Alchemist Archer Gish


Advice


Hey everyone. I'm re-working an Alchemist I've been thinking about after realizing that d20pfsrd.com is just wrong on quite a few of the Alchemist Discoveries and how they interact (it lists Tanglefoot Bomb and Confusion Bomb stacking with each other, for example). I had a chance to look at the actual books, and realized that you can't force a Will+Reflex+Fort save or die on Bombs alone, but the Grenadier's Alchemical Weapon can help the problem. My concept is to maximize debuffing and control abilities through Bombs while providing unique benefits to the entire party through Infusion. Here's the rough build.

Half Orc Grenadier; Favored Class - Alchemist (Favored Class Alternative:+ 1/2 to bomb damage)
STR: 10 DEX: 14 CON: 12 INT: 20 WIS: 10 CHA: 7
Chaotic Neutral

Racial Traits
+2 Intelligence
Darkvision (60 feet)
Orc Blood
Weapon Familiarity
(Alternative Racial Trait) Sacred Tattoo
(Alternative Racial Trait) Scavenger
Grenadier grants Martial Weapon Proficiency; (Composite) Longbow

General Traits
Reactionary
Highlander

Discoveries and Feats
Infusion (1), Precise Bombs (2) through Grenadier, Tumor Familiar (2) taking a Compsognathus, Improved Initiative (3), Explosive Missile (4), Smoke Bomb (5) through Extra Discovery, Wings (6), Stink Bomb (7) through Extra Discovery, Confusion Bomb (8), Fast Bombs (9), Sticky Bomb (10), Iron Will (11), Greater Mutagen (12), Improved Iron Will (13), Extend Potion (14), Wings again (15), Eternal Potion (16), Elixir of Life (17), Alchemical Simulacrum (Su) (18), Doppelganger Simulacrum (Su) (19) Grand Discovery: Awakened Intellect (20).

Here are some of my concerns, and if anyone could help me with them I'd really appreciate it.

Confusion Bomb doesn't "as written" allow for a save. We haven't started yet, but should it be house ruled to allow for a Will Save at normal bomb DC?

How does Sticky Bomb affect spell casting? Concentration checks are called for whenever there is continual damage, and a Concentration check of 10+(1/2 last continuous damage dealt)+spell level is needed to cast the spell. Sticky Bomb seems like it should be continual damage to me, but I can't find a ruling on it. If it does call for a check, what's the DC (It only ticks a single time, so does it use the initial damage/2?) Additionally, does the alchemical item Acid call for a Check? How about Acid Bomb?

If I'm using Explosive Missile to trigger a bomb, crit on the longbow's attack, does the bomb crit as well? If so, does it crit at x2 or at the longbow's x3? If it crits, the bomb deals (1d6+Int Mod+Half Orc ACF)x2 (or x3) + Xd6, right? Can I improve the base weapon's critical strike chance to boost the bomb's critical strike chance?

I've been trying to find ways to boost the Bomb's save DC (other than boosting Intelligence). I've found Ability Focus, but I'm not sure that applies to the Bomb - does it? Are there any other ways to boost the DC?

Sort of a side note, but how can I boost my Stealth skill? Using Alchemical Allotment + Elixir of Hiding + Reduce Person I can pick up a stacking +14 bonus on the check; are there other easy ways of doing so? (Easy is defined as not taking a feat/significant investment)

Also, if I'm misusing an ability or you see a better way to construct the character, please let me know! Thanks in advance.


d20pfsrd has been fixed now.


stealth: potions of invis/vanish, make some boots that boost the skill for 2500


Vuvu wrote:

stealth: potions of invis/vanish, make some boots that boost the skill for 2500

Invisibility is on my formulae list already if I need to, and since it's the same level as Alchemical Allotment it's simpler for me to just cast it - but I can't Snipe with it since it fades after the first attack. I can't find what a Potion of Vanish is on either the d20pfsrd or the official site - can you provide a description of its effects? Boots of Elvenkind and Shadow Armor both give Competence bonuses which don't stack with the +10 from an Elixir of Hiding, which is better unless I'm using the +15 variants (which are fairly expensive when compared to a 750g Elixir).

I can already hit crazy high levels of Stealth, and I'm trying to find a way to effectively Snipe at -20 without immediately being spotted. My Stealth base at level 5 should be (+2 Dex Mod, +2 Dex Mod from Mutagen, +10 Competence from Elixir of Hiding, +5 Skills Ranks, +3 Class Skill, +1 Trait Bonus from Highlander, +4 Size from Reduce Person) giving me a +24 bonus to Stealth, or +4 if I'm using it to Snipe.


vanish is just a 1st level spell. functions like invisibility but only last 1 rd per level max of 5

i missed the sniping bit so that will not help you.

belt of dex i suppose

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