Alchemist Build


Advice


Hello!
I just started a campaign, only 1 session so far, and I'm looking for some advice on how to augment my character. Please keep in mind that this is only my 2nd foray into any type of D&D game at all.

We're running a Pathfinder setting, starting 5th level with all relevant accouterments.
My build is 4 levels of Alchemist and 1 level of Scholar. Alchemist is my favored class and what I'll be leveling in for the rest of the game. I only dipped into Scholar for the knowledge feats, saves and armor bonus it grants at first level.

The first session went well, better than I expected, with my character doing the most damage in the only fight we had. My combat style uses precise bombs for throwing into melee, accompanied with a repeating crossbow on which I use Infuse Missile for fairly hard hitting range attacks. I have my eye on poison use as well, though that seems a tad complicated.

I think that's enough backstory, but let me know if you need any other info (I'm currently writing this with lack of sleep).

Has anyone out there played an Alchemist before? Basically I'm wondering about a couple of things; for instance, as I level, would it behoove me to focus on poisons? Are they worth it? I talked to my DM about my character modifying my crossbow repeater with a poison delivery system on the barrel, so that if I do decide to stick with poisons I can utilize the Sticky Poisons discovery on the repeater. That's fine, but, not having had a chance to test out poisons yet (the campaign started at a royal birthday ball, so I was able to smuggle in my repeater and bomb bag but not much else), I'd like to know just how much they'll help in combat.

Also, Flight. I would like my character to be have some means of flight/air movement. Right now, I'm pretty much limited to using a Levitate extract, but I have my eye on the "Wings" Discovery. Now, obviously, having wings lets you keep an extract slot open instead of creating a Fly extract, but are wings really worth it? Any downside to them, apart from possibly having them ripped off in battle via an unlucky turn of events?

Also, the Brew Potions feat versus the Extract Infusion discovery; am I right in thinking that, while I can create Cure light/mod extracts, I should just brew those as potions and save my extract slots for buffs and such? On that same note though, the Brew Potions feat says "An alchemist can brew potions of any formulae he knows (up to 3rd level)." What's to stop me from creating potions out of the buffs and other battle concoctions on the list (apart from limited gold to do so)? Basically, why do I need Extract Infusion for my party members if I can just brew potions that'll do the same thing? The explanation goes on to say that the "spell must be one that can be made into a potion," but where is the table explaining what can and can't be potionized?

Many thanks to any who can help me out here. I know I'm missing something, I just don't know what.

Sczarni

RandoTheGreat wrote:

Hello!

I just started a campaign, only 1 session so far, and I'm looking for some advice on how to augment my character. Please keep in mind that this is only my 2nd foray into any type of D&D game at all.

We're running a Pathfinder setting, starting 5th level with all relevant accouterments.
My build is 4 levels of Alchemist and 1 level of Scholar. Alchemist is my favored class and what I'll be leveling in for the rest of the game. I only dipped into Scholar for the knowledge feats, saves and armor bonus it grants at first level.

The first session went well, better than I expected, with my character doing the most damage in the only fight we had. My combat style uses precise bombs for throwing into melee, accompanied with a repeating crossbow on which I use Infuse Missile for fairly hard hitting range attacks. I have my eye on poison use as well, though that seems a tad complicated.

I think that's enough backstory, but let me know if you need any other info (I'm currently writing this with lack of sleep).

Has anyone out there played an Alchemist before? Basically I'm wondering about a couple of things; for instance, as I level, would it behoove me to focus on poisons? Are they worth it? I talked to my DM about my character modifying my crossbow repeater with a poison delivery system on the barrel, so that if I do decide to stick with poisons I can utilize the Sticky Poisons discovery on the repeater. That's fine, but, not having had a chance to test out poisons yet (the campaign started at a royal birthday ball, so I was able to smuggle in my repeater and bomb bag but not much else), I'd like to know just how much they'll help in combat.

Also, Flight. I would like my character to be have some means of flight/air movement. Right now, I'm pretty much limited to using a Levitate extract, but I have my eye on the "Wings" Discovery. Now, obviously, having wings lets you keep an extract slot open instead of creating a Fly extract, but are wings really worth it? Any downside to them, apart from possibly having them ripped off in battle via an unlucky turn of events?

Also, the Brew Potions feat versus the Extract Infusion discovery; am I right in thinking that, while I can create Cure light/mod extracts, I should just brew those as potions and save my extract slots for buffs and such? On that same note though, the Brew Potions feat says "An alchemist can brew potions of any formulae he knows (up to 3rd level)." What's to stop me from creating potions out of the buffs and other battle concoctions on the list (apart from limited gold to do so)? Basically, why do I need Extract Infusion for my party members if I can just brew potions that'll do the same thing? The explanation goes on to say that the "spell must be one that can be made into a potion," but where is the table explaining what can and can't be potionized?

Many thanks to any who can help me out here. I know I'm missing something, I just don't know what.

Lots of info here little buddy.

Poisons CAN be worth it, but they do require some money to make and the time to do so as well. Its definitely not something that you apply to every missile you fire and every weapon you swing. Its more of a "I can have a few shots of this prepped for a major fight" type of an option. Look into Purple Worm poison if that is the direction you want to go in.

Me personally I'd never take the Wings discvery...a few minutes of flight is just a way to overcome one small challenge not a means of travel at all. Just buy a wand of Fly because you can use it without any checks if its on your Formulae list.

