Alchemist to ‘drain’ his spell slots to give his bombs more damage or more status effects (stunning, blinding, slowing, expanded splash zone, etc..). This option allows him to remain ‘selfish’.

Another option is to have buffing bombs that he detonates around the party such as ‘Haste’.
This would use up on of his bombs for the day as well as a as a spell slot

Another option is to make infusion a class ability so it doesn’t use up one of the precious discoveries.

Another option is have lesser and greater discoveries. Greater discoveries are at 4th,8th, and 12th level as they are now but only include the more powerful discoveries.
Lesser discoveries would be at 2nd, 6th, and 10th and would include Feral Mutagen, Infusion, Smoke bomb, Sticky Poison, Shock Bomb, & Acid Bomb.

A stronger option was put forward elsewhere: discoveries every even level: I would take: Explosive Bomb, Force Bomb, Smoke Bomb, Frost Bomb, Stink Bomb, Poison Bomb, Sticky. These would provide lots of fun variety and I don’t think overpowered.

-Larry

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