
Critical Fumble |

I'm struggling with a build for an alchemist character concept. I want to create a gnome alchemist who is primarily a bomber/buffer/controller. However, the use of mutagen doesn't work with the concept--I like the mutagen feature for other builds/concepts, but not this one. So I'm looking for an archetype that changes or alters mutagen.
Using cognatogen is the obvious choice, but I don't really like that concept either (I can only be smarter if I'm weaker?). Yes, I know I'm being picky.
I was looking at the engineer or the toxicant, but would like some other ideas. I also thought it would be interesting to have a mutagen that did something different than alter stats . . . like add movement speed and/or a dodge effect.
I'm also looking for a back-up weapon when I'm low on bombs or when they're not practical. As a low-strength (STR 7 or 8) small creature, a bow doesn't make sense. I like the idea of using a crossbow or a firearm, but it's so difficult to make them good in an alchemist build. Thoughts? Thanks.

bigrig107 |

How about combining the Gunslinger and Alchemist? Is that something you'd look into?
Take the Experimental Gunsmith (gnome-only) and the Mysterious Stranger archetypes for your one (or possibly five) Gunslinger level(s). The Experimental Gunsmith is actually optional, but man is it awesome for flavor. Mysterious Stranger is almost non-optional, as getting to use your racial bonus to Charisma for grit is a good thing, and the Cha to firearm damage option isn't to be overlooked.
Now, for the Alchemist side, the Saboteur archetype, a gnome-only option that replaces mutagen with a Stealth boost and a climb speed, makes for a good mutagen replacer, as it's not very powerful compared to normal mutagen, but is just useful enough so as to be reasonable to take for the flavor. The Grenadier replaces all that pesky poison stuff your gear gnome doesn't want with a lot of cool abilities, including the ability to add alchemical weapons (although not your bombs) to your gun, having them affect the next target you shoot.
I'd say Gunslinger 1/Alchemist X would be enough if you keep pumping your Charisma enough to keep your grit full and the Charisma to firearm damage option useful.
Now, this will require a bit of stretching with your point buy/ability placing spread, as you need Dex to hit, Cha for grit, and Int for alchemist stuff. However, you have a bonus to Con, and can dump Strength a bit, as none of your damage is Strength based.
Not exactly sure this is what you wanted, but it seems as if it'd certainly get the job done!

Dave Justus |

The Gnome Saboteur changes the mutagen to a stealth mutagen. It still takes down your strength, but might end up being more useful to you. Alternately you could just stick with a standard mutagen, but plan on using it to enhance your dex (bonus to hit w/minus to wisdom) or con (minus to chr) instead of increasing your strength.
The Grenadier archetype is also a good choice for this type of build. As well as getting some nice control debuffs on your bombs, it lets you use bombs or alchemist items with a ranged weapon, increasing your range and giving you a pretty decent alternate attack (especially if you also get a hybridization funnel.)
I believe Saboteur and Grenadier will stack.

Critical Fumble |

Thanks for the input. It's given me a lot of ideas to work with.
I liked the idea of a one-level dip into Gunslinger, but the more I read about the firearms system the less I like it. It seems not that much better than a crossbow, but far more expensive (over 10 gold per shot?).
I guess my struggle is that while I don't like the use of mutagen for this particular character, it is such a strong, class-defining ability that I feel like if I'm going to sacrifice it I should get something really good in return.
I like the toxicant archetype. Has anyone played one, and is it considered to be balanced? I think it might be cool to use a crossbow and poison the bolts (by spitting on them) as a back-up weapon.
I haven't ever played an alchemist, but my feeling is that bombs can only go so far since they are likely to run out.
I guess I could use UMD and use wands as a back-up.
Any other ideas?

