Interpreting Dr. Strangelob


Advice


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How I learned to lob the bomb

I'm wanting to make an Alchemist, and Ogre's guide (above) seems a great one.

I'm following the Smoker Option and I'm a wee bit confused at the suggestions:

from the guide wrote:

2nd: Precise bomb

3rd: Extra Discovery: Smoke bomb
4th: Stink bomb
6th: Acid bomb, or infusion
7th: Rapid Shot or Two Weapon Fighting
8th: Fast bombs
9th: Extra Discovery: Force bomb
10th: Same as 6th + sticky bomb
11th: Iron Will
12th: Poison bomb
14th: Same as 10th level plus explosive bomb
16th – 20th: Same as above

Now, 10th says "Same as 6th + sticky bomb". Since 6th has two options, this seems to mean "choose the other option from 6th and also sticky bomb"

but that means getting two discoveries at 10th level. How is Ogre suggesting we pull this off? Or am I misreading this?

What am I missing?


I'm pretty sure it means "add sticky bomb it to the list of options", not "get sticky bomb and whatever you missed at level 6"

Also, have you looked at N. Jolly's Guide to the Alchemist? It's much more up-to-date.


Huh. That was not very clear, but I can see how it COULD mean that.

Thanks for the pointer to that guide by N. Jolly, I hadn't seen that before. But I've got to admit, it lacks an easy step-by-step guide "2nd/3rd/4th/etc" like I quoted above from Ogre's guide, which I find very useful.

Grand Lodge

When I went with bomber I chose:

Tangle-foot Bomb (Loved it...its brutal especially against casters. Became my signature bomb for like 7 levels.)
Frost Bomb (Regretted it but was more for different Element)
Explosive (had its uses)
Force (loved it..and after I never used frost bomb again.)
Cursed Bomb (Really freaking good...Really really...50% to do nothing or -6 to a Stat is brutal)

The only one I did not like was Frost tho it helped in the early levels to overcome Fire Resistance.

I chose to avoid the stink cloud style as the rest of my group did not want to fight the vision problems clouds cause.

I chose not to take TWF AND Rapid Shot...I just took rapid shot so I could use a bow and with Polymorph spells + Agile Amulet of mighty fists the character was very much like a switch hitter that was viable at many different ranges. Optimization will tell you take both as a bomber as more bombs=more damage/effects. But I like how flexible the class is and played that up in my build.

Sovereign Court

Force Bombs are amazing. Works on anything, and big monsters are still challenged by the Reflex save. You can probably use only Force Bombs and dispense with all other elements.

Holy Bombs were disappointing, the Fort vs. Staggered save doesn't matter a lot, and there's almost no situation where it does something Force Bombs doesn't.

At low levels Explosive Bomb is pretty good. Feel free to retrain it to something else at level 8 (like Fast or Force).

I'm looking at Tanglefoot bombs. Looks interesting. Although I do quite well with Explosive Missile/Tangleshot Arrows as well.

I'm also impressed by the Smoke line - quite a few cool options. To really drive them over the edge pick up a Goz Mask and if you're going for stink/poison/disease bombs, a Necklace of Adaptation. The idea of the Goz Mask is that after you throw the first smoke bomb, enemies can't see you anymore but you can see them, so you're attacking against flat-footed touch AC. That way, even with rapid shot/2WF, your iteratives will still hit.


Holy + Force bomb is a great combo if the bad guys routinely fail their saves. Staggered AND prone.

Sovereign Court

The enemies where staggering them is really valuable (warriors, monsters with many attacks) also tend to have good Fortitude saves. Holy bombs rarely actually stagger someone.


Ascalaphus wrote:
The enemies where staggering them is really valuable (warriors, monsters with many attacks) also tend to have good Fortitude saves. Holy bombs rarely actually stagger someone.

I stagger all the time because I've cranked up the DC on my bombs.

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