Help me create a support alchemist


Advice


So here's the situation:

14 lvl - 4 mhytic lvl

the rest of the group is: a monk, a mage, a paladin (who can mostly heal and deal little damage due to some archetype), a cleric (the real healer).

So i'm going to cover for the "rogue" side with and alchemist with the trap breaker archetype.

The problem is that more than an half of the group is not really skilled, combat-wise. The mage, as incredibile as it may seem, is the weakest member of the group and it's not even a decent god; the paladin just heal and do little damage, the monk is a good player but don't deal great amount of damage (very useful anyway), the cleric is a very good player that focus on keeping such party alive, do some damage and utility spell.

I was a rogue but the dm talked me into changing class since i was dealing too much damage compared to the others (basically 6 natural attack +7d6 sneak attack each, i consider myself a decent "optmizer" and a good player combat-wise).

So i decided to do the alchemist ( not vivisectionist, i can't of course) since it is at least more versatile with his spell list.

Since i'm basically forced to to a moderate damage i decided to be at least the "mcguyver" of the group and be a support at the best of my ability.

I'm not really experienced with support char, so here i'm asking for any advice (feat, power, anything) that could help in this.

Thanks in advance for any help!


I'm not so sure that you can do a pure supporting character with the Alchemist class. Also depends what on what you mean. Your group seem to have healing done already.

But if you want to play an Alchemist (I know I want to) and support, you probably need the Infusion Discovery. It's a very nice since you won't have to spend your own turns to buff. Unlike other spell casters, you can just hand it out at the start of the day. Spontaneous Healing and Healing Touch are the only other direkt support Discoveries I can think of, but then again, do your group need more healing?

You can also pick the Tumor Familiar Discovery and Improved Familiar to deliver some of your infusions to your party.

Since your DM don't want you to do insane damage, don't focus on throwing many bombs in one round, aka don't pick Rapid Shot or TWF. However, the Fast Bomb Discovery could still be a good pick.

I also noticed that your party doesn't seem to have a de-buffer. Alchemists can be pretty nice at that with some bomb Discoveries, like Stink Bomb, Frost Bomb or Blinding Bomb (etc.etc.).

I don't think there's any general support character feats that exists that is any usefull. So for the rest of your feats, just play around with the Discoveries.

As for Mythic, I don't know anything about it.


At 14th level just about any alchemist is a beast. Greater Alchemical Simulacrum is just amazing. You can do battlefield control with Fast Bombs, Smoke Bomb, Stink Bomb and Force Bomb. Even taking Point Blank Shot, Precise Shot, Rapid Shot, Infusion, the 3 Simulacrum discoveries, Fast Bombs, Smoke Bomb, Stink Bomb and Force Bomb that still leaves 3 feats to take more extra discoveries or whatever, not counting racial bonus feats.

EDIT: You need Precise Bombs or you are gonna hit your buddies.


The problem is your DM.

It sounds like the paladin & monk were doing a great job if you were consistently able to land 6 sneak attacks per round (which is pretty hard between twf & iterative attack penalties and positioning). If the teamwork you hashed out as a party means damage output mostly came from your character getting lots of flank & sneak attack damage, but little monk/paladin damage, then that's how the party chooses to play the game. If the DM says "i don't like you using game mechanics to play the game the way the rules work", then tell him to stuff it.

edit: also, the core of combat is dealing damage. if the DM doesn't like your party doing lots of damage, then he better get used to the party getting killed or forced to retreat fairly often. if the DM doesn't understand that the entire goal of combat is to deal more damage to the monsters than the monsters do to the party, then in all honesty, have a conversation with him.

No good DM will tell you to make an entirely new character because he doesn't like how it plays at the table. A reasonable (if not good) DM would work something out with you as a player to tweak your existing character so you're both happy, as opposed to handing out ultimatums or forcing you to play a certain roll. Just food for thought, cuz the scenario you described sucks.


Rub-Eta wrote:


You can also pick the Tumor Familiar Discovery and Improved Familiar to deliver some of your infusions to your party.

Think about this.

I know that even if I am dying, if a tumor walks up to me and says "Here, drink this."

Well I ain't.


I really love playing alchemist. so infusion is a must for a support character tangle foot bomb is pretty awesome for support. Precise bomb is great for throwing into combat. force bomb is also great you can knock down bad guys and deal damage to anything as it force. it only deal d4 but being force is still great.


Thanks to all for the advices! the tumor familiar and some bombs you described seem really good!

@Gregory Connolly: Greater Alchemical Simulacrum seem nice but at this level i fear that a simulacrum can be killed really fast, so i don't know.

@laarddrym: while i agree with you, take into account that the 6 attack were natural attack (thanks to a combination of race and magical items) so they were all full bab, of course i needed the flanking but with the monk there was no real problem. Plus at that level of mythic i could become invisible really really easily.

Imo my dm wanted to play a campaign with high power and high level without the ability to handle them, so since it's that way i'll better have fun as a support! :D


Get exotic weapon proficiency in the flask thrower. Since your infusions are basically alchemical potions you can in theory shoot allies with touch or personal range infusions. Somebody is a bit far away and needs some healing? Shoot em with an infusion of cure light wounds, take the grenadier archetype and you can even attach another alchemical item to the infusion you throw. Heck you can even shoot bombs at up to 10 range increments instead of the normal 5 from a thrown weapon.


sunbeam wrote:
Rub-Eta wrote:
You can also pick the Tumor Familiar Discovery and Improved Familiar to deliver some of your infusions to your party.

Think about this.

I know that even if I am dying, if a tumor walks up to me and says "Here, drink this."

Well I ain't.

Best part is, they don't have to drink it! You make the tumor drink it and just touch the the dying bastard!

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