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Nejrael |
![Monkey](http://cdn.paizo.com/image/avatar/foreign-trader1.jpg)
The sticky bomb should work differently we all agree on that. It is true that 200 points of damage is way too much for a 10 level character. But what if the sticky bomb would do half damage on the second round would that be sufficient? Haven't done the numbers yet, but it might be acceptable and still be something you want to discover.
I also miss more options for the mutagen discoveries. Give it some options not just number crunching. Size increase, small amount of fast healing and damage reduction comes to mind.
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Zark |
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![Soulbound Doll (Bear)](http://cdn.paizo.com/image/avatar/PZO9027-Doll.jpg)
Zark wrote:ProfessorCirno wrote:Again: He can use Frost or Acid bombs can he not, or am I wrong?[..]
Again, protection from fire isn't a horrible rare thing. At the very least, it's a level 3 spell that almost every caster can and would learn.
Read through his build again. He explicitly uses all of his discoveries for damage in order to achieve this.
That's why I'm saying he's so obscenely specialized. If he changes any of those discoveries, his damage drops. He's stuck standing there, throwing fire bombs, and doing nothing else. Meanwhile the rogue is doing the same amount of damage, but has a plethora of other things he can do.
This isn't a big shocker. If you specialize to the extreme, you're good at the thing you specialize in. Consequently, when you specialize that much, it's much easier to shut you down.
Thanks for the feedback. I read through his build again. He can either pick acid bomb at level 12 or at level 10 he pick 2 potent bombs + fast bombs + sticky bombs + acid bomb or frost bomb.
The damage output would still be nasty. Especially if he pick the acid bomb: Creatures that take a direct hit from an acid bomb take an additional 1d6 points of acid damage 1 round later.So acid bomb is more or less as good as potent bomb.
If he choose Frost bomb, the damage isn't as good but there is a chance the target is staggered. Fun to use on those who don't have that good reflex saves, for example storm giants.
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![Young Master](http://cdn.paizo.com/image/avatar/GoL08YoungMaster.jpg)
One thing I saw was that the first Mutagen grants an 'alchemical' bonus to one of the physical scores.
Okay, I know I haven't thought this through, but I was wondering about an Alchemist/Barbarian multi-class who quaffs a mutagen (+4 alchemical bonus to Str), potion of Bull's Strength (+4 enhancement bonus to Str), and then Rages (+4 morale bonus to Str) - that's a whopping +12 bonus to Str? (different bonus types stack, and the Alchemist just added a new bonus type to the mix).
I say I haven't thought it though, because presumably an Alchemist/Barbarian multi-class would have to spread their ability scores pretty thinly across Str, Dex, Con and Int, but if the character was built to be more of a close-combat mutant fighter than a stand-back-and-throw alchemist, he could afford to dump-stat Dex.
Did someone mention "dangerous recklessness"?
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The Wraith |
![Xanesha](http://cdn.paizo.com/image/avatar/19_Boss-Lamia.jpg)
All right, I think this official announcement regarding Sticky Bombs should ease the fears of most people...
Hey there all,
I am making a few small changes to the classes that were rereleased on Monday, February 1st to correct a number of issues. To help ease the download rush, here are the exact changes.
Pg 6: The grand mutagen ability was changed so that is provides an alchemical bonus, not an enhancement bonus.
Pg 7: The sticky bomb discovery was changed. On the round after a direct hit it now deals damage equal to its splash. It does not repeat the full damage.
(...)
Jason Bulmahn
Lead Designer
Paizo Publishing
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nrrdgrrl |
I have found a few things with Alchemists: 1) they get so much in the first level, it's very tempting to poach level 1 as an alchemist as a rogue or wizard, gaining the some extracts, the ability to add intelligence onto splash weapons, two high saves, good hit points, and brew potion. I think that spreading out a few more of those things, and/or losing one of their good saves might be a good idea.
I agree with one of the first posts that there isn't as much to do with the book alchemical items. Perhaps an ad-mixture discovery allowing you to mix fire and acid, or having a flaming tanglefoot bag, thunderstones that deal electric damage, etc. Also upping the DCs maybe by adding the intelligence bonus to the saves to avoid, put out, etc.
Those are my thoughts.
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The Fool |
![Jester](http://cdn.paizo.com/image/avatar/carnival3.jpg)
I have found a few things with Alchemists: 1) they get so much in the first level, it's very tempting to poach level 1 as an alchemist as a rogue or wizard, gaining the some extracts, the ability to add intelligence onto splash weapons, two high saves, good hit points, and brew potion. I think that spreading out a few more of those things, and/or losing one of their good saves might be a good idea.
I agree with one of the first posts that there isn't as much to do with the book alchemical items. Perhaps an ad-mixture discovery allowing you to mix fire and acid, or having a flaming tanglefoot bag, thunderstones that deal electric damage, etc. Also upping the DCs maybe by adding the intelligence bonus to the saves to avoid, put out, etc.
Those are my thoughts.
I agree that the Alchemist gets a lot on the first level, but I think it's fine. The saves should remain the way the are, imo. They fit the theme very well.
I think that Paizo will have a lot of new alchemical items lined up when the book comes out and some feats goes with them.