TheMonkeyFish |

If you want to go the roll of a venom/poison type character, you can always play Twitch from Leage of Legends. Plague Bringer Alchemist archetype replaces your Mutagen with a Plague Phile which you can drink to make yourself diseased. Any creature attacking you in melee has to make a Fort Save or become sicked. Additionly, you can poison your weapons like that too. Gunslinger Bolt Ace would work for proficiency and bonuses. Two levels for grit, +1 Initiative.
Ratfolk with the Unarural racial trait, +2 Int and +2 Dex is perfect for an Alchemist. Works with a.special bullet bomb build. Can use crossbows when bombs are gone, thanks to ranged weapon fighting sharing combat feats. Replaces Mutagen for a nice Debuff.
Only problem is, it isn't gnome.

Zwordsman |
Thanks for the input. It's given me a lot of ideas to work with.
I liked the idea of a one-level dip into Gunslinger, but the more I read about the firearms system the less I like it. It seems not that much better than a crossbow, but far more expensive (over 10 gold per shot?).
I guess my struggle is that while I don't like the use of mutagen for this particular character, it is such a strong, class-defining ability that I feel like if I'm going to sacrifice it I should get something really good in return.
I like the toxicant archetype. Has anyone played one, and is it considered to be balanced? I think it might be cool to use a crossbow and poison the bolts (by spitting on them) as a back-up weapon.
I haven't ever played an alchemist, but my feeling is that bombs can only go so far since they are likely to run out.
I guess I could use UMD and use wands as a back-up.
Any other ideas?
Well 20 days late to the party..
but i've played toxicant a bit.Its pretty balanced, though bar in mind that my gm's also tend to be very adept at building...so who knows how the milage is normally.
If you focus on it as well, the DC can get pretty rocking, its really fun to use on the magic or rogue characters. Less useful agianst bruisers.. but poison is rarely useful there. Though I have on occasion had it work and it was fun on a bun.
My gm didn't like the fact that it lets you stockpile the poison.. but I didn't abuse it (i.e. I didn't convert it to inhale, and make a 50+ Dc "inhale poison thrown item" thing.)
I have done it with crossbow, and sorta firearm.
crossbow is flavorful but it really is painfully inefficient, and if your wanting to actually focus on poisons it eats up your choosable resources fairly quickly.
in general sadly crossbows are fairly badly off. Not horrible mind you but really lacking anyting that makes them special.
I would note that you go read the gunsmithing feat/class ability. I'm pretty sure it lets you make bullets for soo much cheaper than buying. So that helps a lot. but even then yeah, you won't be shooting every round first few levels. Well you could but it'll eat your wealth early on. its not horrible to have a firearm, poisonedshots all prepped and switch to something else at early levels though.
Or just use the gun sparingly (booya touch attakc poison boom!) then switch up to bombs which are free per day. managed well it'll all last you fairly well. you justm ight carry less Alchemical weapons than an average alchemist at your level, having spent that on bullets instead.
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Given that you want to be a bomber/debuffer sorta thing?
Siege Gunner + whatever archetype you happen to like that fits (Musket master isn't bad if your using musket or blunderbuss). I personally really quite enjoy having a firearm that can also scatter shot. I went siege gunner/musket master and carried a blunder bust, and also had a musket for "long range support" moments. (The gamel ater allowed advanced so i switched to a double barrel. but normally blunderbust isn't really easy to use compared to a dragonpistol)
So Siege gunner+whatever 1. (or 5 if you want dex to damage i guess. though i'm told trench fighter gives it earlier + other benefits)
toxicant grenadier alchemist X
or toxicant trap alchemist. I forget the name of that archetype.. its relatively new, but it lets you create land mines. Which can be really fun..
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if you want crossbow.. honestly i'd suggest Bolt Ace 1, Inspirred Swash 1 Alch X
(cause as an alchemist I always want ranged and close ranged abilities.. since bombs are thrown, (when not explosvie missled).
so yeah quick b efore bed thoughts.
All crossbows proficiency, wis to grit. weapon finesse for rapier, 1 feat to get dex to damage on a rapier, INT to panache-which is also grit. can even limited touch AC with the crossbow.
can easily keep your blade and a stock of bolts prepoisoned too