Critique My Build! (Society Play)


Advice

Dark Archive

Hey All Making a Grenadier Alchemist and would like you all to help critique it for me with any ideas you think will improve my gameplay. I am gonna really play up the whole Mad Scientist loves explosions in my RP so i am taking the Grenadier Archetype to assist me with that. here is my Breakdown:

Name Pending
Half-Elf (Grenadier) Alchemist

PFS Character so 20-Point buy

STR: 12
DEX: 16
CON: 10
INT: 17 (15+2)
WIS: 14
CHA: 7

Alternate Racial Traits:
Arcane Training (Replaces Multitalented)
Dual-Minded (Replaces Adaptability) *Might change this so i can get bombs as a skill focus first level but still working on it*

Feats:
Martial Weapon Proficiency (Longbow)
Point Blank Shot

Traits:
Armor Expert (-1 to armor check)
Warrior of Old (+2 to Initiative)

Weapons:
Longbow
20 Arrows

Armor:
Studded Leather +3 to AC Max Dex +5

Gear:
Alchemists Crafting Kit

Formula Book: (2 + INT Mod 3)
Bomber's Eye
Cure Light Wounds
Endure Elements
Shield
Targeted Bomb Admixture

I am kinda upset i can't get Precise shot till lvl 3 but Precise Bomb at lvl 2 for the Grenadier Archetype helps that a bit. I did not add the normal stuff you get from being an alchemist in the feats and stuff since most know them but any help with my lvl 1 build and my future feats/discoveries would be appreciated. This is my first steps towards a caster since i have mostly played weapon damage dealers (Rogue, Zen Archer, Barb) so any advice for my extracts would be appreciated, i mostly went healing and defense based for my lvl 1 stuff. Thanks for your assistance!


Armor expert seems like a subpar trait, given that armor check penalties of light armor tend to be low anyway, and there are much better options.

As an alchemist, you might find yourself eventually taking crafting feats, in which case Hedge Magician will decrease crafting costs.

Dark Archive

yeah i could not think of another trait to grab and sadly hedge magician is not allowed in society play

Silver Crusade

Seems pretty solid to me, although the trait is weak. What plans are you going for with this build? Planning on making SUPER arrows (Explosive Missile + alchemical items?) I sure hope you have either the Alchemist Handbook (or whatever the supplement is that lets you be hype with arrows) and Ultimate Equipment, as those two sources give you SO MUCH to work with.

Also don't think you can take crafting feats in PFS sadly.


Well you get use magic device as a class skill

Pragmatic Activator will let you use Int instead of Cha for it, so you could also handle the party's spare wands.

Dark Archive

my build is going to mostly be bombs with arrows as a backup due to limitations of daily use of said bombs. as for the pragmatic activator trait. i did not own ultimate campaign so had to look it up and will definitely be getting that book and using that trait. i will change it in the main post thanks gene

Scarab Sages

Armor Expert is not too bad, it allows you to pick up a Mithral Breastplate with no attack penalty despite not having proficiency with it.

There are better options though.


You want Crafter's Fortune in your formulae book. It never needs to be used in the adventure, but you can get a +5 bonus on your day job checks. Basically an auto pick for Alchemists, Arcanists, Investigators and Wizards.

If you are going for Explosive Missile, you don't even really want a bow as a heavy crossbow has better range and base damage. This would let you dump strength, without sacrificing damage. 10 constitution is considered low in point buy, I would raise that up.

Silver Crusade

Gregory Connolly wrote:

You want Crafter's Fortune in your formulae book. It never needs to be used in the adventure, but you can get a +5 bonus on your day job checks. Basically an auto pick for Alchemists, Arcanists, Investigators and Wizards.

If you are going for Explosive Missile, you don't even really want a bow as a heavy crossbow has better range and base damage. This would let you dump strength, without sacrificing damage. 10 constitution is considered low in point buy, I would raise that up.

How much crafting is allowed in PFS? I'm not too familiar with it myself.

And as for Explosive Missile, the biggest bonus the Longbow has over the Heavy Crossbow (aside from GREATLY REDUCED reload time) is the variety of arrows that you can use. Tanglefoot arrows, dye arrows, raining arrows, all of these are beautiful. Tangleshots are especially useful for Explosive Missile, since you're turning your shot back into a touch attack, it's auto entangling a target, and you can throw another debuff onto it like Frost Bomb.

Grand Lodge

I would suggest a decent melee weapon. Longspear lets you stay behind a frontline fighter and poke from safety to chip in on damage. Also, +1 for the crossbow.

Scarab Sages

N. Jolly wrote:


How much crafting is allowed in PFS? I'm not too familiar with it myself.

