PFS Bomb Alchemist


Advice

Sczarni

Okay...I like my build and I like the path I have planned, but I still want opinions because I feel like I am missing a discovery or 2 that could be useful. Not sure how I can fit more into the build, so I will see what the community says.

Elf Alchemist 1

Stats
Str-14
Dex-16
Con-10
Int-18
Wis-12
Cha-7

Level 1
Feat-Point Blank Shot
Level 2
Discovery-Precise Bombs
Level 3
Feat-Precise Shot
Level 4 (+1 Int)
Discovery-Vestigial Arm
Level 5
Feat-Rapid Shot
Level 6
Discovery-Smoke Bomb
Level 7
Feat-Extra Discovery (Infusion)
Level 8 (+1 Int)
Discovery-Fast Bombs
Level 9
Feat-Two Weapon Fighting
Level 10
Discovery-Stink Bomb
Level 11
Feat-
Level 12 (+1 Dex)
Discovery-Poison Bomb

Not really sure what to put at 11 for my feat, but I just want input on the build. Keep in mind that I am an Elf so I of course have the Dex and proficiency to use a bow, so the goal is to take advantage of that.


If you really want to go all-out focusing on bomb damage, take the Mindchemist archetype, which replaces your Mutagen with a Cognatogen -- increases one of your mental stats (Int) while decreasing a physical stat (Str.) At level 5, my husband's alchemist does 3d6+7 bomb damage (Base Int 18, +2 (headband), +4 (cognatogen) for a 24 Int total.) He also took an extract called Targeted Bomb Admixture (1st level extract), which causes bombs to only hit a single target, but doubles the Int bonus to damage, so he can do 3d6+14 damage (or +15 with Point Blank Shot.)


Might I also suggest Iron Will at some point...since alchemist has a poor Will save, and I can only imagine how much your party would appreciate the feat investment the first time you resist Dominate Person.

Grand Lodge

Not sure why you need the Vestigial Arm discovery?


The grenadier archtype from the field guide is almost a given for a bomby type. About all you give up is the poison related stuff, and poison is WAY too expensive to use anyway.

Sczarni

I thought about the Targeted Bomb Admixture, but it wouldn't be until like level 11 I could snag that and by then that +5 damage is meh.

The Mindchemist is cool, but I'd rather have the ability to increase my Dex to hit and AC.

Grand Lodge

Stingchucks help when bombs run out.

Sczarni

blackbloodtroll wrote:
Not sure why you need the Vestigial Arm discovery?

I took the arm for AC and the ability to make and throw bombs using TWF + Rapid Shot in emergencies.

Basically it allows me to increase AC by 2, gives me another piece of armor to enchant with Fortification, and I can shoot a bow while weilding it.


ossian666 wrote:
I thought about the Targeted Bomb Admixture, but it wouldn't be until like level 11 I could snag that and by then that +5 damage is meh.

I'm not sure why you would need to wait this long...? It is an extract, not a discovery. You can buy a scroll of it for 25gp after your first scenario and add it to your formula book.

Quote:
The Mindchemist is cool, but I'd rather have the ability to increase my Dex to hit and AC.

Also keep in mind that bombs target touch AC, which is almost always lower than regular AC. My husband's alchemist almost never has trouble hitting things when he is within Point Blank range.

Also, is there a particular reason you put 14 into STR? So you can use a Composite Longbow with a +2 STR bonus? I personally would drop STR to 12 or even 10...your longbow is going to be your backup weapon for when you're out of bombs or don't want to use bombs on mooks, and the extra 1-2 damage is not worth it (to me anyway) when you could put the points into DEX to increase your attack rolls, or CON to increase your HP.

Sczarni

Maggiethecat wrote:
ossian666 wrote:
I thought about the Targeted Bomb Admixture, but it wouldn't be until like level 11 I could snag that and by then that +5 damage is meh.

I'm not sure why you would need to wait this long...? It is an extract, not a discovery. You can buy a scroll of it for 25gp after your first scenario and add it to your formula book.

Quote:
The Mindchemist is cool, but I'd rather have the ability to increase my Dex to hit and AC.

Also keep in mind that bombs target touch AC, which is almost always lower than regular AC. My husband's alchemist almost never has trouble hitting things when he is within Point Blank range.

Also, is there a particular reason you put 14 into STR? So you can use a Composite Longbow with a +2 STR bonus? I personally would drop STR to 12 or even 10...your longbow is going to be your backup weapon for when you're out of bombs or don't want to use bombs on mooks, and the extra 1-2 damage is not worth it (to me anyway) when you could put the points into DEX to increase your attack rolls, or CON to increase your HP.

I thought it was a discovery. I guess I remembered it wrong.

