Gnome alchemist


Advice


Based on this guy

picture

I want create a gnome alchemist. I've read the guides, and I want to focus on being a bomb maker, possibly adding cognatogen in order to explain the big head. Right now I'm thinking intelligence through the roof, decent dex, dump wisdom as far a five or six possibly. This is for a home game. What I want to avoid is being frustrated by my lack of bombs. Even with a high intelligence and taking the gnome favored class bonus for more bombs, I feel like I'll run out really fast. Is it legitimate to think that throwing flasks of fire and acid will work. I was thinking of taking the feat that gives intelligence to crossbows damage as a backup.

Thoughts.


First of all: congratulations on finding a miniature that you want to build a character around. I find it's a lot easier to have the "perfect" mini that way.

Second, regarding genuine advice, INT through the roof is a great idea, but don't go crazy with it; save some room to not have to dump WIS quite so much. If you are using a point-buy, it'll do better for you to leave WIS at 10 and pump INT to 16. Your Will Saves aren't going to be that great (in fact, they're going to kind of suck) and the extra +1 to bombs per day and damage per bomb won't be worth bombing your party.

It IS perfectly legitimate to think that throwing Craft: Alchemy splash weapons will work- you won't get those extra d6s, but you will get to catch your opponent on fire (DOT!) or switch damage type without a discovery. I wouldn't bother with the feat that gives +INT mod to crossbow damage, though, because there are so many other feats that I like for bombers (PBS, Precise Shot...)

I have enjoyed my Preservationist/Bomber quite a bit- I always have a couple of stirges up my sleeve for tough opponents and can bomb into melees as I see fit.

Let me know if you have any more specific questions; I would be glad to help (or try to!).


Abyssinian, I'm thinking going mind chemist, because the party likely wont have a rogue or wizard, so I will take on several knowledges and disable device. The character will be sort of a mad scientist. Maybe I will dump strength a bit if I can find a way to get someone or something to carry my stuff around. I was thinking if his strength is pretty low, the grappler in the group could keep him from being turned against the party if necessary.

What are your preferred feats? Did you do the whole point blank precise shot route. Obviously, I want the discovery that allows me to exclude allies.

How do you feel about the grenadier archetype?


alchemists add their int to the damage (and splash damage) of all splash weapons, even normal alchemical flasks like acid or fire.

make sure you get splash weapon mastery as one of your first feats, preferably your first.

i would go with a 17 int and 8 wis if you wanted to go the route of a mad scientist type. getting a -1 to will saves isn't going to kill you in the long run. put your level 4 stat boost into int for an 18.

for discoveries, force bombs is really all youll need, having both fire and force will allow you to damage pretty much anything. you can choose any other discoveries that look interesting, i suggest infusions to hand out to your party.

take extra bombs feat if you like, but you should have plenty of bombs as you go up in level. don't take any crossbow feats.


Asthyril makes a good point with the Force Bombs discovery if you get the opportunity to start at or past 8th level. He (she?) also makes a great point about wisdom- is your GM one who is going to force a lot of will saves? If not, +INT, +INT, +INT! However, I play in a purposefully balanced campaign (PFS), so a gimped will save could mean that I am no longer welcome in a venue that I helped open.

As for preferred feats, I go with Point-Blank-Shot & Precise-Shot, with Precise Bombs as my 2nd level Discovery. Following that, pick what adds to your preferred style of play, for instance Toughness if you find yourself being targeted often or a feat for flavor if you enjoy roleplay. Splash Weapon Mastery is all fine and good, but it has a little bit of overlap of purpose with (what I consider ABSOLUTELY necessary for a bomber: Precise Bombs). If you didn't take a trait that gives you +Will, you really ought to take a feat that does (really, if you like a balanced character, you will do both...).

I'm still here..if intermittently, let me know if you have any more questions.


Abyssian, I'm actually looking at building a gnome Preservationist/Bomber as well. And yeah, your first feats/discovery is just what I was planing on taking. I'm planing on having some other splash weapons to use in between bombs (starting with some acid flasks) and I'll be carrying around a few short spears as fallback as well.

Any sort of tips/tricks in regards to the bottled ally spell? Are you allowed to throw the bottle or does the creature always start next to you?


Despite the fire type, Alchemist's Fire is an excellent opener; the catching on fire thing really is where it's at if you don't pick up extra books (Inner Sea Pirates for Tar Bomb).

I highly recommend Stirges as a go-to bottled ally pick. They really don't miss at low levels (+7 touch, IIRC) to give a -1/round CON penalty is pretty sick. Don't hate on stirges, they will serve you well for your entire career. As you get higher level you may want to pick up Planar Preservationist for the SLAs.

Never forget, though, your dependency on a couple of elements! Keep some acid flasks handy and some cool magic items (I really like the one in Ultimate Equipment "paper swarm," check it out).


Abyssian wrote:

Asthyril makes a good point with the Force Bombs discovery if you get the opportunity to start at or past 8th level. He (she?) also makes a great point about wisdom- is your GM one who is going to force a lot of will saves? If not, +INT, +INT, +INT! However, I play in a purposefully balanced campaign (PFS), so a gimped will save could mean that I am no longer welcome in a venue that I helped open.

As for preferred feats, I go with Point-Blank-Shot & Precise-Shot, with Precise Bombs as my 2nd level Discovery. Following that, pick what adds to your preferred style of play, for instance Toughness if you find yourself being targeted often or a feat for flavor if you enjoy roleplay. Splash Weapon Mastery is all fine and good, but it has a little bit of overlap of purpose with (what I consider ABSOLUTELY necessary for a bomber: Precise Bombs). If you didn't take a trait that gives you +Will, you really ought to take a feat that does (really, if you like a balanced character, you will do both...).

I'm still here..if intermittently, let me know if you have any more questions.

i believe you are misunderstanding what precise bombs and splash weapon mastery do. there is no overlap at all. splash weapon mastery basically lets you increase the size of your bomb area. even if it is just 1 square, you only need 1 square to hit another target you couldn't get otherwise. precise bombs lets you exclude squares if necessary. that is 2 completely different things. and seeing as one is a discovery and the other is a feat, there is no overlap as to when to choose it either.

trust me, get splash weapon mastery as soon as you can.


Overlap of purpose. They do not do the same thing at all, but they both manipulate placement of affected squares. Between the two (and you really are going to want at least one), I greatly prefer Precise Bombs since it keeps bombing into melee from turning into PVP (as long as you hit!). If you routinely run into large groups of lesser enemies, SWM will greatly out-perform Precise Bombs but I've found that the needing to exclude my allies comes up more frequently than wishing I could affect that one extra square. It would be completely reasonable to take both, though, so there's really no need for us to argue which is better.

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