Almost none. You can use craft alchemy to make reduced cost firearm ammo, and you can enchant any item you have an arcane bond with, but that's it.

Shadow Lodge

You don't seem keen on melee, though you don't have precise shot. Melee is a situation you're often forced into in PFS, though. Personally, I would take Str to 10 and Con to 12.

Dark Archive

yeah i switched my str and con and while explosive missle is nice atm i am planning for mostly a bomb centric build. and gonna be from range most times. hence why no melee weapon but i might grab a dagger just in case.

Grand Lodge

You lack daggers. These are weapons you can throw if need be, and sometime you need.

SF craft alchemy is great in that it pumps your day job, a lot.

You do not need UMD for Cure wands. You can use them as well as the average cleric, bard or hunter. UMD for other things is a different story.

You could drop the armor to get one of the alchemist traits from Ultimate Campaign. Something like +1 minute per level to mutagen, or +2 to the DC of a single bomb per day.

Shadow Lodge

what i love about the alchemist and wizard in PFS play is we get to switch out the (personally) useless stuff (at least stuff you cant use) for stuff like an alchemist gets the extra Bombs feat for free by switching out the brew potion ability :D wich helps using bombs alot, lol something i would recomend is sort of balancing your stats a bit raiseing stg a bit and con by reducing int, bombs are awesome, but from personal experiance it can get dangerous, especially in close areas like dungeons, cuase you wont be able to use them once melee breaks out around you wich from what i hear is most pfs missions, cuase you'll be hitting your allies with your bombs and thats not good at all, being able to sway into melee and have a ranged option is great for a alchemist, the mutagen is your friend, and it wants down your throat ;3 lol XD

Edit: a good balance stat array before racials would be personally something like

stg:14
dex:14
con:13
Int:14
Wis:12
Cha:10

this is really nice and bbalance, then you can add the +2 from being half-elf to int, this lets you use either range or melee very nicely with the use of your mutagen, especially since it last for a hour per level lol and its a good boost combined with your extracts and such, eventually getting combine extracts :)

Grand Lodge

Precise bomb helps when your fellow murder hobos wade into melee. However, that is a discovery, and you do not get those quickly.

Mutagen, and later crazy feral dragon mutagen is basically your melee option. Works really well if you spend the coin on an Agile Amulet of Mighty Fists.

Silver Crusade

Dafydd wrote:

Precise bomb helps when your fellow murder hobos wade into melee. However, that is a discovery, and you do not get those quickly.

Mutagen, and later crazy feral dragon mutagen is basically your melee option. Works really well if you spend the coin on an Agile Amulet of Mighty Fists.

Grenadier gets Precise Bombs for free, and doesn't get to trade Brew Potions for Extra Bombs, since they trade out Brew Potions for MWP.

I'd consider Explosive Missile with Tangleshot, especially since if you can buy other alchemical items, mixing them all into one hell of a shot that hits on touch can be devastating.

I personally like 14 strength for an Alchemist, as it gives you a decent Strength if you want to Mutagen for Strength. A longspear is a good idea though, it's probably the best melee weapon you can get, although I do agree that daggers are great to have on you as general weapons.

Shadow Lodge

ooo thats right lol, been awhile since i've looked at the grenadier lol makes thing quite a bit differnt lol

Grand Lodge

Really? I had not looked at grenadier.

I would go full elf and regular alchemist then. That is me however. Get your bow skills, and still get extra bombs.

Dark Archive

i went half-elf for the dual-minded for thw will saves mainly. i also like the free precise bombs at level 2 from grenadier. Why would full elf be better?


Full elf gets you Longbow proficiency by default.

Personally I'd stick Half-Elf though.

Dark Archive

i have new starting stats which i think are good

STR: 14
DEX: 14
CON: 12
INT: 18
WIS: 12
CHA: 7

plus with pragmatic activator i use my INT score instead of CHA for UMD. so the dump in CHA does not truly affect me. not going for a face with this guy.

Silver Crusade

kestral287 wrote:

Full elf gets you Longbow proficiency by default.

Personally I'd stick Half-Elf though.

It gets long bow, but it still doesn't change the Grenadier class feature that replaces Brew Potion for Martial Weapon Prof, making Elf a weak choice. Personally, I'd go Tiefling. That +2 Int/Dex -2 Cha is straight up perfect for a bomber, as is their FCB giving additional bomb damage since that's what you're going for. Prehensile Tail will keep you always able to draw items too, and their energy resistances are nice as well.


Tieflings require a boon to play in PFS.

I like the new stats. Int might be a tad high but not excessively so, and Mutagens can help make it flow as you need it.

