| LibraryRPGamer |
Hi Everyone,
I'm working on a new character for PFS.
This is an alchemical archer that focuses more on bomb utility over damage via Explosive Missile and crafted alchemical arrows. The build takes Extra Discovery from level 3 onwards. My goal is to have a bomb for every situation. I'd like to be a team player and not a one-man-party.
I hope to be targeting touch AC by level two by crafting dye/tanglefoot arrows in mass. So, I don't think I need Weapon Focus or other feats, though, I could be wrong.
I'm looking for advice on anything areas I have missed or good bomb discoveries that I may have overlooked.
Human Alchemist (Grenadier)
@ Level 1:
STR 12, DEX 16, CON 12, INT 18, WIS 10, CHA 7
AC - 16, hp - 10
Saves: +3/+5/+0
Traits: Reactionary, Student of Philosophy
Feats: Point Blank Shot, Precise Shot, Throw Anything, MWP (longbow)
Skills: Climb +1, Craft (alchemy) +9, Diplomacy +5, Disable Device +6, Know (Arcana) +8, Know (Nature) +8, Perception +4, Spellcraft +8, Swim +1
Items: Parade Armor, Longbow, Acid Flasks (crafted) x3, Alchemist Fire (crafted) x3, Tanglefoot Bab (crafted) x1, 3gp 4s
Feats/Discoveries by Level:
2 – Heal Bomb, Precise Bombs
3 – Tanglefoot Bomb (Extra Discovery)
4 - Explosive Missile
5 – Ectoplasmic Bomb (Extra Discovery)
6 - Wings
7 - Grease Bomb (Extra Discovery)
8 - Demolition Charge
9 - Confusion Bomb (Extra Discovery)
10 - Blinding Bomb
11- Force Bomb (Extra Discovery)
12 – Holy Bomb
Thanks for the Advice!
| RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
I don't think Healing Bomb, Demolition Charge, or Ectoplasmic Bomb are really going to be that useful for you (Healing Bomb essentially just lets you use cure potions at range, Demolition Charges will have a hard time dealing with hardness and the half damage that ranged attacks get, and you can take care of incorporeal creatures with holy water flasks until you get Force Bombs).
I'd replace them with Fast Bombs at 8 (pick up Boots of Speed for when you want to throw out damage faster), Splash Weapon Mastery (a feat that lets you redirect misses, extend the splash radius a bit, and reduce range penalties), and a hedgehog Tumor Familiar for the boost to Will saves. You might also consider Cosmopolitan or Additional Traits to make Bluff and Diplomacy class skills to combo with Student of Philosophy.
I'd also recommend swapping your Str and Wis. You have bad Will saves, and the Strength bonus isn't doing much for you as an archer. And 12 Con with the d8 hit die is fine, but you're going to want to pick up False Life at level 4 or 5 to keep you safe.
| Exguardi |
It's a bit of an investment, but something you could do that's very helpful is pick up Infusion and a Tumor Familiar, then get an Improved Familiar. (No I don't know where off the top of my head they clarified that alchemists can gain Improved Familiars, but they totally did.)
With an Improved Familiar you can then have your little buddy use wands and scrolls to fix you up when you fail a will save, as well as deliver extracts to you at the start of combat using Poisoner's Gloves. My Alchemical Archer went this route and it's pretty awesome when it comes together.
Another thing you could consider is picking up a conductive bow. You will very rapidly run out of bombs (expending ~3 a round using Explosive Missile with conductive) but the ability to trigger extra bombs in the turn before you hit level 8 for Fast Bombs is pretty awesome.
I have no clue how Splash Weapon Mastery interacts with Explosive Missile. Didn't take it on my alchemist.
| LibraryRPGamer |
What are you planning to do with the dye arrows?
Tanglefoot arrows make for a great debuff. Firing those off a Distracting bow bumps the casting DC by 5, too.
I plan on using Dye arrows until I can afford to craft enough Tanglefoot Arrows to last me a session...not sure how long that will take.