Advice for my Alchemist wanted!


Advice


Hello everyone! First of all I would like to thank everyone who where nice enough to post advice and help in my other topic where I decided to retire my Cleric and build a Alchemist as my second character. My GM helped me roll up the stats and start building it but now I'm working on it alone and I'd like some advice on the build!

It is a level 6 Elven Alchemist that I'd like to focus on Bombs and maybe Mutagen. For stats we rolled 4d6, drop the lowest, reroll any dice that was a 1 and my stats ended up with Str 13, Dex 17 (+2 for Elf, +1 for levling up making it 20 total), 12 Con (-2 for Elf making it 10), 18 Int (+2 for Elf making it 20), 11 Wis and 7 Cha.

I have not yet picked Feats, And the only discovery I have picked is Precise Bombs (So I can not blow up my allies) And I also havent picked my Formulae for Extracts yet so I'd like some advice on the Feats, Extracts and Discoveries. The Extracts I'm most likely going to be sharing with the Investigator so once I find out what she has I'l avoid them so we can know more together.

I would also like to have some advice on equipment and items to purchase, I have 10500 gold to spend.

Also, Is it worth putting points into Use Magic Device to use healing wands? I have a -2 in it due to my bad charisma..


as an alchemist you're already able to use wands as if the alchemist list is your spell list.

If you want to focus on bombs probably go point blank shot and precise shot to have better accuracy.

Gear is probably a +2 dex belt and +2 int headband.

Grand Lodge

Taking the Grenadier archetype gets you free Precise Bombs.

Consider Frost Bombs as one of your discoveries, because 1> staggering enemies can turn the tide of battle, 2> you'd be running into enemies with Fire Resist more often than Ice Resist. [And undead, who are usually resist ice, are vulnerable to fire]

Also, do you need 13 Str? 13 Str screams "i'm taking power attack!" Alchemists don't need Power Attack. They need Extra Bombs/Extra Discovery more than more damage with weapons.

As for extractions- if your gm allows it, after you buy your headband and belt, you spend the rest of your money copying extracts from your Investigator and vice versa.
One type of Extract you can learn, that an investigator can't- are Admixtures. Targeted Bomb admixture is a potent extract when you're only going against one enemy.


I'm running a half-orc alchemist for the first time in a Jade Regent AP. We have a war-priest, but he's the primary healer of the group.

I took the Chirurgeon archetype for Jerukh which allows his healing extracts to act as infusions (so none alchemist can use).

Couple that with the Healing Bombs discovery and I've found that the healing side of things is totally covered without being "designated healing stick carrier". Means you don't have to waste skill points on Use Magic Device :)

Precise Bombs discovery makes it easier to heal friends and avoid healing foes (when chucking healing bombs) - of course against undead he's a legend :)

I've also kept my Mutagen as a melee buff should things go south (am badging it as him being able to tap into his orcish blood). Its a "nice to keep" but depending on the game your in (home-brew or AP) you might want to tailor the flavour of your picks/selections to suit (bomb discoveries targeting your main foe types etc). Perhaps a DEX focussed Mutagen for your elf would tap into fey heritage (reflected in a trait or feat pick?)... just my initial musings...

Sure there'll be plenty of input from those far more versed with the alchemist, but hopefully my 2 tinctures worth will help. I'll have a think on feats/kit and magic items...

BD


There are a couple of good alchemist guides that should answer these questions and more.

N. Jolly's guide is pretty good.


Merellin wrote:

Hello everyone! First of all I would like to thank everyone who where nice enough to post advice and help in my other topic where I decided to retire my Cleric and build a Alchemist as my second character. My GM helped me roll up the stats and start building it but now I'm working on it alone and I'd like some advice on the build!

It is a level 6 Elven Alchemist that I'd like to focus on Bombs and maybe Mutagen. For stats we rolled 4d6, drop the lowest, reroll any dice that was a 1 and my stats ended up with Str 13, Dex 17 (+2 for Elf, +1 for levling up making it 20 total), 12 Con (-2 for Elf making it 10), 18 Int (+2 for Elf making it 20), 11 Wis and 7 Cha.

I have not yet picked Feats, And the only discovery I have picked is Precise Bombs (So I can not blow up my allies) And I also havent picked my Formulae for Extracts yet so I'd like some advice on the Feats, Extracts and Discoveries. The Extracts I'm most likely going to be sharing with the Investigator so once I find out what she has I'l avoid them so we can know more together.

I would also like to have some advice on equipment and items to purchase, I have 10500 gold to spend.

