Alchemist "Utility" Archer - Discoveries?


Advice


Hi Everyone,

I'm working on an Alchemical Archer (grenadier alchemist) for PFS.

I want to focus on support and debuff bombs via a longbow and Explosive Missile. I'd like to focus on bombs that provide some utility rather than damage or outright shutting down the enemy.

Tanglefoot and Grease bombs are good options. Are there any other bomb discoveries that would provide some utility without simply ending encounters?

Thanks!

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Other than Tanglefoot, Frost Bomb probably has the best debuff at low levels, and it's good to have against fire-based creatures. Force and Confusion bombs are even better but require level 8.


Thanks RDN!

Frost bomb and confusion sound fantastic. I'm also considering Healing Bomb so I can do some in-combat ranged healing if needed. It's also a good trick against undead.


There's the Dispelling Bomb, Blinding Bomb, Curse Bombs, Confusion Bomb, Demolition Charge, Plague Bomb, Healing Bomb, Directed Bomb, Smoke Bomb, Stink Bomb, Strafe Bomb.

You've got to have Infusion. Bottled Ooze is nice.

The Alchemal Allocation Extract is pretty broken.


Your allies will enjoy you delivering Ghast Retch Flasks via your arrows. -2 to attack, saves, and damage so both your martial buddies and your spellcaster buddies will be happy.

Take a peek at Pheromone Arrows as well. Even if your aim isn't to do a ton of damage, Pheromone Arrows are cheap for you as an alchemist and are a nice to-hit and damage boost.

If you're not gaining scent from any extracts at the moment, Tracker's Snuff will provide scent, or you can give it to your allies to snort to benefit from your Pheromone Arrows.


Nice trick with the Pheromone Arrows and Tracker's Snuff. But, 200gp for a temp bonus is rather expensive...


Alchemical items can be crafted for 1/3 price, even in PFS as long as the character in question is an Alchemist or Investigator. My Alchemical Archer spends a few hundred gold a session on alchemical items. I call it the "being a bad*** tax."

On the plus side, as an alchemist you should very very quickly begin receiving 150 gold a session from day job checks.


Exguardi wrote:

Alchemical items can be crafted for 1/3 price, even in PFS as long as the character in question is an Alchemist or Investigator. My Alchemical Archer spends a few hundred gold a session on alchemical items. I call it the "being a bad*** tax."

On the plus side, as an alchemist you should very very quickly begin receiving 150 gold a session from day job checks.

Well that's news to me. Very cool. Does the GM need to see the craft rolls? Or, are successful rolls assumed?


Oh, while I'm at it, if your aim is not just raw damage but specifically to trigger bombs at long range, invest in Tangleshot Arrows which will entangle your foes and, more importantly, are fired as a touch attack so you can't miss.

If 20 gold per three arrows is too rich for your blood, you can achieve the same touch attack conversion using Dye Arrows.


LibraryRPGamer, see the FAQ here. It is not overly specific but since it's being logged on the chronicle sheet presumably the GM should record rolls; seeing as my alchemist succeeds on any crafting he would do on a roll of 1 it hasn't been something I've paid attention to. You could presumably take 10 on the roll.


Thanks Exguardi.


One more question - can non-elves purchase and use the special arrows in PFS?


Bump?


As far as I'm aware, yes. Pretty much everything from Elves of Golarion was also reprinted in the Alchemy Manual.

Silver Crusade

So basically the Kallen Telos build from my Alchemy guide.

Kallen Telos:
Kallen Telos
Female Tiefling Grenadier 5
CN Medium Outsider (Native)
Init +5; Senses Perception +10, Darkvision 60 ft
AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +1 Shield, +1 Natural)
HP 32 (5d8+10)
Fort +6, Ref +8, Will +5

Speed 30 ft.
Melee Mwk Morningstar +6 (1d8+3)
Ranged +1 Adaptive Longbow +5/+5 (1d8+6) or Bomb +8 (3d6+5) or Explosive Missile +7 (1d8+6 plus 3d6+5)
Special Attacks Bomb 9/day (3d6), mutagen (+4 Str, –2 Int, +2 natural armor, 50 minutes), Explosive Missile, Alchemical Weapon
Alchemist Extracts Prepared (CL 5nd)
1st-Targeted Bomb Admixture x2, Cure Light Wounds, True Strike, Anticipate Peril
2nd-Alter Self, Bull's Strength/Cat's Grace

Str 14, Dex 16, Con 12, Int 19, Wis 12, Cha 5
Base Atk +3; CMB +5; CMD 19
Feats Point Blank Shot, Throw Anything(B), MWP: Longbow(B), Rapid Shot, Deadly Aim
Traits Second Chance, Pragmatic Activator, Reactionary
Drawback Headstrong
Alternative Racial Traits Prehensile Tail, Scaled Skin (Fire)
Favored Class Bonus HP
Skills Craft (Alchemy) +17, Disable Device +11, Knowledge (Arcana) +12, Perception +9, Sleight of Hand +11, Spellcraft +10, Stealth +10, Use Magic Device +12
Discoveries Infusion, Precise Bomb (B), Explosive Missile
Gear +1 Mithril Chain Shirt, Mwk Buckler, +1 Adaptive Composite Longbow, Mwk Morningstar, +1 Cloak of Resistance, Hybridization Funnel, Handy Haversack, Raining Arrows x10, 800 GP

Getting a tail as a tielfing is pretty helpful too, tieflings are quite nice alchemist.

Honestly this build has a roaming gear list, although some pick ups include:

Tangleshot Arrows: Touch attacks that auto entangle on a hit up to large sized creatures (just like tanglefoot bags)
Acid: Cheap additional damage that can be thrown on Grenadier rounds.
Dye Arrows: For when you don't want to shell out for tangleshot or you're facing something larger than large to get touch attack arrows.
Ghast Retch Flask: Free sickening is always good.
Raining Arrows: While in PFS, they're probably going to not let you replace what's inside of them, these are great for dealing with undead.
Burst Jar: Deafening isn't great, but it could be argued that you'd get your int bonus twice to damage for this, ask your GM about that.
Tangleburn Bag: More expensive, this is basically damage which isn't great if you're just going for utility.
Hybridization Funnel: What's better than getting one item on your weapon? Getting a beautiful combination of two.

I'd ask your GM if Void Bombs are Drow exclusive (There's no reason they should be), as if not, they should be your sixth level discovery, no question.


Void bombs are drow only in PFS. Good suggestions with the alchemical arrows, though. Thanks!

My build is similar to the tiefling, but he is a human from Alkenstar that wants to "bring reliable magic back to the Manna Wastes". Faction TBD.

The build goes something like this:

Human Alchemist (Grenadier)

STR 14, DEX 16, CON 12, INT 17, WIS 10, CHA 7

Traits: Reactionary, Indomitable Will

Feats/Discoveries:
1 - Point Blank Shot, Precise Shot, Throw Anything, MWP (Longbow)
2 - Tanglefoot Bomb, Precise Bombs
3 - WF (longbow)
4 - Explosive Missile
5 - Heal Bomb (Extra Discovery)
6 - Wings
7 - Grease Bomb (ED)
8 - Demolition Charge
9 - Confusion Bomb (ED)
10 - Blinding Bomb
11-
12 -

I might swop the order of some of the discoveries, but, that's the general gist of the build. An alchemist with plenty of tricks up his sleeve/quiver.


Exguardi wrote:
As far as I'm aware, yes. Pretty much everything from Elves of Golarion was also reprinted in the Alchemy Manual.

So are the special arrows alchemical items? Can i name then with craft alchemy?


Yes, they are Alchemical Weapons, see this chart for crafting details.

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