Alchemical Combat


Pathfinder First Edition General Discussion


I'm playing a Grenadier Alchemist in a campaign right now and having a blast using various alchemical weaponry, remedies, and items. Naturally I purchased the Alchemy Manual when it came out and I'm really excited to use some of these new options. While looking through, however, I noticed a trend - alchemy is becoming more combat-viable. Poisons have new methods of delivery & a few new options, you can change the fuse length of fireworks and light multiple as a full-round action, and Kyonin's alchemical arrows can now be made as other weapons and ammunition.

These new options are just begging to be used somehow, and it has inspired me to make an alchemical soldier. Imagine a guy who fires off a salvo of fireworks one turn, throws a bunch of splintercloud shuriken the next, then tosses out a vial of Shard Gel to coat the ground in spikes and halt an enemy's advance.

Is there a way to make this kind of combat viable?


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There is a 3rd party product by rogue genius games called the 'Genius Guide to Archer Archetypes. In it it has an archetype called the alchemical archer.

That makes this whole thing viable. Specifically the 'archetypes' in this product differ from paizo archetypes (came out before the apg). They can be added to ANY class in exchange for a specific suite of abilities.

The class basically allows you to craft special ammunition (any ranged weapon including arrows, bolt, or my favorite, shuriken) that incorporate alchemical items into them. The best part is that the dc's for those items scale with your level, and your stats (either dex or int depending on options chosen). It also has 'injector' (works with poisons or potions), bola (trip and disarm) or grapple (think batmans grappling gun) ammunition.

The best part is this can be added to ANY class, and they function like normal ammunition. So a character with multiple attacks and rapid shot, or two weapon fighting (for thrown weapons like shuriken) could do precisely the thing you mentioned.


That
sounds
AMAZING

I'll definitely be looking up that product soon, it could be a great addition. Of course I'm not sure how it'd work with the fireworks, but it's a great start.


Shameless thread bump.

Does anyone have any other ideas for how to make this work?


Did you look at the alchemical archer? Because that is pretty much how I would make it work.


Kolokotroni wrote:
Did you look at the alchemical archer? Because that is pretty much how I would make it work.

I've bought the product and took a look at the alchemical archer earlier this week. It looks like a good start in my opinion, though I'm worried that my GMs won't allow it since it's a 3rd-party resource. Are there any non-3rd-party classes, archetypes, feats, etc. that would make this viable?


Someone actually brought up the possibility of making a weapon training category for alchemical weapons in another thread of mine. Does anything like that currently exist?

Scarab Sages

Actually, if you could probably do it well with just a base fighter.

1) Take a trait that lets you add Craft Alchemy to your list of traits. Choose high dex, int, and Con.

2) Take the feats point blank shot, precise shot, throw anything, quick draw, and master alchemist. Perhaps also far shot and a few others to help with range and such

3) There is a trait (Hedge Magician) that lets you make magic items at 95% the base crafting cost. It wouldn't be unreasonable to take a trait that lets you craft non-magical alchemical items at 95% the cost instead.

4)Ask if you can use 'alchemical thrown' items as a weapon training category. As a GM, I'd allow it.

5) There you go. Technically, you have to bend a few rules, but it's not anything game breaking I don't think. The only problem is that you don't get poison use, but unlike an alchemist, you can still defend yourself if you get into a dust-up in melee combat.


VampByDay wrote:

Actually, if you could probably do it well with just a base fighter.

1) Take a trait that lets you add Craft Alchemy to your list of traits. Choose high dex, int, and Con.

2) Take the feats point blank shot, precise shot, throw anything, quick draw, and master alchemist. Perhaps also far shot and a few others to help with range and such

3) There is a trait (Hedge Magician) that lets you make magic items at 95% the base crafting cost. It wouldn't be unreasonable to take a trait that lets you craft non-magical alchemical items at 95% the cost instead.

4)Ask if you can use 'alchemical thrown' items as a weapon training category. As a GM, I'd allow it.

5) There you go. Technically, you have to bend a few rules, but it's not anything game breaking I don't think. The only problem is that you don't get poison use, but unlike an alchemist, you can still defend yourself if you get into a dust-up in melee combat.

3) Didn't even think about Hedge Magician, but I'm certain most GMs would allow it. 5% off alchemy crafting costs is much less compared to 5% off all magic item crafting costs.

4) I myself would allow it if it was in my home game, though I don't see much of a need to distinguish "Alchemical Thrown" rather than "Alchemical Weapons" seeing as all but alchemical arrows/ammunition and the Liquid Blade should be thrown weapons.

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