Also, Is it worth putting points into Use Magic Device to use healing wands? I have a -2 in it due to my bad charisma..

For your First Alchemist I recommend taking the Grenadier Archetype

Feat wise:
1: Point Blank Shot
3: Precise Shot
5: Rapid Shot (First for your Bow and then Fast Bomb)
7: Extra Discovery- Infusion

Discoveries:
2: Tanglefoot Bomb
2: Precise Bombs
4: Smoke Bomb
6: Tumor Familiar w/ Protector Archetype (Hedgehog +2 Will saves)
7: Extra Discovery- Infusion
8: Fast Bomb
10: Force Bomb
12: Posion Bomb (Combo of Tanglefoot + Cloud Kill. stuck to the floor while the cloud kills you.)
14: Curse Bomb (Targets will and 50% to lose a turn yes please)

Gear wise Bow, Hybridization funnel, Amulet of mighty fist- Agile, Mithral chain shirt

Use Alter self for a 3 Natural attack small form with darkvision if you need to go melee for any reason. Otherwise just lob bombs or special alchemical arrows with the hybrid funnel.

This is not an optimized as hell build but the build is more than good enough to get you through an AP. I do not recommend Many shot as it is Archery specific and will not allow you an extra bomb like Rapid Shot or Two weapon fighting.

I played this build in a homebrew game and was tankier than the Cavilier in full plate. Was so hard to kill and did so much utility. Very fun build it was. I feel if I over optimized with Rapid shot and TWF it would have just been over the top and most the group would have hated dealing with that many bombs a round, especially the DM.


I already told my GM I'm goig for a basic Alchemist with no Archetypes.. I feel a bit uncomfortable about asking him to change it.. Also, There appears to be 2 diferent Grenadier archetypes (One from the Monster Codex and one from the PFS Field Guide)

And looking at it.. Grenadier replaces Brew Potion, That i wanna keep to make healing potions for the party incase we need them.

I have 13 strength because I rolled for my stats and put the 13 in strength and the 12 in Con, And I kind of feelt like if I'm going Mutagen together with Bombs, I might want some strength incase I melee some..? Dunnos.. xD


Merellin wrote:

I already told my GM I'm goig for a basic Alchemist with no Archetypes.. I feel a bit uncomfortable about asking him to change it.. Also, There appears to be 2 diferent Grenadier archetypes (One from the Monster Codex and one from the PFS Field Guide)

And looking at it.. Grenadier replaces Brew Potion, That i wanna keep to make healing potions for the party incase we need them.

I have 13 strength because I rolled for my stats and put the 13 in strength and the 12 in Con, And I kind of feelt like if I'm going Mutagen together with Bombs, I might want some strength incase I melee some..? Dunnos.. xD

That is what the Agile AoMF is for ...Melee potency. Having agreat DEX modifier and 3 natural attacks your melee would still be really good. If it ever gets to that point.

Well base is fine too but you do not get precise bomb for free or the cool arrows you can tag on Alchemist fire+2nd alchemical weapon onto. I used it quiet a bit for things outside my bomb range and to save on my bombs for those extra long adventuring days.

In the end I did not miss Brew Potion as it is a time sensitive thing (needs crafting time) and a gold sink. Plus for healing sake a Wand of cure is so much better. And I believe your team has someone who can use a wand of it. Giving out potions is fine but it does provoke to use them and tends to be a bad choice mid combat. Usually it is better to finish a fight than drink a potion of cure. Plus with Infusion you can still pass out cure extracts if you really wanted too. As a bomber you do not need all your extracts so when i was playing I was passing out half of them to team mates. I bought everyone spring loaded wrist's and gave them displacement or Resist Energy Extracts to load into them for the day.


You will come in handy and help Cognatogen discovery

Scarab Sages

FEATS:
A) Brew Potion
A) Throw Anything
1) Splash Weapon Mastery – (from A.A.)
3) Point Blank Shot
5) Precise Shot

Special Abilities
A1) Bombs
A2) Discovery – Explosive Bomb or Infusion
A2) Poison Use.
A3) Swift Alchemy
A4) Discovery – Precise Bombs
A5) Poison Resistance +4
A6) Discovery – Concussive Bombs or Infusion

Sovereign Court

Hybridization funnel can extend bomb uses, especially considering both damage rolls get your int modifier.
I like the spell knowledge discovery, since it gives you an actual spell you can cast, and an actual caster level, you can pick up things like craft wand. Would you rather spend 2 hours on 1 cure light wounds potion, or 8 hours and have a wand of 50 charges? It does depend on the pacing of the adventure though.