I went with the 14 Str for damage and carrying capacity. At level 8 or so I can toss out enough bombs to blow through my resources in 3 rounds. Hopefully I won't have to do that, but god forbid it happens. And so if I get forced into melee I am not completely crippled.

And to BigNorseWolf, I can't take Grenadier as an Archtype because I don't get Brew Potion so I can't qualify.

Grand Lodge

Grenadier is available is PFS.


Good old Pathfinder Society and their messed up wording...

Seeing as the Grenadier archetype is from the Pathfinder Society Field Guide, which was written specifically with PFS rules in mind, I think you'd be okay in taking it.

Sczarni

blackbloodtroll wrote:
Grenadier is available is PFS.

/)_-

I didn't realize that. Then I will probably take it. Just figured I couldn't because of the lost Brew Potion.

Grand Lodge

You choose your available archetype, and those that still have brew potion, get it replaced.

Sczarni

So then it would replace Extra Bombs?

Grand Lodge

ossian666 wrote:
So then it would replace Extra Bombs?

Yes.

Sczarni

Hmm gotcha.

So basically the consensus is drop Str and take Grenadier?

Grand Lodge

Muleback cords help you lug stuff around.


I'd get Smoke Bomb at 2 and Stink Bomb at 3 via Extra Discovery. Having Stinking Cloud 2-3 levels before anyone else is a nice boon, even though it only lasts 1 round and has half the normal area.

And Mindchemist is awesome. And yeah, drop str. Whether you put it towards dex, int, or con is up to you.

Dark Archive

blackbloodtroll wrote:
Muleback cords help you lug stuff around.

It's not a good idea to skip out on the cloak of resistance. A wand of

ant haul is cheaper and will easily last until you can prepare ant haul every day.

Anyway...

I think you're better off as a human if you're going grenadier, as you get longbow proficiency anyway. I would change the stats as follows:

Str 10, Dex 15, Con 14, Int 17, Wis 14, Cha 7

Your first stat bump increases dexterity and your second intellect; this also leaves you free to pick up Point-Blank Shot and Precise Shot at first level. You have your longbow to use for most fights, resorting to bombs only for the tough ones. 14 wisdom is to account for your poor save, because there's nothing quite like failing a will save. Especially because you'll be boosting dexterity with your mutagen, so you're effectively only going to have a 12 for the boss fight.

The beauty of this build is having Rapid Shot right at level 3; while you can't use it for bombs, you get the choice of throwing a bomb or firing off a few arrows, depending on how close to the fight you are.

Sczarni

StreamOfTheSky wrote:

I'd get Smoke Bomb at 2 and Stink Bomb at 3 via Extra Discovery. Having Stinking Cloud 2-3 levels before anyone else is a nice boon, even though it only lasts 1 round and has half the normal area.

And Mindchemist is awesome. And yeah, drop str. Whether you put it towards dex, int, or con is up to you.

I'd love to do that, but having Precise Bombs is kind of necessary I think. The group I have been playing with is 2 rogues, an oracle of flame, a kid that played a pregen and myself. So there is a lot of melee that I have to watch out for...

I will think about it though because it would be great.

Mergy:
I love humans and almost always play humans, but this time I wanted to go elf to change things up.

Grand Lodge

Smoker builds are encounter enders if done right.

Dark Archive

Unfortunately, the benefit from grenadier is lessened for an elf. Alright, you'll be out a feat but with slightly better primary stats.

Of course, if you're still going grenadier, you can pick up another martial weapon, so think about one that you'd like to have.

Have you considered master chymist?

Sczarni

Mergy wrote:

Unfortunately, the benefit from grenadier is lessened for an elf. Alright, you'll be out a feat but with slightly better primary stats.

Of course, if you're still going grenadier, you can pick up another martial weapon, so think about one that you'd like to have.

Have you considered master chymist?

I looked at the Master Chymist, but decided that it wasn't worth it if I was going to focus more on bombs. If I was going Beastmorph or something maybe.

I figure a good Martial Weapon would be the Elven Curveblade since its martial for me. Its the only other weapon I'd like to maybe have incase I am forced into melee.


You could do the elf grenadier and get proficiency with the longbow AND the lucerene hammer

Dark Archive

If you're forced into melee, glug an extract of invisibility and get out of melee. You shouldn't be in melee with a 10 strength.

Sczarni

BigNorseWolf wrote:
You could do the elf grenadier and get proficiency with the longbow AND the lucerene hammer

I like the sound of this.

Grand Lodge

Your melee should involve a withdraw action.


Grenadier archetype gets the Precise Bombs discovery at level 2 for free, just FYI.


Pfft. melees no trouble for an alchemist. Take your melee weapon out. 5 foot step bomb to the face. They step to thwack you, your party members flanks him. Wash rinse repeat.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / PFS Bomb Alchemist All Messageboards

Want to post a reply? Sign in.