Can you blend Vivisectionist and Grenadier Archetypes?


Rules Questions


Can you take Grenadier and Vivisectionist at the same time? They do not replace the same attributes however at second level Grenadier would give you precise bombs which you cannot use on its own. Would that just register as a dead discovery or would it prevent the two from mixing. I would assume the first since dead class features are accepted when multiclassing.

My idea was to go Underground Chemist Rogue, get bombs at level 2 then multiclass into Alchemist and take advantage of it that way as well as be amazing at using Alchemical weapons.


Each archetype is typically designed in a void, so it is possible abilities replaced by one make the benefit of the other obsolete. This circumstance is no different.

A GM may be willing to grant you something else in place of Precise Bombs, but for the purposes of PFS, you are stuck with a dead discovery.


If you had bombs from being a rogue it should be fine.


Saethori wrote:

Each archetype is typically designed in a void, so it is possible abilities replaced by one make the benefit of the other obsolete. This circumstance is no different.

A GM may be willing to grant you something else in place of Precise Bombs, but for the purposes of PFS, you are stuck with a dead discovery.

I don't need anything to replace it I'm going to get Bombs from anther source. I just wanted to make sure I didn't have to have the bombs to peruse that Archetype.


It looks like you can take both Grenadier and vivisectionist. But how are you getting bombs from underground chemist?


Any Rogue can pick up bombs with the following Rogue Talent

Ranged Tactics Toolbox pg. 7 wrote:
Bomber (Su): A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs (Pathfinder RPG Advanced Player’s Guide 28), except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).


Ventnor wrote:

Any Rogue can pick up bombs with the following Rogue Talent

Ranged Tactics Toolbox pg. 7 wrote:
Bomber (Su): A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs (Pathfinder RPG Advanced Player’s Guide 28), except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).

And the best part is underground chemist lets me still add my Int to the bombs as normal.

Chemical Weapons (Ex)

At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.

This ability replaces evasion.

And then also at 4th level you can sneak attack with Bombs so you effectively do X2 sneak attack damage at touch AC at 20ft.

Precise Splash Weapons (Ex)

At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.

This ability replaces the rogue talent gained at 4th level.

And last at Alchemist 10th level your Bombs have a form of Crit

Staggering Blast (Su)

At 10th level, a grenadier’s bombs become particularly overwhelming when they explode. Whenever a grenadier scores a successful critical hit with a bomb, the creature directly struck by that bomb is staggered for 1d4+1 rounds. A successful Fortitude save (DC equals the bomb’s Reflex save DC to avoid splash damage) reduces the duration to 1 round. The effects of this ability stack with a frost bomb’s staggering effect, but not with the effects of the Staggering Critical feat. Additional hits from a staggering blast add to the effect’s overall duration.

This ability replaces poison immunity.

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