What Equipment To buy as Alchemist


Advice


Hi! I'm a level 3 grenadier alchemist currently, first time using him.

Feats: Precise shot and extra discovery. I was going to go with point blank shot but my 'to-hit' modifier is already so high when I use my bombs that I felt it was a waste at this moment to take it. Extra discovery will allow me to have stink bombs at level 4 (extra discovery- smoke bomb now at level 3)

I have light crossbow with bolts dipped into acid for 1d8 + 1d6 dmg
Peasants outfit cause I have 7 str and can't carry s~@#.
Bombchucker for range on my bombs
Wrist Sheath - spring loaded (to have quicker access to a potion)
Holy Water flasks
Blood Boiling Flasks (+2 bonus to init, and cold effects for 8 hrs)
Masterwork Tool: To give me extra +2 when i craft alchemical items or anything.

Ghast retch flask (target nauseated for 1 rd and sickened for 3. Creatures within 5 ft are sickened for 1 round) Seems super good to have a few of them on hand.

Question 1: I have precise bombs, but if I throw flasks and my allies are within 5 ft of flask blowing it, does that mean my allies will also take splash effects?

Question 2: I've read 3 guides on alchemist, Can anyone recommend any other equipment I may want to take at this point?

Question 3: Does bombchucker include throwing holy water flasks or ghast retch flask?

Question 4: What is the range on throwing flasks? 10 feet? (20 ft with bombchucker) ?

Bit of a long post, hope someone can help, thanks!


A Hybridization Funnel is a great investment

Sczarni

Precise Shot has Point-Blank Shot as a prerequisite, so you'll need to take it if you want to have it, unless your GM houserules it of course.

Now to your questions:

1. Correct.
2. Boro Beads, combined with this delightful little extract: Alchemical Allocation, a bunch of potions and the Infusion discovery will make your party really happy when you stuff them with Barkskin or Heroism for the cost of 1 potion for every spell that exists. Those things last almost an hour in-game time!
3. Yes.
4. Usually, yes. Read the item description.


I believe if I didn't have precise shots, does that mean I will have to take a -4 penalty on my BOMBS as well?

Sczarni

Yup! That's what precise bombs is for!


If I don't take -4 penalty with my bombs. I'm wondering if its feesable to just take extra bombs (im level 3) and use those, extracts and flasks and most of the time not worrying about using arrows. Thoughts?

question 2: Any other flasks someone would recommend for my level 3 grenadier alchemist? Or something along the lines of a 'blood boiling pill'

question 3: IF I throw a flask do I take a -4 penalty for lacking the precise shot?

Thanks, you guys are awesome!


If you make a ranged attack at a target that is in melee combat, you take a -4 on that attack roll. Precise shot is useful, but after say lv5, it's not that necessary, because bombs and other splash weapons target touch ac. And the majority of things you will be fighting, have a touch ac of around 10.


you wrote: "but after say lv5, it's not that necessary, because bombs and other splash weapons target touch ac."

precise shot is not for bombs correct? So if i can just keep throwing bombs and barely using any arrows or none at all - then i should probably retrain precise shot/point blank shot?

I'm level 3 so I guess retraining later on, level 5 or 7, I can get other feats. Thoughts?

Hope that wasnt confusing


Crexis wrote:

you wrote: "but after say lv5, it's not that necessary, because bombs and other splash weapons target touch ac."

precise shot is not for bombs correct? So if i can just keep throwing bombs and barely using any arrows or none at all - then i should probably retrain precise shot/point blank shot?

I'm level 3 so I guess retraining later on, level 5 or 7, I can get other feats. Thoughts?

Hope that wasnt confusing

Precise shot affects bombs and any other ranged attack. It's just that bombs hit touch ac, which is very low for most characters. So it (precise shot) is not really necessary for bombs, and you could use those 2 feats for something more useful.

Yea, if you're going to retrain, I'd do it around lv7. By that point, you should have at least a +8 or more to hit with your bombs. And a lot of enemies have a touch ac around 10-12, so even with the -4 penalty for "shooting" into melee, you shouldn't have a problem hitting them. And it will only get easier as you level up because touch ac is generally more difficult to raise.


