Alchemist help


Pathfinder First Edition General Discussion


im basically so lost on this guy, but he seems like a lot of fun. what would you suggest for a alchemists weapon option? i imagine it would be ranged but melee works too. something to fall back on when im out of bombs, something i can poison (or poison the ammo)

edit: oh and i forgot, i love the idea of the extra arms/tentacles, but how would i take advantage of them? since i cant use them with attacks unless i invest more feats, i was hoping instead the extra arms would help action economy wise.


There are two builds - The mad bomber that sticks to the rear and blows stuff up and the crazy dr. jekel/mr. hyde version that buffs up physical stats and runs into melee.

Mad bombers get a ranged weapon, the other kind either get melee weapons or get the discovery that gives you natural attacks (since the class can't use martial weapons)


so my choice would probably just depend on what my party needs at the time of creation. i guess the weapons would be pretty vanilla. ranged=long bow probably, melee = natural attacks i imagine.

Scarab Sages

w01fe01 wrote:
so my choice would probably just depend on what my party needs at the time of creation. i guess the weapons would be pretty vanilla. ranged=long bow probably, melee = natural attacks i imagine.

Since you're likely to not have a high strength if you're a bomb lobber, I'd suggest Crossbow. That said, if you're already throwing things, javelins and short spears are a thought... and both Point Blank Shot and Precise Shot will be useful for thrown as well as ranged weapons.

If you go melee, one option might be to go with an Elf, as that would get you longsword and rapier (also shortbow and longbow).

RPG Superstar 2013 Top 16

Since you'll be likely be in relatively close range and take Point-Blank Shot and Precise Shot for the sake of your bombs, you could consider taking Focused Shot as well. That will give you decent damage until you're high enough in level to rely more on bombs, and doesn't require as much investment in the whole Rapid Shot/Manyshot tree.


light or heavy crossbow? id probably go melee with the for the hyde build. also, anyone know the benefit of having hte extra arms outside of spending feats to wield more weapons?

Scarab Sages

w01fe01 wrote:
light or heavy crossbow? id probably go melee with the for the hyde build. also, anyone know the benefit of having hte extra arms outside of spending feats to wield more weapons?

It's much like the tiefling's prehensile tail. Also useful for retreiving things from a Handy Haversack... cue up those extracts. :)

RPG Superstar 2013 Top 16

Unseelie wrote:
It's much like the tiefling's prehensile tail. Also useful for retreiving things from a Handy Haversack... cue up those extracts. :)
PRD wrote:
An alchemist can draw and drink an extract as a standard action.

Drawing an extract doesn't take a separate action. So no need for getting it ready like that :-)


so there is no real mechanical benefit for having these extra arms?

RPG Superstar 2013 Top 16

Well, you can weild a two-handed weapon with a shield, plus have a hand open for throwing bombs or drawing and drinking extracts. Or you could have potions ready the way you mentioned extracts. And it would probably give you an insane bonus to Perform (juggling).


I play the melee alchemist (visectionist). That means he uses sneak attacks instead of bombs. I still have a good craft (alchemy) bonus, so during the downtime I use it to create flasks of acid/alchemist's fire. I still use throw anything so the damage isn't bad, and being a touch attack means I hit mostly when the target is out of melee. Good luck!


i could see the shield bonus as bieng nice, but aside from that. would holding a weapon in one, a bomb in another and a potion in third really help *mechanically* in the game?

a alchemist can drag and drink a potion as a standard action, would having it at the read make it a swift/free action?

would having a bomb at the ready be faster/better then taking out a bomb?

these are the things i wonder.

Grand Lodge

w01fe01 wrote:
light or heavy crossbow? id probably go melee with the for the hyde build. also, anyone know the benefit of having hte extra arms outside of spending feats to wield more weapons?

Go with light crossbow for the reload rate unless you take the Explosive Missile Discovery. In which case go with a heavy underwater crossbow...or a few levels in Gunslinger and a pistol.

Grand Lodge

w01fe01 wrote:

i could see the shield bonus as bieng nice, but aside from that. would holding a weapon in one, a bomb in another and a potion in third really help *mechanically* in the game?

a alchemist can drag and drink a potion as a standard action, would having it at the read make it a swift/free action?

would having a bomb at the ready be faster/better then taking out a bomb?

these are the things i wonder.