Dark Archive

i would love to jolly but tiefling is banned in society play. Half-Elf gives me extra will saves and some nice resistances. but Tiefling was a big yes if i could.

Silver Crusade

And here I heard that Tieflings were a normal race in society, that's a darn shame. Will save is super important, so Half Elf isn't a bad choice. I'd check with your GM to see if your bombs are considered weapons for the purpose of your Alchemical Weapon class feature from Grenadier, as being able to mix a bomb with a Tanglefoot Bag could be devastating.

It may seem like I'm overhyping Alchemical Weapon, but it's easily one of the best alternative features the Alchemist can get; it's crazy versatile (probably less so in PFS) and gives you loads of extra options to play around with if you're willing to invest some gold in alchemical consumables.


Bombs explicitly are weapons, the class calls 'em out as such.

Dark Archive

yes bombs are weapons i can even get a feat called weapon focus bombs which works like normal weapon focus

Dark Archive

I would go half orc grenadier who worships Torag.

12 str
14 dex
12 con
17 int (+2)
10 wis
8 cha

Traits: fates favored and defensive strategist
Alt race sacred tattoo - you now have + 2 to all saves and will never be caught flat footed.

Crafters fortune is awesome in PFS.

You can craft alchemical items per the craft skill for alchemists, but the items must have a DC that is set.

Level 1 feat point blank shot
Level 2 bonus feat precise bomb and discovery smoke bomb
Level 3 extra discovery stink bomb
Level 4 tumor familiar green sting scorpion
Level 5 precise shot
Level 6 infusion
Level 7 improved familiar - something that can use wands.
Level 8 confusion bombs
Level 9 improved initiative
Level 10 wings
Level 11 extra discovery explosive bombs
Level 12 madness bombs

Or lose the extra discoveries for rapid shot feats if you love the arrows.

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Sintei wrote:

i have new starting stats which i think are good

STR: 14
DEX: 14
CON: 12
INT: 18
WIS: 12
CHA: 7

plus with pragmatic activator i use my INT score instead of CHA for UMD. so the dump in CHA does not truly affect me. not going for a face with this guy.

Pragmatic Activator is a good idea. You could also consider Indomitable Faith for the +1 to Will, because my bomber alchemist has invested a lot into shoring up Will saves (eventually taking Tumor Familiar to get a hedgehog is great for that too).

Con 12 is what I have on my alchemist. I'd normally be wary of only 12 Con on a d8 class, but when you start getting second-level extracts, you can keep a false life up for bonus hp, so it works out. I would tone down your Strength to 12 though, then get 13 Con and 15 Str (to go to 16 at level 4). I have 14 Strength on my alchemist, and the only time it came in handy was at level 9 when he got Feebleminded and finished off the boss with boots of speed and a dagger. I envisioned him as a switch-hitter at first, but it just never came up after level 3 or so.


Im would consider Student of Philosophy as a trait. Diplomacy is the second most common skill rolled in PFS and it will give you a +6 swing on your checks which will increase as you gain levels. Even if you dont want to be the face it is worth having a character who can step and do it if needed. You will almost inevitably end up in one of those parties where your group is being sent to some fancy ball and you have a drooling fighter, stinking barbarian and malformed druid as your only other team mates.

Dark Archive

Eponine i love your suggestions and will be grabbing a lot of them but i have never used a familiar before and controlling two characters seems a little difficult. What is the purpose of a tumor familiar? just wondering since i was not giving it a thought.

Dark Archive

AND A NAME HAS BEEN CREATED!

I Shall Call him Dr. Ysoserious =P

i just couldn't help myself

Dark Archive

Familiars grant all sorts of benefits depending on what you want.

Greensting Familiar: +4 Initiative
Donkey Rat: +2 Fort Save
Fox: +2 Reflex Save
Hedgehog: +2 Will Save

There are also familiars that allow +3 to a wide variety of skills,including Perception (sight based), Diplomacy, Linguistics, Climb, Swim, Sense Motive, Sleight of Hand, etc.

list of familiars


There is a trait that can give you the longbow proficiency to free up your feat for something better.

Scarab Sages

ElterAgo wrote:
There is a trait that can give you the longbow proficiency to free up your feat for something better.

There WAS a trait that gave you longbow proficiency, but it was an Andoran Faction trait, and it was discontinued in the Season 6 Guide when the faction changed.


Oops, I didn't realize it was gone.

Crap, I was going to use that for one of my planned PC's.


If you're spending a feat for longbow proficiency and are willing to worship Erastil, check out the Deadeye Bowman trait. It won't eliminate all cover penalties, but it will certainly help.

Dark Archive

i get a single Martial Weapon Proficiency for free as a Grenadier so i don;t have to spend anything to get my longbow Proficiency.

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