Alchemist Build help / suggestions


Advice


I'm still relatively new to pathfinder and would like some help in a build. I'm in a Rise of the Runelords campaign (no spoilers please) and my lvl 8 Hedge Witch died of massive damage due to a trap. I decided to reroll a lvl 9 Alchemist (we gained a lvl)

I was the group healer but we rarely took enough dmg to justify the amount of healing stuff I took. I don't mind a slight healing roll. My DM okayed a Healing bomb discovery. I'm kind of looking for a buff/controller build or just mainly support.

We have heavy damage dealing monk, a bow and Dorn Dergar toting dwarven ranger, an Ifrit Magus that will always go first, and the other guy is going to reroll a summoner.

I am open to suggestions everything including equipment, potions and poisons to carry around. I will have about 23,000gp to play with I think. I was thinking about using a heavy crossbow and taking some of the crossbow feats.


l3thlongshot wrote:

I'm still relatively new to pathfinder and would like some help in a build. I'm in a Rise of the Runelords campaign (no spoilers please) and my lvl 8 Hedge Witch died of massive damage due to a trap. I decided to reroll a lvl 9 Alchemist (we gained a lvl)

I was the group healer but we rarely took enough dmg to justify the amount of healing stuff I took. I don't mind a slight healing roll. My DM okayed a Healing bomb discovery. I'm kind of looking for a buff/controller build or just mainly support.

We have heavy damage dealing monk, a bow and Dorn Dergar toting dwarven ranger, an Ifrit Magus that will always go first, and the other guy is going to reroll a summoner.

I am open to suggestions everything including equipment, potions and poisons to carry around. I will have about 23,000gp to play with I think. I was thinking about using a heavy crossbow and taking some of the crossbow feats.

I've played an alchemist with a crossbow once, as far as i can remember using a heavy xbow isnt a good idea (or at least it was back then). Had to do with reloading and multiple attacks per round, might be different now with the new books.

What you could do is ignore bombs that do damage and pick things like dispelling bomb, poison, confusion so more utility and control.

If you want to buff others make sure you take the infusion discovery so you can give your ''spells'' to team mates.

Also, make sure to take the level 2 extract alchemical allocation, nothing like using high level potions every day...again and again... and again.

You could take an archtype that has some extra controlling options, or utility, bestmorph can grant things like blindsight at 10. Or the alchemist that gives summons for some more control/utility etc.

Race human and gnome give some extra favored class abilities that can be nice. Though gnome has kinda bad stats.

Just a few minor things to start with, alchemist has tons of options, good luck.

Lantern Lodge

You can have a look the Explosive Missile discovery. It allows you to:

"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. An alchemist must be at least 4th level before selecting this discovery."


I was thinking of going the smoke bomb route. Infusion and Alchemical Allocation are almost required in my opinion.

I really like the idea of a crossbow using alchemist but the more I think about it the worse crossbows sound. I might just be better off taking Martial Weapon Proficiency feat and use something from that. Maybe a Longbow.

However I don't really want to have to get on the front lines to be effective as there are going to be 3 other players trying to do just that and a 4th summoning stuff and a rangers pet. And almost every map we have played on has been close quarters. I anticipate some larger quarters soon but...

I was also trying to think of good poison using weapons. If I have it might as well use it right?
I do like the idea of the chirurgeon but it seems a little to much fluff for me


Be an Elf, elves make great alchemists and you automatically get longsword, rapier and bow proficiency.

If 15 point buy:

STR 11 (1)
DEX 14 (5)+2 = 16
CON 14 (5)-2 = 12
WIS 8 (-2)
INT 16 (10)+2 = 18 +2 (levels) = 20
CHA 7 (-4)

If 20 pt buy:

STR 11 (1)
DEX 14 (5) +2 = 16
CON 14 (5) -2 = 12
WIS 10 (0)
INT 17 (13)+2 = 19 +2 = 21
CHA 7 (-4)

In either case get a +4 headband of INT and a +2 belt of dex.

At 10th level I would really recommend the Chiurgeon considering you get Breath of Life as an infused extract, especially since you don't appear to have any other healer who'd be able to bring back the dead in your team.


I forgot Elves got those proficiencies. That would solve weapon choices and save maybe a feat or 2.

I suppose Breath of Life would be better than nothing and I can still get an item to give me poison immunity.


As the switch hitting ranger in this party, I approve of this advice. Ill also offer some even though Ill give it personally later, I3thlongshot. Elf is even better than it looks, because between that monk, some monsters, and the shear size of my dwarven beard, that -2 con you take shouldnt really be a problem. Alternativly you can always look at the tengu, they have an alternate trait that lets them pick a fee weapons they are always profficient in (super handy because if I remember right its based on int). They dont have adjustments in all the right places, but their racial abilities are nice and will grant you a decent will save with that +2 wisdom. Also, we dont do point buy, and we rolled heroic, so Id focus on Int, dex, con, then maybe wisdom. Str and cha are sadly not for you.

On last thing, your level nine, alchemists have immunity to poison in one level; and you currently have a +6 to resist poison. Youre good on poison.

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