Alchemist (Grenadier)


Advice


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This is kind of a spin off of an earlier thread. I figured i would make this thread without the baggage of the other.

I am really looking for a character that uses tactics and technology (alchemy) to gain an upper hand over his foes...
I have read in a couple places (from the dinosaurs mouth) that the grenadier still gets his bonus INT to damage with splash weapons, even if he uses an ability or discovery that causes said splash weapon to NOT splash. Thus, an alchemist still gets INT to damage with the Alchemical Weapon ability, as well as with the Explosive Missile Discovery.

I would use a crossbow for aesthetics, but it just isn't worth the extra feat... I would if i got Rapid Reload instead of martial weapon proficiency though! :D

Also, a Goz Mask, because those are pretty sweet.

Basically what i am going for here is a specialized infantry: a damage dealer with battle field utility.

How is this for a build?

20 point buy, Human Alchemist (Grenadier)

STR 12
DEX 14 (16)
CON 12
INT 16
WIS 13
CHA 8

1 Point Blank Shot
1 Precise Shot
3 Deadly Aim
5 Rapid Shot
7 Extra Bombs
9 Iron Will
11 Imp. Precise Shot
13 Improved Initiative
15 Improved Iron Will
17 Many Shot
19 Focused Shot? (I wonder if i can get INT to damage twice: once via Alchemical Weapon/Explosive Missile, again via Focused Shot?)

Discoveries
2
(2) Precise Bombs
4 Explosive Missile
6 Smoke Bomb
8 Force Bomb
10 Stink bomb
12 Poison Bomb
14 Infusion
16 Elixir of Life
18 Tanglefoot Bomb
20 Dispelling Bomb
20 Concussive Bomb
20 (Grand Discovery) Fast Healing???

Guess I would be using a Composite Longbow. I wouldnt mind fitting in Finesse and an Agile Spiked Gauntlet, but whatever, doesn't look like i have room. I also didn't see anymore Discoveries I really wanted to spend Extra Discovery on, am I missing something??

Thanks in advance!


One discovery you're missing is Fast Bombs to allow you to throw multiple bombs per round.


I didn't take it because Explosive Missile doesn't allow for it; otherwise i would have.


You don't have the diiscoveries to increase your mutagen's stat boosts but then it's not really themed well for the concept.

Other than that explosive bomb increases your AoE and adds a damage over time effect which is nice.


what should I swap out then?


Explosive bomb can go in your level 2 slot as you seem to have left that one open.

As to the Greater and Grand mutagens nothing says you have to take them but if you wanted to could do this i think.

1 Point Blank Shot
1 Precise Shot
3 Deadly Aim
5 Rapid Shot
7 Iron Will
9 Improved Initiative
11 Imp. Precise Shot
13 Extra Discovery Greater Mutagen
15 Improved Iron Will
17 Many Shot
19 Extra Discovery Grand Mutagen


you know you get precise bombs for free right? so there is another discovery you can make there


Thats why its in parenthesis. Because I get it for free from the archetype.

Sczarni

If you feel squishy remember that you can always take as a feat or discovery the Vestigial Arm and carry around a Heavy Darkwood Shield. You can enchant it nicely, its a good AC bump, you can still fire a bow or throw bombs, and even though you don't have proficiency it has zero ACP so it won't hurt you at all to use it.

Also keep in mind that, though people will argue differently, Point Blank Shot adds 1 damage to your splash damage as well. Its only 1 damage but hey everything counts.

Going Explosive Missile does kind of nerf your damage just so you know...you lose the ability to Nova or toss like 3 bombs with different abilities tied to them...its not something I'd want to do but its a neat concept none-the-less.

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