| Timdog |
Looking at the Grenadiers level 2 power (copied below) it seems worthless because the saves of Alchemical items are so very very low. I wish we could apply the Alchemists bomb save on these items, then all of sudden stuff like itching powder is relevant and fun :)
Am i missing some useful non-save alchemist items?
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces poison resistance.
| Zwordsman |
Techincally the alchemical caltrops is a gel until exposed to air. So i think it's valid to fire into people. Honestly not *that* useful but amusing. Otherwise it's mostly just for shooting extra damage.
Sadly stuff like alchemical glue, tanglefoot etc isn't valid. It's really just good for using hybridzation funnel and then firing that with explossive missle discovery for a hefty hit on the main target and decentish splash damage.
amusingly. Once my GM allowed me to infuse Liquid Blade and I used that to fire a bunch into the ground near my weaponless captured friends. The blades formed they used them to cut their ropes and then used the blades as they escaped.
liquid blade is tenious allowance at best though.