Some wayang alchemist help


Advice

Silver Crusade

So I'm putting together a wayang alchemist for PFS. I've got all the feats and discoveries I want I'm just not sure about the order of it all. Here's the stat block:

Level 11 alchemist:
Test Alchemist
Wayang alchemist (grenadier) 11 (Pathfinder Campaign Setting: Pathfinder Society Field Guide; Pathfinder RPG Advanced Player's Guide 26; Pathfinder RPG Advanced Race Guide 210)
N Small humanoid (wayang)
Init +5; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 25, touch 17, flat-footed 20 (+7 armor, +5 Dex, +1 size, +1 natural, +1 deflection)
hp 80 (11d8+22)
Fort +11, Ref +15, Will +7; +2 vs. shadow spells
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Offense
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Speed 20 ft.
Ranged +1 darkwood composite longbow +14/+14/+9 (1d6+3/×3) and
bomb +14/+14/+9 (6d6+8 Fire) and
frost bomb +14/+14/+9 (6d6+8 Cold)
Special Attacks bomb 21/day (6d6+8 fire, DC 23), discovery (enhance potion, explosive bomb, fast bombs, frost bomb, infusion, wings)
Alchemist (Grenadier) Spells Prepared (CL 11th; concentration +19):
4th—death ward, greater false life{super}UM{/super}, greater invisibility, stoneskin
3rd—displacement, haste, haste, heroism, heroism, protection from energy
2nd—alchemical allocation{super}APG{/super}, alchemical allocation{super}APG{/super}, barkskin, blur, lesser restoration, see invisibility
1st—bomber's eye{super}APG{/super}, bomber's eye{super}APG{/super}, crafter's fortune{super}APG{/super} (DC 19), reduce person (DC 19), shield, shield, touch of the sea{super}APG{/super} (DC 19)
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Statistics
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Str 12, Dex 20, Con 12, Int 26, Wis 12, Cha 7
Base Atk +8; CMB +8; CMD 24
Feats Extra Bombs[APG], Extra Discovery[APG], Martial Weapon Proficiency (longbow), Point-blank Shot, Precise Shot, Rapid Shot, Splash Weapon Mastery, Throw Anything
Traits pragmatic activator, scholar of the great beyond
Skills Craft (alchemy) +23 (+34 to create alchemical items), Fly +21, Knowledge (arcana) +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (nature) +22, Knowledge (planes) +23, Knowledge (religion) +19, Linguistics +19, Perception +17, Spellcraft +22, Stealth +11, Survival +7, Use Magic Device +19; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Ignan, Infernal, Kelish, Osiriani, Sylvan, Tengu, Terran, Tien, Varisian, Wayang
SQ alchemical weapon, alchemy, directed blast, fast poisoning, light and dark, mutagen, precise bombs, shadow magic, staggering blast, swift alchemy
Combat Gear potion of ant haul; Other Gear +2 mithral kikko armor, +1 darkwood composite longbow, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +3, headband of vast intelligence +6, ring of protection +1, formula book, portable alchemist's lab, 14,450 gp
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Special Abilities
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Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 6d6+8 (21/day, DC 23) (Su) Thrown Splash Weapon deals 6d6+8 fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs one foe and rest take splash dam.
Enhance Potion (8/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Mutagen (DC 23) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 110 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of ant haul Add this item to create a potion of a chosen spell.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadow Magic (Ex) Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs shadow spells.
Staggering Blast (DC 23) (Su) On a critical hit with a bomb, foe is staggered 1d4+1 rds (Fort part).
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wings (11 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

I'm thinking:

1. Point Blank Shot
2. Precise Bombs, Explosive Bombs
3. Precise Shot
4. Frost Bombs
5. Extra Discovery (Enhance Potion)
6. Wings
7. Rapid Shot
8. Fast Bombs
9. Extra Bombs
10. Infusion
11. Splash Weapon Mastery

The only thing I don't like about it is waiting until level 10 for Infusion discovery. I suppose I could switch it with Frost Bombs, but then the only way to get around fire resistance/immunity is with my bow, which will do a piddly 1d6+1.

What do you guys think? Also, any feats or discoveries I should consider that I haven't?


I like Force Bombs. The damage is a little bit less than regular bombs, and it doesn't have the stat effect frost bombs has, but NOTHING is immune to or able to negate the damage of force. Force hits incorporeal creatures as well, which is useful in the event you run into those. It's pretty much the ultimate backup weapon when creatures are immune to whatever you throw at them.

Silver Crusade

Good point, especially on the incorporeal point.

What about the rest of the order?

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