A dagger and a club, always be prepared. Keep one in your off hand in a fight just in case.

Mithral/Darkwood Buckler is a must for most spell casters, if you have the gold. No penalty, +1 to AC even when flat footed. Increase as you enchant them later on. Alchemist are more close range combat mage compare to other casters. You need to have enough AC.


DoubleBubble wrote:

A dagger and a club, always be prepared. Keep one in your off hand in a fight just in case.

Mithral/Darkwood Buckler is a must for most spell casters, if you have the gold. No penalty, +1 to AC even when flat footed. Increase as you enchant them later on. Alchemist are more close range combat mage compare to other casters. You need to have enough AC.

If he gets a mithral or darkwood buckler that would provide a 'shield bonus' correct? Than he wouldn't be able to use his 'Shield' extract which would provide a +4 'shield bonus' right?


Let's get into the more fancy items.

1) STR 7 whyyyyyyy? Alchemists tend to carry a lot of stuff on them. It adds up. Belt of Strength would help, Handy Haversack is also good. Basically anything to let you carry more bombs, flasks, potions, vials, etc.

2) Silping Jacket. Swift Action, drink a potion you readied in the jacket. Once per day but think of the potions you can make. Does not work on Extracts. Speaking of!

3) The possible destroyer of your balance. Poisoner's Gloves. Two gloves each with an extract. "But I didn't take infusion" where we're going we don't need infusion. Full round to double slap yourself(might need two weapon fighting, half sleep). And just fill them with a good combo. Fly + Invisiblity was fun for me.


Atalius wrote:
DoubleBubble wrote:

A dagger and a club, always be prepared. Keep one in your off hand in a fight just in case.

Mithral/Darkwood Buckler is a must for most spell casters, if you have the gold. No penalty, +1 to AC even when flat footed. Increase as you enchant them later on. Alchemist are more close range combat mage compare to other casters. You need to have enough AC.

If he gets a mithral or darkwood buckler that would provide a 'shield bonus' correct? Than he wouldn't be able to use his 'Shield' extract which would provide a +4 'shield bonus' right?

You can not use 'Shield' extract while caught flat footed. Also, you can enchant it with a +5 bonus. Give you +6 shield bonus to AC later on when you have the gold. On top of that, +5 enchantment worth of ability available for you to add to your buckler, which no 'shield' extract can offer. Takes no action to use that +6 shield bonus from the buckler, while it require a standard action to use that extract, and that only gives you +4. On top of that, flat price abilities do not count toward your +10 enchantment bonus limit. So you can buy all the flat price abilities on your buckler without worry about not able to get that +6 shield AC.


How much does that +6 shield cost? And does it help at all against incorporeal touch attacks like the Shield? Certainly he would be using Shield just before entering a fight so the standard action would not be an issue. At his level couldn't he benefit from Shield until at least the middle levels around 8 or so.


MerlinCross wrote:

Let's get into the more fancy items.

1) STR 7 whyyyyyyy? Alchemists tend to carry a lot of stuff on them. It adds up. Belt of Strength would help, Handy Haversack is also good. Basically anything to let you carry more bombs, flasks, potions, vials, etc.

Basically so I could have 18 dex and 19 int. Seems fine, I cant wear armor but I have mage armor so it seems fine. And I have other AC Buffs.

Scarab Sages

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Atalius wrote:
How much does that +6 shield cost? And does it help at all against incorporeal touch attacks like the Shield? Certainly he would be using Shield just before entering a fight so the standard action would not be an issue. At his level couldn't he benefit from Shield until at least the middle levels around 8 or so.

I run a number of Alchemists (5 so far I think?) in PFS - my highest is 12th level now. I always put shield in my list early (by 2nd level at least) and... I have almost never gotten one off in combat. I have started handing them out as Infusions to the 2HW fighter types and other shieldless Martial characters. And I have a Barbarian/Alchemist (5th level total so far) who has gotten to use it once in combat - but mostly its a question of:

a) Damage bad guys
or
b) put up Shield...

and I almost always go with a)

I have picked up a Darkwood heavy shield on several of my Alchemists... the +2 to AC is nice. And upping the AC enchantment is really kind of cheep (+5 total is 9,257gp, a +4 is 4,257gp., a +3 is 1,257gp.) and it's ALWAYS up.

