Psychonaut Alchemist


Advice

Liberty's Edge

Hi all,

I was thinking of making a Psychonaut Alchemist to supplement our group - the other players are a Ninja, a Paladin, and 2 Rangers so we could use some spell casting but I get twitchy with low skill points and/or BAB so I couldn't convince myself to go Wizard.

I thought Alchemist would be a good substitute and I liked Psychonaut so I could get some more versatility.

However, I feel pretty hosed looking at my prospective Bomb damage - if I get something like a force bomb I will be down to 1d3 base (and some improvements will be traded for other class features) so I am wondering if the Bombs will still be useful.

I could go half orc and get the 1/2 level boost, but will that make up for it? I'm honestly nervous anyway since with level + bomb seems like I will be running out.

The game is level 12, I'm replacing my Sleepless Detective, who just ran afoul of a Deck of Many Things and was trapped on the Plane of Air (one of the reasons PLane Shift is on my mind).

Thoughts? Can a 1d3 bomb be of use?

One possible alternative - although technically it's modifying the same class feature twice, the DM is ok with me going vivisectionist and having a d4 sneak attack (applying the die type reduction to sneak attack instead of the bomb). I like the additional infusions and free skill (Heal for Knowledge Nature) but I've found sneak attack underwhelming in the past, let alone with only a d4 die.

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