Silver Crusade

If your GM rules that a Sipping Jacket works with extracts, consider taking the Cognatogen Discovery and fill the jacket with Targeted Bomb Admixture.


I'd consider a belt of con over Dex, you're kinda squishy and with PBS your to hit is 10 vs touch already, which I suspect will be good enough.


Remember to take the Stink Bomb discovery, it's the best
1 point blank shot
3 precise shot
5 extra discovery: precise bombs

2 Smoke bomb
4 Stink bomb
6 frost bomb, or take something else and wait for 8 for force bomb
8 force bomb

Grand Lodge

Most of the advice you have been give so far is good.

I'm going to offer a couple of warnings.

Get precise bombs asap you don't want to hurt or kill a party memeber.

Be catious of smoke many players are not equipped to deal with it.

Get a second damage type asap first is the first and if you are short of discoveries you can retrain it to force bombs later.

Dispel bombs and blinding bombs are much better then people give them credit for. There is a reason caster take dispel and you can do it multiple time around with fast bombs.

Listen to Louise and a hedgehog protector familiar. Single best defensive ability. Followed by spontaneous healing.

Diversify get wings, dispel, blind, some damage stuff, and an agile amulet. Eventually you will want confusing bombs.

The idea is to get bombs the effect will, ref and fort so you can fall back on debuffing when the damage is not working. And melee with polymorph spells then that fails.


Thank you all for your tips and advice. Slowly working on my alchemist taking all your advice in mind. ^_^

Liberty's Edge

If you want to be hilarious, get a tumor familiar with the protector archetype. It takes half your damage for you, and gets fast healing 5 while attached.

For a support character, mindchemist is great though you've mentioned you don't want to change to an archetype.

Agile amulet of mighty fists is also a good idea.

I don't know that you need all those different bombs, as a lot of things you bomb will just die. I recommend wings at level 6, but it's your character ^.^

Feral mutagen and amulet of mighty fists (agile) is hilarious if you get in a corner. Depends on your team.


blashimov wrote:
If you want to be hilarious, get a tumor familiar with the protector archetype. It takes half your damage for you, and gets fast healing 5 while attached.

Yup like Grand mentioned it is the best defensive option a alchemist has.

Add in the spell A. Barrier and you can make 5 damage non-lethal. Lethal and Non lethal amounts of damage are healed in equal amounts.

The Alchemist can be surprisingly tough. Dex focused can actually have a full package of Melee options, Ranged options, Great AC, great reflex, great initiative. I think they are a pretty awesome class.


One advice that I haven't seen which is almost as important is race. A couple offer more damage to the bombs made. A couple improve your mutagen. There are two races that offer more bombs as a favored class. I'm not sure of the other but Hobgoblins offer this favored class ability. An extra bomb every other level. While at first glance you wouldn't think so but Hobgoblins do make great Alchemists. Their stats are +2 to Dex and Con no negative. They get Dark Vision which is always a plus for me.
Two suggestions, the first is maybe consider a level or at most two in fighter. More weapons and better armor. Alchemists don't suffer for wearing heavier armor beyond the speed and Dex limitations. Your weapon selection improves as well. Plus two free combat feats. Another suggestion is take the discovery Mummification. It takes a second discovery Preserve Organs to get. You have to be tenth level to get it as well. But it's worth it since you become immune to a few things.

Liberty's Edge

I think fighter isn't worth it to sacrifice alchemist abilities. Especially as a bomber who is getting dex anyway. In fact, I don't even think precise shot is necessary, as you're targeting touch. You can always aim for the square, and deal very similar damage.

Scarab Sages

blashimov wrote:
I think fighter isn't worth it to sacrifice alchemist abilities. Especially as a bomber who is getting dex anyway. In fact, I don't even think precise shot is necessary, as you're targeting touch. You can always aim for the square, and deal very similar damage.

(bolding mine) - this is not actually correct. It is a common error though. You can target an grid Intersection or a creature. Not a square.

if you target an grid intersection, the bomb/splash weapon only effects (with a splash) 4 squares. and a miss will move to other intersections. An intersection is considered AC 5 to hit (so it's real easy to hit touch AC 5).

Otherwise your post is a good point. I've seen several bombers not bother with precise shot until much later, and instead rely on throwing acid flasks at intersections - and splash their target (no reflex save for half vs. splash weapon damage like there is for bomb splash damage).

Liberty's Edge

Ah, correct good sir thanks for pointing that out.

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