Hybridization Funnel is nice - except at a PFS table it has to much YMMV for my taste. Takes 10 to 20 minutes to work out how it works with each judge I encounter, and every one of them is different (at least 5 different ways of how it works). Plus the high Craft Alchemy needed to use it...yeah, to much hassle.

Discerning Wayfinder is very-very nice to have. SOME way to get detect magic, so with your high Spellcraft you can ID magic items.

Acid flashes early on. Splash weapons don't give a Reflex save for half like your bombs do, so at 1st-2nd level they often do more damage. And making them is cheap.

Party Favors:
with several of my alchemist PCs I hand out business cards with a list of items on them, with spots to check off the items as they are used. Players that game with me have started calling them "party favors". Players will use the items in game and check off the items as used, then give me them back at games end and I have a list of what got used. Very fast and simple for tracking items usage.

So, just before starting a "crawl", I'll instruct everyone to pull the med pack I gave them (not the grenade pack, the other card) and "drink the first three, and smear the last two over your body." This leads to the expected comments about "lube" and "oiling up" etc. ("first three" would be Anti-toxin, Anti-Plague, and Still-gut or Sooth Syrup. the "the last two" would be Vermin Repellent and Alchemical Grease).

But every now and again, it means I get to point out "hay T.S., did you count the +5 alchemical bonus on that save?"... Sometimes it saves lives...

And I get to call everyone by the same first name..."T.S., for Test Subject"

;-)

with a higher level Alchemist I REALLY like Poisoners gloves. A fun gimmick I use them for is Infusions of Detonate... yeah. Remember to drink a resist energy before using this!

I often run (Chirurgeon) Archetypes - so that I get breath of life as a 4th level infusion. Put those in a set of Poisoners gloves and hand one glove to two different PCs. It's something else to see the party barbarian charge across the battlefield and punch a Breath of Life into someone that just went down.

Barbarian: "So, what do I need to hit the prone, DEX zero, body? with my +2 from the charge?"


Atalius wrote:
How much does that +6 shield cost? And does it help at all against incorporeal touch attacks like the Shield? Certainly he would be using Shield just before entering a fight so the standard action would not be an issue. At his level couldn't he benefit from Shield until at least the middle levels around 8 or so.

Like The Toaster said, you will most likely never get it off. A standard action is HUGE! Most the time, you need that +1< AC for when you are flat footed, which is when you have to lowest AC. That is when you can't use extract, that is when you can't do anything.

On the other hand, shield extract only works if you have the standard action to pre buff. And if you have good teamwork, tactics or just common sense in combat, you won't need it most the time. You only need it when you have time to pre buff. If you don't have the time, you don't need it. You can do something more efficient.

When you are aware that you are going to fight, everything is easier. But then it is unexpected, that's when you need to be prepared. A buckler give that preparedness that shield extract doesn't offer. You can't expect to have time to pre buff most of your fight. The price is steep, but life saving.

Scarab Sages

DoubleBubble wrote:
Atalius wrote:
How much does that +6 shield cost? And does it help at all against incorporeal touch attacks like the Shield? Certainly he would be using Shield just before entering a fight so the standard action would not be an issue. At his level couldn't he benefit from Shield until at least the middle levels around 8 or so.

Like The Toaster said, you will most likely never get it off. A standard action is HUGE! Most the time, you need that +1< AC for when you are flat footed, which is when you have to lowest AC. That is when you can't use extract, that is when you can't do anything.

On the other hand, shield extract only works if you have the standard action to pre buff. And if you have good teamwork, tactics or just common sense in combat, you won't need it most the time. You only need it when you have time to pre buff. If you don't have the time, you don't need it. You can do something more efficient.

When you are aware that you are going to fight, everything is easier. But then it is unexpected, that's when you need to be prepared. A buckler give that preparedness that shield extract doesn't offer. You can't expect to have time to pre buff most of your fight. The price is steep, but life saving.

Just wondering...

Why buckler over Darkwood Heavy Shield?


