Support Alchemist?


Advice


I'm finally getting to play some Pathfinder and I've decided that a human Alchemist looks really fun to play. I've checked out this forum and Ogre's excellent guide but I'm trying to devise a different build. My idea is a purely support character with secondary ranged support. I'm currently going with Ogre's Dr. Strangelob build but maybe someone could suggest Feats and Discoveries that would be best to take for a support role.

So far:

Human Alchemist 1
Str 8; Dex 15; Con 13; Int 20; Wis 13; Cha 14;
Feats - Point Blank Shot, Precise Shot
Skills - Appraise, Bluff, Craft (Alchemy), Heal, Knowledge (Arcana), Knowledge (History), Linguistics, Perception, Profession (Merchant), Spellcraft, Use Magic Device

At level two my first Discovery will be Infusion, but after that it's up in the air.


Splash weapon mastery, and exotic weapon prof - Launching X bow or the gnome potion slinger.


Alchemist with Infusion is a good call as first discovery.

Frost or Force Bomb as 6 Level or 8 Level discovery are must haves, too. Ranged trip attacks (Force Bomb) or giving a monster the staggered condition (Frost Bomb) so preventing the monster from making full attacks can help your melee fighters a lot.

I would go with something like this:

Discovery 2nd Level: Infusion
Discovery 4th Level: Precise bombs (You will need this if you want to throw bombs to support your melee buddies)
Discovery 6th Level: Frost bomb
Discovery 8th Level: Force bomb

Feats:
1st Level: Point Blank Shot
1st Level: Precise Shot
3rd Level: Extra Bombs
5th Level: Rapid Reload (ligth Crossbow)
7th Level: Rapid Shot
9th Level: Extra Discovery(Fast Bomb)

Why human? Gnome is much better (Eternal Hope, Pyromaniac, more Bombs) but i guess that a personal choise for some reason ;-)

Good luck with your Alchimist

Breiti

Shadow Lodge

I'm currently running a 4th lvl melee achemist (which is sick with the previewed archtype included, 3 atacks with 2d6 sneak atack a piece) but looked into the support role when planning my character. I honestly think the various cloud-typed bombs would work very well for a support role as they debuff and control the battlefield very well.

Also poisoning those arrows would make for good debuffs while the other party members pummel on the enemies.


A little further info: we're only allowed to use the Core book and the APG. Otherwise, Splash Weapon Mastery may be nice but I don't believe we're using a grid and I think the secondary effects may not be as useful as in a more tactical game.

Human is a background choice but I like the extra skill point and 1st level feat. Gnome is an intriguing option though but would require rethinking my background, which is certainly not impossible.

As for poison, it seems like a spendy option that is fairly easy to negate once the opponents start getting better Fort saves. I'd rather save my money for creating potions that I can distribute to my teammates.


may i suggest a Mr Hyde alchemist?

Ogre has a great guide on these boards.

you can technically keep making mutagens several times in a day.

and Master Chymist is awesome, especially if you focus less on the bombs and more on tearing stuff apart. bombs run out very fast. especially with the fast bombs discovery. when ultimate magic comes out, may i reccomend a MR Hyde vivisectionist going master chymist? i'm sure a sane DM would rule that Master Chymist would stack for vivisectionist sneak attack.

Scarab Sages

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If you are going for support I would suggest investing in a wand of cure light wounds and at level 5 take the feat Master Alchemist.
Having Alchemists Fire/Frost/Acid along with Weapon Bleaches (Cold Iron, Silver, Adamantine) go a long way to help pull your party thru encounters that would otherwise be very nasty. And Master Alchemist will let you craft these items very quickly, and at 1/3 the cost of buying them, it can be a worthwhile investment.

As for discoveries, unless you are planning to do the 'smoker' route for area control/denial there aren't a lot of discoveries that are support (other than infusion).

I've played with the Strangelob and a melee build, both are very strong in different ways. I haven't built a poisoner yet... maybe next time.

Cheers!

Shadow Lodge

Well, poisons at first look do seem kinda crumby but the thing to remember is that the save gets progressively higher with each dose the target recieves. When you start applying poison to your parties weapons that can get nasty fast even with the low-save poison options.

And remember that you can craft your own poisons with craft: Alchemy which is a cheaper option than buying it.

An opening volley of poisoned arrows against the Big Bag can equal big hurt pretty quickly.


W. John Hare wrote:

If you are going for support I would suggest investing in a wand of cure light wounds and at level 5 take the feat Master Alchemist.

Having Alchemists Fire/Frost/Acid along with Weapon Bleaches (Cold Iron, Silver, Adamantine) go a long way to help pull your party thru encounters that would otherwise be very nasty. And Master Alchemist will let you craft these items very quickly, and at 1/3 the cost of buying them, it can be a worthwhile investment.

As for discoveries, unless you are planning to do the 'smoker' route for area control/denial there aren't a lot of discoveries that are support (other than infusion).

I've played with the Strangelob and a melee build, both are very strong in different ways. I haven't built a poisoner yet... maybe next time.

Cheers!

Unfortunately, I'm pretty sure that Master Alchemist doesn't cheapen the cost of items you make. It just saves time.


Cheapy wrote:
W. John Hare wrote:

If you are going for support I would suggest investing in a wand of cure light wounds and at level 5 take the feat Master Alchemist.

Having Alchemists Fire/Frost/Acid along with Weapon Bleaches (Cold Iron, Silver, Adamantine) go a long way to help pull your party thru encounters that would otherwise be very nasty. And Master Alchemist will let you craft these items very quickly, and at 1/3 the cost of buying them, it can be a worthwhile investment.

As for discoveries, unless you are planning to do the 'smoker' route for area control/denial there aren't a lot of discoveries that are support (other than infusion).

I've played with the Strangelob and a melee build, both are very strong in different ways. I haven't built a poisoner yet... maybe next time.

Cheers!

Unfortunately, I'm pretty sure that Master Alchemist doesn't cheapen the cost of items you make. It just saves time.

Right, but crafting it yourself means you spend 1/3 the value in the crafting and not the full value you would spend if you just bought it.

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