Potions are A)going to cost money to make and B)you can't make a potion out of a spell that has a range of personal. The ability to make extracts of Shield and stuff is the true benefit of Extract Infusion. I can't tell you what to take because it seems like you'd be torn in a lot of directions if you keep going this way.

Right now it seems you are a bomber with a xbow as a nice back up. My advice...don't worry about doing everything or you will be mediocre at anything you do. I'd look at using your Discoveries to buff your bombs. Add Confusion, Tanglefoot, Force, Smoke, etc. to the bombs and be the damage/battle field control guy you have going right now.


Poisons are pretty expensive and have low save dcs, so not worth relying on in my opinion. Can be ok to have some for that pesky spellcaster once in a while, but as a primary means of offense it'll get expensive FAST. I'd rely mostly on bombs if I were you.

The Wings discovery is handy for flight - extract slots are rather precious, so I'd say it could be worth the discovery if you want to be flying a lot.

The reason you want the Infusion discovery is actually that it lets you hand out those extracts that normally *cannot* be potions (ie. Personal range spells, mostly). That way you can effectively "cast" personal range spells on others, which is a really big deal. Shield is great for martial types, for instance.
Can also be used to let your party use the more offensive powers such as Vomit Swarm or Dragon's Breath.


So i have played around the the alchemist a little bit, i am no expert that is for sure, but i will try and give you some pointers i have noticed. Poisons are good if you are able to have time to make them not sure about your settign and game style. The home brew poisoning repeating crossbow sounds cool and if your GM says its ok then there you go. It would be nice not to have to poison each bolt every time but that will make your crossbow pretty powerful with infused bolts and poison, but then again there is still a fort save. Im thinking flight would be very good for your character because it sounds like you are much more of a bomber then a mutagen melee character. So for brew potion and the infusion discovery, yes brew all the potions you can for your group but infusion lets you use sheild which cant become a potion on your buddys, that and i liked keeping one extract slot open so i can have the ability to decide what is needed on the fly. sorry about typos and rambling just got off work need to sleep.


you can brew as many pots as you have time and money for, and use extracts for spells. Also I would look at the feat focused shot, it allows you to use int damage with a standard action crossbow bolt.

wings are highly conspicuous, is the main drawback I would say.

prob w poison is they are really expensive and time consuming to make, but if you have a way to get it on the cheap I'd say have fun. I am not a fan of the sticky poison discovery, I think there are better ones, but that might be my personal feelings only

Sczarni

Keep in mind you guys that the wings can only be used a number of minutes per day equal to your class level...so at 8th level you can use your wings 0.5% of the day...


Alright, thanks for the insight, everyone.

So, poisons are meh, actions possibly used once or twice in a big fight.

Wings are limiting (time-wise) and maybe not worth it (although it would look pretty sweet).
I currently have Levitate in my formulae book (fly is 3rd lvl, and I can only make 2nd at the moment); is that enough to get around most obstacles?
GM says this is a low magic item game, so the chances of me finding/buying a wand of fly might be pretty slim. So, maybe just use levitate for now then upgrade to fly when I can?

ossian, I like your recommendation to stick with the bombs/buff/control fighting style. From that first battle, I already know it's gonna be fun throwing bombs in people's face.

Infusion is a discovery I already have, and plan on using, I just wasn't sure how exactly potions worked, and how the two methods could build on each other and not overlap.
Basically, Extracts are "free" but limited to daily use, and potions cost money but are theoretically of infinite use (or, taking a page from Douglas Adams, of a finite nature, but of such large potential for use that the finite just seems infinite).
So, no Personal spells from the list, just Touch, Close etc.
Also, potion brewing requires a length of time dependent on the original price, but only costs half of said price to make?

Sczarni

RandoTheGreat wrote:

Alright, thanks for the insight, everyone.

So, poisons are meh, actions possibly used once or twice in a big fight.

Wings are limiting (time-wise) and maybe not worth it (although it would look pretty sweet).
I currently have Levitate in my formulae book (fly is 3rd lvl, and I can only make 2nd at the moment); is that enough to get around most obstacles?
GM says this is a low magic item game, so the chances of me finding/buying a wand of fly might be pretty slim. So, maybe just use levitate for now then upgrade to fly when I can?

ossian, I like your recommendation to stick with the bombs/buff/control fighting style. From that first battle, I already know it's gonna be fun throwing bombs in people's face.

Infusion is a discovery I already have, and plan on using, I just wasn't sure how exactly potions worked, and how the two methods could build on each other and not overlap.
Basically, Extracts are "free" but limited to daily use, and potions cost money but are theoretically of infinite use (or, taking a page from Douglas Adams, of a finite nature, but of such large potential for use that the finite just seems infinite).
So, no Personal spells from the list, just Touch, Close etc.
Also, potion brewing requires a length of time dependent on the original price, but only costs half of said price to make?

You pretty much nailed it. I know most builds of characters already have things planned out but if you want to be the true hero drop a feat on Craft Wands. Then you can make wands out of any of your spells and activating them is free (no UMD check required). That would be a good call for you since Cure Light Wounds is on your class list and happens to be the cheapest method of healing in the game (obviously more for out of combat healing like after you win a battle to top everyone off).


Awesome, you guys really helped. I feel I have a much better grasp on the Alchemist's abilities now.

Bombs and Wands!

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