DoubleBubble wrote:
Atalius wrote:
How much does that +6 shield cost? And does it help at all against incorporeal touch attacks like the Shield? Certainly he would be using Shield just before entering a fight so the standard action would not be an issue. At his level couldn't he benefit from Shield until at least the middle levels around 8 or so.
Like The Toaster said, you will most likely never get it off. A standard action is HUGE! Most the time, you need that +1< AC for when you are flat footed, which is when you have to lowest AC. That is when you can't use extract, that is when you can't do anything.

I've played an alchmist in PFS up to 15th lv, and one of the first things I've always done in combat, is use a shield extract. I find it's often better to use a turn or 2 buffing, than it is to be sleeping in the dirt.

Also, you lose the ac bonus from the buckler if you use that hand to attack. Which can be a problem if you're using feral mutagen. Or if you are 2 handing a 1 handed weapon, or using a 2 handed weapon.


The Toaster wrote:
DoubleBubble wrote:
Atalius wrote:
How much does that +6 shield cost? And does it help at all against incorporeal touch attacks like the Shield? Certainly he would be using Shield just before entering a fight so the standard action would not be an issue. At his level couldn't he benefit from Shield until at least the middle levels around 8 or so.

Like The Toaster said, you will most likely never get it off. A standard action is HUGE! Most the time, you need that +1< AC for when you are flat footed, which is when you have to lowest AC. That is when you can't use extract, that is when you can't do anything.

On the other hand, shield extract only works if you have the standard action to pre buff. And if you have good teamwork, tactics or just common sense in combat, you won't need it most the time. You only need it when you have time to pre buff. If you don't have the time, you don't need it. You can do something more efficient.

When you are aware that you are going to fight, everything is easier. But then it is unexpected, that's when you need to be prepared. A buckler give that preparedness that shield extract doesn't offer. You can't expect to have time to pre buff most of your fight. The price is steep, but life saving.

Just wondering...

Why buckler over Darkwood Heavy Shield?

Buckler free up both your hands, allow you to interact with surrounding with ease why you can just have it strapped on. Doesn't work like that in real life, but almost just as easy.

Darkwood Heavy Shield require a move action to don. Once you donned it, you lose one of your hand. To remove it requires a move action. Yes, you can hold it all the time and you don't always require both hands, but losing +1 AC is worth all that freedom. You can climb, you can ride a horse. You can quickly grab something important while keeping other hand free for using extracts. Also, no one carry shield all the time in real life. So heavy over few hours and gets in the way so so much.


Azurespark wrote:
DoubleBubble wrote:
Atalius wrote:
How much does that +6 shield cost? And does it help at all against incorporeal touch attacks like the Shield? Certainly he would be using Shield just before entering a fight so the standard action would not be an issue. At his level couldn't he benefit from Shield until at least the middle levels around 8 or so.
Like The Toaster said, you will most likely never get it off. A standard action is HUGE! Most the time, you need that +1< AC for when you are flat footed, which is when you have to lowest AC. That is when you can't use extract, that is when you can't do anything.

I've played an alchmist in PFS up to 15th lv, and one of the first things I've always done in combat, is use a shield extract. I find it's often better to use a turn or 2 buffing, than it is to be sleeping in the dirt.

Also, you lose the ac bonus from the buckler if you use that hand to attack. Which can be a problem if you're using feral mutagen. Or if you are 2 handing a 1 handed weapon, or using a 2 handed weapon.

If your GM is so kind to let you have a couple rounds to buff yourself, shield extract is not bad. But that your GM is just so so so so kind. For normal players with normal GM, you don't get that much time unless your team passed most checks and most things go your way. Cross a bridge, failed perception, you get attacked by water spirits. That's normally how it goes.

As for Feral Mutagen, two handed weapon and two weapons fighting, buckler offers you options. You can decide to do those things to deal more melee damages over time, or you can use a one hand weapon or throwing weapon to keep that shield bonus to AC. You get to make that decision without spending a standard action. To draw a weapon, you can do that as part of your movement if you have at least +1 BAB. To drop the weapon, it's free action. I leaves me so much tactical options in terms of having more AC or more Damage. To go offensive, defensive or aggressive.

