Help Conceptualizing an Alchemist


Advice

Shadow Lodge

I have a very broad request for advice on alchemists. I think that I've discovered that it's not that I don't like alchemists, it's that I have absolutely zero concept on how to build an alchemist to do anything reasonably well, especially with my desire to have "different" character builds. It's almost as if everything just pigeonholes all Alchemists into a bomber or "Mr. Hyde" build. I want neither, but I’m willing to work with a hybrid of the two.

I have no interest in being optimized. Being useful is good, being optimized is not. In other words, I don’t want to be a fifth wheel, and I want to have moments to shine (as would any player). Furthermore, the idea of sitting in the back with a 20+ INT chucking bombs does not appeal, but neither does using feral mutagens (been there, don’t want to do that again). I do like the idea of a selfish magical rogue though, so that’s I suppose someplace to start.

I have the following PFS legal Tengu Alchemist build, and I’m looking for advice on direction.
The following cannot change
Level 4 Internal Alchemist/Crypt Breaker
STR: 14, DEX: 16, CON: 12, INT: 16, WIS: 12, CHA: 8
Feats: Point Blank Shot, Precise Shots
Discoveries: Precise Bombs, <One Open Slot>

So where to go? Give me some ideas that I might not be thinking of. Do I wind up taking mutagen to get rid of the horrible crypt breaker draught? Thoughts that have crossed my mind which I’d like insight on if you can are using Breath Weapon Bomb and staying in melee range, maybe going the mummification route, or maybe the spontaneous healing route. Is explosive projectile worth considering? Seriously, anything that gives me an idea or two.

The Exchange

I'd suggest chameleon but for pfs stealth don't come up nearly often enough. If you're wanting to go a magic rogue type character then things like tumor familiar for scouting might be good, mummification is certainly an option and one with a great deal of power behind it.

Another avenue you might want to consider is the debuffing bomber. You basically take a normal alchemist bomber role but replace the traditional nova with a lot of debuffing bombs. Confusion, madness, stink bomb. You become a kind of batman. Add to that the ability to craft items, disable device and maybe even infusion and you've got an interesting character who still has the option of pumping out real damage when they need to. And all without ever needing mutagens.

Oh and for debuffing, explosive missile can help a lot, the extra range certainly won't hurt. I find the question with explosive missile tends to be what you want more, range or touch ac.

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