Alchemists draw & drink their formulas as a Standard Action. They draw & drink potions just like everyone else.


yes i know, but that doesnt answer my question. would having it at the ready make it a swift/free action? holding it in one of your 3/4 arms.

Grand Lodge

w01fe01 wrote:
yes i know, but that doesnt answer my question. would having it at the ready make it a swift/free action? holding it in one of your 3/4 arms.

It would mean you would not have to draw it as a move action that provokes. It would still be a Standard Action to drink unless you took a level in Drunken Brute Barbarian.


dont alchemists eventually get something that lets them draw and drink without provoking AoO? ill have to double check

Liberty's Edge

Drinking a potion is still a standard action, unless you take the Accelerated Drinker trait, which makes it a move action (which does not work for extracts).

An alchemist creates and throws a bomb as a single standard action; same for preparing and drinking an extract. IIRC, a bomb becomes inert if not thrown in the same round it is created. So no, having extra arms does not help with action economy in these cases.

As far as extra weapons for the bomber, remember that an alchemist gets his INT bonus added to other splash weapons, such as acid, alchemist's fire, and holy water. Although, in the final analysis, arrows and bolts are cheaper.


so what im getting is there is no real in combat benefit aside for being able to equip a shield.

kinda sad, but saves me feats i guess.


Quote:
edit: oh and i forgot, i love the idea of the extra arms/tentacles, but how would i take advantage of them? since i cant use them with attacks unless i invest more feats, i was hoping instead the extra arms would help action economy wise.

It actually does. You can effectively juggle between using the feral mutagen feature and a two handed weapon because you have an extra hand to pass the weapon to when you are full round attacking with the feral mutagen.

Quote:
An alchemist creates and throws a bomb as a single standard action; same for preparing and drinking an extract. IIRC, a bomb becomes inert if not thrown in the same round it is created. So no, having extra arms does not help with action economy in these cases.

Wrong. Fast bombs in theory would allow you to full action attack with a combination of any ranged weapon and bombs meaning that you can actually wield a longbow and then chuck a bomb as a full round attack.


If you do go the melee route I strongly suggest the Ragechemist archtype, And then Master Chymist and going with natural weapons. Take the feral Mutagen for three natural attacks, and a tentacle for a fourth (only in a natural attack progression), and haste yourself for a second bite (giving you 5 attacks long before most other classes). The Brutality ability from MC and the strength bonuses from your mutagen will make you a pretty formidable combatant. Add wings and an amulet of mighty fists to taste.


Ragechemist is great, if you want to suck up a lot of Restoration spells from your party. Once you hit level 6, you risk going down from Int penalty in every single fight, and that's assuming you have more than 14 intelligence on your melee brute.


It's not an issue if you focus on having high will saves. And any alchemist is going to have a decent int. I pride those over dex and con, and cha is a straight dump stat.

Scarab Sages

RainyDayNinja wrote:
Unseelie wrote:
It's much like the tiefling's prehensile tail. Also useful for retreiving things from a Handy Haversack... cue up those extracts. :)
PRD wrote:
An alchemist can draw and drink an extract as a standard action.
Drawing an extract doesn't take a separate action. So no need for getting it ready like that :-)

Ah. Potions then... so you can use those backwash potions more quickly. ;)

Anyhow, it wouldn't be my first choice but it does have its uses.

Scarab Sages

Pupsocket wrote:

Ragechemist is great, if you want to suck up a lot of Restoration spells from your party. Once you hit level 6, you risk going down from Int penalty in every single fight, and that's assuming you have more than 14 intelligence on your melee brute.

Of course, if memory serves correct, the Alchemist can also make Restoration potions, and Alchemical Allocation will help keep the costs down some.


having extra arms, could let you dual-wield 2H, which i dont think anyone else can boast. also, potential for natural smackings. can 2H+shield, can just hold a potion out to someone for them to grab.

shoot + hold on to a wall/rope.


or a ring on an unassailable location


The beautiful thing about the Alchemist is there are several different ways to build them and they are always helpful in any party - provided the player is somewhat intelligent.


Unseelie wrote:


Since you're likely to not have a high strength if you're a bomb lobber, I'd suggest Crossbow. That said, if you're already throwing things, javelins and short spears are a thought... and both Point Blank Shot and Precise Shot will be useful for thrown as well as ranged weapons.

If you go melee, one option might be to go with an Elf, as that would get you longsword and rapier (also shortbow and longbow).

Why not spears instead of short spears?


syrenge spears?

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