From personal experience, that two round you spend to buff yourself, someone just died and you did nothing to save them. On the other hand, if I have a buckler, I will be able to survive while do something about the situation. I will have the options to use my extracts for something else, or to forgo my AC and help in melee in order to prevent allies being killed. That is very important.


I agree you would never spend a standard action in battle to use Shield. The thing is if you can use it before you enter a battle than its fine.

Grand Lodge

It's actually a matter of action economy. If your enemy is more than a double move away from you why not use shield?

They partially close the gap, you use shield, they charge, you full attack. This is better than you closing the distance and getting full attacked.

If they are within charge distance and you go first use shield, let them charge you take a full attack (they get 1 attack at +2 you get your full attack at -2ac). You are ahead on attacks. If you charged they would get a full attack and you would be behind in attacks. If shield cause even one attack to miss your further ahead.

In a surprise round when you are too far for a partial charge that's a perfect time to buff.

For martials the first attack is the least important because it is a single attack.

Basically, you should set up the situation so you are getting more attacks than your enemies half the time that allows you one buff in a fight. If you optimise for a swift, move, standard buff the "let them come to you" strategy becomes even better.

Exceptions, there is a caster that needs to be shut down asap, you're facing something with pounce and extra attacks, you hate the enemy.


DoubleBubble wrote:

If your GM is so kind to let you have a couple rounds to buff yourself, shield extract is not bad. But that your GM is just so so so so kind. For normal players with normal GM, you don't get that much time unless your team passed most checks and most things go your way. Cross a bridge, failed perception, you get attacked by water spirits. That's normally how it goes.

As for Feral Mutagen, two handed weapon and two weapons fighting, buckler offers you options. You can decide to do those things to deal more melee damages over time, or you can use a one hand weapon or throwing weapon to keep that shield bonus to AC. You get to make that decision without spending a standard action. To draw a weapon, you can do that as part of your movement if you have at least +1 BAB. To drop the weapon, it's free action. I leaves me so much tactical options in terms of having more AC or more Damage. To go offensive, defensive or aggressive.

From personal experience, that two round you spend to buff yourself, someone just died and you did nothing to save them. On the other hand, if I have a buckler, I will be able to survive while do something about the situation. I will have the options to use my extracts for something else, or to forgo my AC and help in melee in order to prevent allies being killed. That is very important.

It's PFS, so I had a different gm for every game. Maybe yours is just more brutal. So my experience disagrees with you. And it all depends on the situation if you have time to buff or not. Also, if i used a +5 buckler, my ac would often be lower than if I used shield.


Azurespark wrote:
DoubleBubble wrote:

If your GM is so kind to let you have a couple rounds to buff yourself, shield extract is not bad. But that your GM is just so so so so kind. For normal players with normal GM, you don't get that much time unless your team passed most checks and most things go your way. Cross a bridge, failed perception, you get attacked by water spirits. That's normally how it goes.

As for Feral Mutagen, two handed weapon and two weapons fighting, buckler offers you options. You can decide to do those things to deal more melee damages over time, or you can use a one hand weapon or throwing weapon to keep that shield bonus to AC. You get to make that decision without spending a standard action. To draw a weapon, you can do that as part of your movement if you have at least +1 BAB. To drop the weapon, it's free action. I leaves me so much tactical options in terms of having more AC or more Damage. To go offensive, defensive or aggressive.

From personal experience, that two round you spend to buff yourself, someone just died and you did nothing to save them. On the other hand, if I have a buckler, I will be able to survive while do something about the situation. I will have the options to use my extracts for something else, or to forgo my AC and help in melee in order to prevent allies being killed. That is very important.

It's PFS, so I had a different gm for every game. Maybe yours is just more brutal. So my experience disagrees with you. And it all depends on the situation if you have time to buff or not. Also, if i used a +5 buckler, my ac would often be lower than if I used shield.

Yes, mostly it would be done to if you have time to buff or not. However, please not that +6 shield bonus to AC is not the only thing that buckler gives you. There are lots of enchantment special abilities you can add to your buckler which works even if you use two handed weapon, two weapon fighting or feral. On the other hand, shield is flat +4. On top of that, you are not going to melee and feral every single fight, that +6 shield bonus will help more often than not. Especially if you are Crexis who is playing a grenadier alchemist.

