Making an Alchemist, need assistance


Advice


Well, recently my playgroup finished my custom campaign which went out with a bang, and was enjoyable for everyone. Next person hosting is doing a module, and all of us have to play slightly out of our normal confort zone, in my case outside of playing a main spellcaster.

That said, I've been toying around with the idea of a ranged support alchemist that also has a bit of bulk going for him, so he can more or less almost be a frontline medic with infusions.

Thoughts so far as far as discoveries and bonus feats.

Human Internal Alchemist
Level 1: Far Shot, Point Blank Shot
Level 2: Precise Shot, Infusions Discovery
Level 4: Precise Bombs Discovery, Rapid Shot
Level 6: Fast Bombs Discovery, Extra Discovery- Spontaneous Healing
Level 8: Force Bomb Discovery, Extra Discovery- Confusion Bomb
Level 10: Preserve Organs Discovery, Extra Discovery- Mummification
Level 12: Smoke Bomb Discovery, Extra Discovery- Stink Bomb
Level 14: Combine Extracts Discovery, Extra Discovery- Healing Bomb

Currently, the GM is thinking of going with 20 point buy, so my stats are currently...
10 Str, 14 Dex, 14 Con, 18 Int (16+2 because of human), 12 Wis, and 8 Cha.

Now, I do realize that I could go more heavily into the two weapon fighting to get more bombs off, however I feel having versatility would be better, let alone being able to throw 3 different bombs with 3 different saves to royally screw over any potential of getting out of harms way 100%, and being afflicted with something. Additionally, I feel like I should pick up Healing Bomb earlier, but at the same time struggling to find room for it in an earlier spot. Are there any recommendations that you guys would make on improving the build long term?


First of all, you should read this guide. Extremely helpful.

For a support alchemist, check the Clone master, the Grenadier and the Preservationist archetypes. I suggest avoiding the Internal alchemist (it kills your bomb damage with no good reason), but the two of the above stack with Internal alchemist if you do not want to change it. Also, teh Chirurgeon archetype is geared more to the support role than any otehr archetype.

For a ranged build, you also want at least 16 Dex after racial IMO.

I will check into the feat / discovery progression when I have more time.

Shadow Lodge

To make your job harder, you'll want to very seriously consider the Splash Weapon Mastery discovery if you have the book for it.


Thanks for the link to the guide.
Quite a bit of helpful information, such as the Splash Weapon Mastery over Far Shot.
Missed the fine print on Throw Everything providing the int bonus damage to the bombs... Thank you for pointing that out.
Did not know there was the magical item that essentially provided the Combine Extracts Discovery. Good to know.

Revised thinking: Human Alchemist (No archtype)
Level 1: Splash Weapon Mastery, Point Blank Shot
Level 2: Precise Shot, Infusions Discovery
Level 4: Precise Bombs Discovery, Rapid Shot
Level 6: Fast Bombs Discovery, Extra Discovery- Spontaneous Healing
Level 8: Force Bomb Discovery, Extra Discovery- Blinding Bomb
Level 10: Preserve Organs Discovery, Extra Discovery- Mummification
Level 12: Smoke Bomb Discovery, Extra Discovery- Stink Bomb
Level 14: Tumor Familiar Discovery, Improved Familiar (Faerie Dragon)


Pretty good. Your progression seems very nice. I would still consider the Grenadier archetype though, the alchemical allocation ability is great, and precise shot for free is not a bad deal either.


Grenadier is a great way to trade some poison class features into some cool, useful ones.

I have a PFS alchemist that I had to think really long and hard choosing an archetype to trade out poison stuff. I ended up going with Preservationist. They aren't terribly powerful, but summoning (even SNA) is quite useful, so it's what I went with.

*fun little fact that contributes to Preservationists' awesomeness: "casting" an extract is a standard action. Only Summoners and YOU can summon as a standard action.

Silver Crusade

Abyssian wrote:

Grenadier is a great way to trade some poison class features into some cool, useful ones.

I have a PFS alchemist that I had to think really long and hard choosing an archetype to trade out poison stuff. I ended up going with Preservationist. They aren't terribly powerful, but summoning (even SNA) is quite useful, so it's what I went with.

*fun little fact that contributes to Preservationists' awesomeness: "casting" an extract is a standard action. Only Summoners and YOU can summon as a standard action.

Grenadier is basically frosting, it is straight up better than a vanilla Alchemist in just about every way. Also you can't take Fast Bombs until Level 8, and Rapid Shot would be better to take at 7 due to this fact although it is helpful with the Longbow you could be using with Grenadier/Hunter's Eye trait.

Also I'm pretty sure there's a feat that lets Wizards standard action summon, but it requires a save to avoid fatigue.


Pathfinder Rulebook Subscriber

How are you getting Precise Shot at level 2?


The best thing about your build is the presence of "Extra Discovery" at damn near every level. There are a tiny amount of feats that are better than more discoveries.


How about something like this?
1 point blank shot, precise shot
2 precise bombs
3 splash weapon mastery
4 infusion
5 quick draw
6 wings
7 rapid shot
8 rapid bombs
9 extra discovery: force bomb
10 sticky bomb
11 extra discovery: alchemical simulacrum
12 tumor familiar
13 improved familiar
14 greater alchemical simulacrum
15 extra discovery: extend potion
16 eternal potion


I agree. The Grenadier archtype is the best option for ranged support.
You get precise bombs free at 2nd and the alchemical weapon feature is fun.
Get yourself a hybridization funnel early. It is only 200gp!


Ok, did ALOT of toying around. After Much toiling about, this is what I came to a conclusion of.

Human Grenadier Alchemist
Level 1: Splash Weapon Mastery, Point Blank Shot, (Weapon prof from Grenadier: Longbow)
Level 2: Precise Shot, Infusions Discovery
Level 4: Smoke Bomb Discovery, Extra Discovery- Stink Bomb
Level 6: Dispelling Bomb Discovery, Rapid Shot
Level 8: Force Bomb Discovery, Extra Discovery- Fast Bombs
Level 10: Preserve Organs Discovery, Extra Discovery- Mummification
Level 12: Spontaneous Healing Discovery, Extra Discovery- Madness Bomb
Level 14: Extend Potion Discovery, Improved Initiative
Level 16: Eternal Potion Discovery, Extra Discovery- Elixir of Life

Reasoning:
Since it was going to be a bit before I actually do take advantage of Fast Bombs, pushed that out till it would be more useful, and pick up Stink Bomb ALOT earlier. While waiting on Spontaneous Healing for so long may be a tad annoying, I think Getting utility alot earlier would help out the team better in the long run. I am attempting to avoid the simulacrum, familiar, and flying routes, simply because I can understand how overbearing handling all those additional nitpicky things can be (I had my fair share in the last campaign I hosted... not fun). Additionally, wouldn't make as much sense from a flavor standpoint with the kind of Alchemist I'm going for.

It does also hurt a little bit taking out Healing Bombs, but I think simply being able to hand out a crapton of Infusions to the party should be handy enough.

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