Alchemist Build - Single Shot, Heavy Hitter


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I've included the relevant rules text in spoiler tags, but the gist of what I'm working at is an Alchemist who is able to inflict a single, highly damaging shot per round. Because he would be using a weapon to deliver the attack, a one level dip in gunslinger is likely so that it would be possible to target touch AC. If my reading is correct, it should eventually be possible to fire a shot that deals

Weapon Damage
+ Bomb Damage(including int mod) from Explosive Missile
+ 1d6 fire and 1d6 acid +intelligence modifier from Alchemical Weapon*
+ Bomb damage again, including int mod, with Conductive weapon

When buffed with Targeted bomb admixture, then both applications of bomb damage will instead carry with them double the character's intelligence modifier in damage. In all likelihood, the character would make use of
Cognatogen to pump Int even higher. RAW everything here seems to work and my gut tells me it is legitimate, but I'd appreciate a lookover and any other input. Are there any other ways to add Int to damage for these massive (if resource intensive) attacks - the Kirin style feat chain seems a likely candidate. I'm also uncertain as to which damage portions would and would not be multiplied on a critical hit, so a little help there would be much appreciated.

*:

Using a Hybridization funnel, combine an vial of alchemist's fire with an acid flask.

Bomb(Su):

On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier.

Throw Anything(Ex):

An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Explosive Missile Discovery:

As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.

Grenadier Archetype Ability:

Alchemical Weapon (Su)
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck.

Conductive Weapon Property:

A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

Extract - Targeted Bomb Admixture:

When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.


Instead of Targeted Bomb Admixture, consider Immolation Bomb. Considerably more damage over time, and especially useful against the big brutes with lots of HPs.


I second that idea.

The Exchange

It does appear to all work. I don't know of anything else that directly adds int damage to your attacks, but here's a couple more things you may want to try:

Half-Orc favored class bonus:
Add +1/2 to the alchemist's bomb damage.

Focused Burn trait (Ultimate Campaign):
You know the secret of making punishing fire bombs. Any bombs you have that deal fire damage deal 1 additional point of fire damage on a direct hit per 2d6 of fire damage normally dealt (minimum 1 point). This additional damage does not apply to the bomb’s splash damage.

Immolation Bombs does do great over time but if you're looking for something that will add damage without taking away initial damage:
Sticky Bombs Discovery:
The effects of the alchemist's bombs are persistent and continue to damage creatures for 1 round after the initial damage. Creatures that take a direct hit from a sticky bomb take the splash damage 1 round later. Bombs that have effects that would normally occur 1 round later instead have those effects occur 2 rounds later. An alchemist must be at least 10th level before selecting this discovery.

And as for what multiplies on a critical (a lot of interpretation in here, not necessarily how your GM will rule):

Spoiler:

-The weapon you initially shot the critter with. All components as normal: ammunition, enhancement bonus, deadly aim, etc. Use the weapon's multiplier.
-The explosive missile "does damage normally" so on a critical the bomb portion does an additional (1d6 + int mod + all other static bonuses to direct bomb damage). Deadly Aim would not apply, it was already applied to the ranged attack (and can't affect bombs anyway).
-The grenadier's alchemical weapon ability does not multiply on a critical.
-Conductive is tricky. I would probably consider it "additional weapon damage dice" (even the int part) which don't get multiplied on a critical, but I can see a generous GM ruling it as multiplying.
-Kirin Strike says "as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2)." I read this as a special ability and probably would not multiply it. Again, GM rulings may vary.
-Targeted Bomb Admixture would double the int damage from the conductive bomb and quadruple the explosive missile (the additional damage is a static bonus on the bomb, not a damage multiplier).
-Point Blank Shot (if applicable) would do damage equal to the delivery weapon's muultiplier.

So by my interpretations here's an example of how much damage this would do:
Example:

10th level Half-Orc Grenadier Alchemist. Int 22. BAB 8. Targeted Bomb Admixture running. At least 3rd round of combat (Kirin Style entered and Kirin style used to identify creature in previous rounds). +2 Conductive Longbow. Deadly Aim, Point Blank Shot.

Longbow = 3 x [1d8 + 2(enhancement) + 6(Deadly Aim) +1(Point Blank Shot)]
= 3d8+27

Explosive Missile = 5d6(normal bomb damage) + 1d6(critical bomb damage) +2x[12(2xInt) + 5(Half-Orc) + 2 (focused burn)]
= 6d6 + 38

Alchemical Weapon = 1d6(fire) + 1d6(acid) + 6(int mod)
= 2d6 + 6

Conductive = 5d6(normal bomb damage) +12(2xInt) + 5(Half-Orc) + 2 (focused burn)
= 5d6 + 19

Kirin Style = 2x(int mod) = 12

Total = 13d6 + 3d8 + 102


Kirin Strike is double Int bonus to damage (I think). Pairs well with Mind Chemist but I don't know if that stacks with Grenadier. Focused Shot adds Int bonus but is standard action and I think limited to bows and crossbows.

The Exchange

Durngrun Stonebreaker wrote:
Kirin Strike is double Int bonus to damage (I think). Pairs well with Mind Chemist but I don't know if that stacks with Grenadier. Focused Shot adds Int bonus but is standard action and I think limited to bows and crossbows.

He did mention Kirin Strike in the initial post. The only problem with it is that it can't be used before the third round of combat. That's actually less of a problem with this build than others.

Round 1: Enter Kirin Style (swift). Drink extract of Targeted Bomb Admixture (standard).
Round 2: Identify with Kirin Style (swift). Drink extract of True Strike (standard).
Round 3: Kill! Use Grenadier alchemical weapon ability (move). Shoot Explosive Missile (standard). Use Kirin Strike (swift). Use conductive property (free).

Focused Shot is out because he couldn't use Explosive Missile at the same time (both standard actions).


Nah, save TBA for the times you can pre-buff right before combat, and don't bother with true strike.


Belafon wrote:
Durngrun Stonebreaker wrote:
Kirin Strike is double Int bonus to damage (I think). Pairs well with Mind Chemist but I don't know if that stacks with Grenadier. Focused Shot adds Int bonus but is standard action and I think limited to bows and crossbows.
He did mention Kirin Strike in the initial post. The only problem with it is that it can't be used before the third round of combat. That's actually less of a problem with this build than others.

Well just ignore me then! I'm gonna go not read something else.

Grand Lodge

There is some argument over whether or not you get to add you Int bonus to damage with Alchemical Weapon as the definition of Splash Weapon specifies that the weapon have a splash effect (which an acid flask used with Alchemical Weapon doesn't) and the descriptions of such items only say they can be thrown as splash weapons, not that they actually ARE splash weapons, i.e. they are only splash weapons when you throw them. I don't necessarily agree with this argument but it is valid enough you should check with your DM first.

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