Best Alchemy for Grenadier Alchemical Weapon


Advice

Grand Lodge

I'm working on building my support bard / grenadier, and I am thinking one of his main combat roles (besides buff / distract / bomb) will be adding alchemical effects to the fighter / archer's weapons. (he sure as heck doesn't seem to hit much, so not much point adding them to his own.)

Beyond the obvious "add monster's elemental weakness" what is your recommendation for the best alchemy to use against a generic, living, target? It's not really going to be relevant for 2 more levels, so I have time to work up to it.

Lantern Lodge

Ghast retch flask? - It is thrown as a splash weapon and the flask breaks on impact, releasing noxious dust. The target is nauseated for 1 round and sickened for 3 rounds after that. A successful DC 12 Fortitude save prevents the nauseated condition, but not the sickened condition. Creatures within 5 feet of where the flank hits are sickened for 1 round. This is a poison effect. Crafting this item is a DC 20 Craft (alchemy) check.

Works even if target saves against the nauseated.

Liberty's Edge

Tanglefoot bags and holy water are working well for me.

I'm a simple guy, what can I say.

But the best part of that trick is the ability to decide on the fly, based on opponent and circumstances.

Silver Crusade

Another sweet item to load into it is a Burst Jar, which coats them with a sonic fluid. The round after if they don't spend a standard action to remove it, it deafens them for a round and deals a point of sonic damage with no save. Combo them both with a Hybridization Funnel, and completely cripple most opponents.

Grand Lodge

Ghast Retch Flask is what I'm leaning toward. I lose the splash (only affects target) but I also don't lose the alchemy on a miss, and my allies in melee don't get splashed.

N.Jolly, I'm not sure if the Hfunnel works with this trick, and I'm not sure if deafening for a round is worth it, especially on a one round delay.

and the power says only powders and liquids, so I'm not sure if tanglefoot bags count.

Lantern Lodge

According to some paizo sources like James Jacobs, tanglefoot bags cannot be used with the Grenadier's Alchemical Weapon ability.

Silver Crusade

FLite wrote:

Ghast Retch Flask is what I'm leaning toward. I lose the splash (only affects target) but I also don't lose the alchemy on a miss, and my allies in melee don't get splashed.

N.Jolly, I'm not sure if the Hfunnel works with this trick, and I'm not sure if deafening for a round is worth it, especially on a one round delay.

and the power says only powders and liquids, so I'm not sure if tanglefoot bags count.

Well it's either that or they spend a standard action scraping it off, and it's a splash weapon so it's your splash damage at minimum. Although if a tanglefoot bag won't work, by rules a tangleBURN bag should, despite being far more expensive. But jamming that into something would be like getting 3 alchemical items in one.

Grand Lodge

Alchemical weapon is:

Coat the weapon with powder or liquid, no splash effect, but the next target hit by the weapon takes the primary effect of the alchemical powder or liquid.

so tanglefoot and tangle burn bag are both out, though theoretically you could decant the powder from the tangle burn, and put *just* that powder onto the weapon.

Grand Lodge

Secane wrote:
According to some paizo sources like James Jacobs, tanglefoot bags cannot be used with the Grenadier's Alchemical Weapon ability.

It depends entirely on whether or not your DM defines a goo of tar and resin to be a liquid and that can depend on what source he is using for the definition.

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