
Mr. Pyro |
We'll be doing a pirate campaign, and I'm going to be a Plauge Bringer Alchemist (Ratfolk Archtype), who will be the groups poison and beer crafter, my focus for combat will be poison and bombs, and alchemical archery.
8th level
5 feats (Houserule everyone gets a bonus at 1st to be on par with Humans)
33,000 gp budget
13,11,13,16,17,18 are rolled stats w/o race adjustment, to be placed still.
All thoughts, ideas, concerns and critiques are greatly appreciated, along with any and all help.
Sincerely, Mr. Pyro.
Edit* All books and 3PP are open, Homebrew at GM'S discretion.

avr |

Do you have to have the plague bringer archetype for its flavour? Its mutagen replacement looks really weak, and any archetype could take the (greater) plague bomb discovery. Grenadier makes the best alchemical archer IMO, and a toxicant alchemist has a similar but better mutagen replacement. You could even combine those two.

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Hopefully you can adjust those stats are you see fit. as they are, you're going to suck as an archer.
13 Str/17 Dex/16 Con/18 Int/13 Will/11 Cha. is how'd i'd spec out an archery focused alchemist. Dex/Int heavy influence.
You're a giant rat that spews plague; having a positive charisma is a feat in itself. Con and Will can be switched around; Alchemists have a low Will Save- and have access to Spontaneous Healing (discovery).
Feats-
Point blank Shot, Precise Shot, Precise Bomb, Rapid Shot, Extra Discovery/Bombs, Splash Weapon Master, Quick Draw/Two-weapon Fighting are all possibilities. The last two enable carpet bombing shenanigans. Extra Discovery helps open other options.
Discoveries-
Explosive Missiles should be the first one you get. Giving your bombs the range of your bow is a must. After that, getting some elemental type bombs to get around Fire Resistance you may encounter. Frost Bombs really good when you can stagger enemies. Force Bombs are good when force can damage incorporeal and not many enemies are resistant to Force Damage.
Cognigen allows you craft mental based mutegens- which can be used to increase bomb damage.
Also, consider your extracts.
Targetted Bomb Admixture combined with a Int-Cognigen can add up to some gnarly damage.

Mr. Pyro |
Yes, it was mostly for flavor although I'm not against replacing, however, I'd like to keep Ratfolk as my race choice. What you've posed is an interesting thought, I'll double through andblook at both.
The Ratfolk gets a bonus discovery every 6 levels per favored class bonus so I do already get an additional one, would an extra discovery be worth it? Good to know.

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The Ratfolk gets a bonus discovery every 6 levels per favored class bonus so I do already get an additional one, would an extra discovery be worth it? Good to know.
Since you're starting out 8th lvl, you should have 5 Discoveries by that time, if you take the Ratfolk FCB.
The Discoveries you should have by this time: Explosive Missile, Explosive Bomb, [Frost/Shock/Force] Bomb, Spontaneous Healing, and what other discoveries would compliment your build.
In truth, Extra Discovery doesn't impede any progress, having quick early access to a Discovery would be wise investment. why wait to 8 to get a Discovery, when you can get one at 7th?
2nd: Frost Bombs
4th: Explosive Missile
6th: Explosive Bomb
FCB: Spontaneous Healing
7th/Extra Discovery: Smoke Bomb
8th: Fast Bombs
It's up to you. Smoke Bomb opens up Plague Bomb for your Ratfolk.
To show you how important it is to have varying elemental bomb types, my half-orc grenadier once faced off against some fire elementals. if it weren't for his Frost Bombs, his bombs would have been utterly useless.
As for gear- obviously Belt of Incredible Dexterity, Headband of Vast Intellect, Slippers of Spider climbing, Burglar Braces/Verdant Vines for Wrist slot... it's pretty much whatever you want. Belt and Headband though, are top priority.