Playing an Alchemist soon and I have a few questions.


Advice


Pathfinder Adventure Path Subscriber

Note: I've already read the Alchemist Guide in the Guide to the Guides.

I'm be starting at level 6 and playing a Gnome Alchemist focused on bombing and poisoning things. I'm planning on taking Point Blank Shot, Precise Shot, and Rapid shot as my feats as well as the Fast Bombs Discovery so I can throw multiple bombs a round. The problem I've found though is after the bombs run out, what do I besides try to poison things?

My idea was to throw Alchemical items like Alchemists Fire and Acid Flasks, but as far as I can tell there is no way to throw more than one of them a round because Quick Draw explicitly states that it does not work for these items. So my question is this: Is there a legal way to do this that I have missed?

Also, is Splash Weapon Mastery a feat worth taking? Sorry, I don't know how to make links.
http://www.d20pfsrd.com/feats/general-feats/splash-weapon-mastery


Most people use a crossbow or bow to use when bombs run out. but you could also pickup ferral mutagen an move into melee with piranah strike if your a Dex heavy build.

Personally bombs are more useful when combined with thier effect bombs like tanglefoot, stink etc and just because you have fast bombs doesn't mean you have to pump out your max every round. be more selective with bomb use and they don't run out.

no legal way to spam alchem items

if you just want to spam bombs look at the cognatogen archtype combined with targetted bomb admixture if you just want to pump out raw touch AC damage. (but again pure damage is a poor use of alch imho)

splash weapon mastery is meh in my opinion but depending on how your GM uses monsters in groups your mileage may vary


If guns are allowed, I would take two double barrel pistols. Almost all of your bomb feats apply to pistols, and when you're out of bombs, it'll give you a hefty opening salvo from the pistols, (two-weapon fighting - with or without the feat, since it's touch in close - and rapid shot, for a total of 3 shots on the opener) and a shot in the pistol the next round, in case you need to move and shoot.

Downside is, you have to spend your move action reloading. However, you're an Alchemist, so should be making Alchemical Cartridges anyways, and you can pickup Rapid Reload, making it a free action.

In addition, you can make bullets that allow you to do poisons on your shots too. You can also pick up Explosive Missile Discovery allowing you to add your Bombs to your shots as well (and this stacks with poison shots). It's a standard action to do, so it can slow your usage of bombs against a single target, while keeping your damage up - or if you have to shoot and scoot, and still need a bit more damage.


You post links by open square bracket url= http://www.d20pfsrd.com/feats/general-feats/splash-weapon-mastery close square bracket (description of link) open square bracket /url close square bracket.
Splash Weapon Mastery

You raise a good point. If you're conserned about actions, you could pick up bow proficiency, then with swift poisoning, or the grenadier archtype, you'll be able to have multiple attacks. I think that was already mentioned, but as for multiple splash weapons per round, there are gloves that allow you to store 1 item and retrieve it as a free or swift action, and the vanara race allows you to retrieve items as a swift action.

I'm planning on playing an alchemist next campaign. He'll be focused on bombing and buffing (with potions lased with narcotics for fun)*
subject to DM's approval


Malkier1023 wrote:
The problem I've found though is after the bombs run out, what do I besides try to poison things?

At level 6, you are going to have 9 to 11 bombs. That's a lot of rounds of combat tossing bombs and doing nothing else. Here are some other things to stretch out the bomb usage and/or do when you run out of bombs.

- use other splash weapons, you get your INT bonus on damage with them too

- use a +STR mutagen (pick up feral mutagen for a big boost or use a long spear for more AOOs and a bigger bonus damage from strength) and go melee for an encounter or two, combine this with a Bull's Strength extract to hit really hard (use the STR mutagent earlier in the day in case you get an hour make a new one)

- use the extract Vomit Swarm, you can redirect and auto damage in an area, lasts 6 rounds (level 6) for one extract, can potentially massively debuff with nauseate, distract spells, and gets a damage boost at level 7

- use Produce Flame (assumes a Pyromaniac gnome), you'll deal d6+3 damage touch attack at range, tossing up to 2 per round with your feats for up to 6 attacks


Cid Ayrbourne wrote:

If guns are allowed, I would take two double barrel pistols. Almost all of your bomb feats apply to pistols, and when you're out of bombs, it'll give you a hefty opening salvo from the pistols, (two-weapon fighting - with or without the feat, since it's touch in close - and rapid shot, for a total of 3 shots on the opener) and a shot in the pistol the next round, in case you need to move and shoot.

Downside is, you have to spend your move action reloading. However, you're an Alchemist, so should be making Alchemical Cartridges anyways, and you can pickup Rapid Reload, making it a free action.

In addition, you can make bullets that allow you to do poisons on your shots too. You can also pick up Explosive Missile Discovery allowing you to add your Bombs to your shots as well (and this stacks with poison shots). It's a standard action to do, so it can slow your usage of bombs against a single target, while keeping your damage up - or if you have to shoot and scoot, and still need a bit more damage.

just can't make alchemical cartridges with poison ;) ah well


Pathfinder Adventure Path Subscriber

Thank you for all the help and suggestions! I did go Pyromaniac so I'll definitely be using the Produce Flame thing you suggested and after looking everything over again I've decided to take your advice and use my bombs mostly for debuffing. Sadly, my GM wouldn't allow firearms so the gunslinger synergy idea had to be let go.

Thanks again for all the great info!


The str mutagen melee plan B is a good idea. Also note that you cannot get fast bombs until level 8, so you won't be able to start with it. If you plan on making poisons yourself the master alchemist feat (APG) is an absolute must, IMO. Otherwise it will take weeks of work to make a single dose of any of the more potent poisons using the standard crafting rules.


Danny Kessler wrote:
The str mutagen melee plan B is a good idea. Also note that you cannot get fast bombs until level 8, so you won't be able to start with it. If you plan on making poisons yourself the master alchemist feat (APG) is an absolute must, IMO. Otherwise it will take weeks of work to make a single dose of any of the more potent poisons using the standard crafting rules.

nah don't need str mutagen as a backup, if anything you'd just add ferral to your dex mutagen and piranha strike

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Adventurers Sash in Seeker of Secrets. While the Offical wording is a little strange, but look for the writers intent. You may be able to convince your GM to allow you to quick draw alchemist items with quick draw from that container.

Also, don't forget you have extracts and mutengens, which have plenty of uses in combat.


Make sure your GM is cool with a character who's into poisoning, because math.


Nagaji add +1/3 to crafted poison for alchemist

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