Looking in the Opening post, Crexis is a grenadier alchemist. Means he is not going to go feral, not going to use two handed weapon, no two weapon fighting. He will be attack from range. So the only thing that will catch him in melee will be unexpected attacks. Which will not give you time to use 'Shield' extract. But you can use buckler that will give Crexis +1 shield bonus to AC even when flat footed. If he can see it coming, of course he can use 'shield'. Or he can move into position and start attacking so one of the enemy will likely die without doing any damage. Sooner you kill something, the better.


Yes. At low levels is where Shield would be used where he is now. Later on when he can afford his enchanted buckler he will certainly get one. But I think the Headband of INT will come first.


DoubleBubble wrote:

Yes, mostly it would be done to if you have time to buff or not. However, please not that +6 shield bonus to AC is not the only thing that buckler gives you. There are lots of enchantment special abilities you can add to your buckler which works even if you use two handed weapon, two weapon fighting or feral. On the other hand, shield is flat +4. On top of that, you are not going to melee and feral every single fight, that +6 shield bonus will help more often than not. Especially if you are Crexis who is playing a grenadier alchemist.

Looking in the Opening post, Crexis is a grenadier alchemist. Means he is not going to go feral, not going to use two handed weapon, no two weapon fighting. He will be attack from range. So the only thing that will catch him in melee will be unexpected attacks. Which will not give you time to use 'Shield' extract. But you can use buckler that will give Crexis +1 shield bonus to AC even when flat footed. If he can see it coming, of course he can use 'shield'. Or he can move into position and start attacking so one of the enemy will likely die without doing any damage. Sooner you kill something, the better.

True, a +1 buckler could be worth getting for a special ability or two. Depending on the situation, you could go feral fore more than one a day. And by 11th lv, if you take a level in master chymist, you can go feral for every fight.

But if the character is staying at range, then the buckler sounds like it would generally be more useful than shield.


Crexis wrote:
MerlinCross wrote:

Let's get into the more fancy items.

1) STR 7 whyyyyyyy? Alchemists tend to carry a lot of stuff on them. It adds up. Belt of Strength would help, Handy Haversack is also good. Basically anything to let you carry more bombs, flasks, potions, vials, etc.

Basically so I could have 18 dex and 19 int. Seems fine, I cant wear armor but I have mage armor so it seems fine. And I have other AC Buffs.

This is more dependent on GM than anything. My suggestion and complaint that is(and unless it's Int or Cha, I hate dumping stats.)

When you start adding up all your alchemical items, all your pocket extenders, gadgets and other kit related items; Your weight can jump suddenly on you. Some GMs really take you to task on it. Others more lax while still others will wave it off unless you have a horse in your pocket.

So if your Dm is an enforcer of weight, pick up a way to carry more stuff. Seriously I have a Shaman now that can barely carry just her default kit with 10 STR.


Atalius wrote:
Yes. At low levels is where Shield would be used where he is now. Later on when he can afford his enchanted buckler he will certainly get one. But I think the Headband of INT will come first.

355gp for a darkwood buckler that gives you +1 when 'shield' extract can not. If you position yourself well most the time, you can even invest in a tower shield, as long as you don't let the armor penalty gets in the way when you use dex or str skills. It would work because you lose dex to AC when surprised. However, buckler is the best bet because like The Toaster asked before, you do want to be able to do stuff. Whole point of having a buckler is to be better protected from the unexpected while doing normal things. Like a ring of protection, always there. Even if you use both hands all the time, a buckler would do half the job that ring of protection +1 does with less than half the price. It is very important that we face this instead of keep falling into the cliche of casters have low AC in surprise round.

One thing I may add is that, if someone holding a shield or a buckler, and the others don't. Who would you hit first? I personally would hit someone with no form of protections over the other. Doesn't matter how powerful you are, you can do a thing one I stab you in the face. The point of ambush is to quickly end enemies by surprise. If one is smart enough to set ambush, he must be smart enough to choose target.

Scarab Sages

DoubleBubble wrote:
Atalius wrote:
Yes. At low levels is where Shield would be used where he is now. Later on when he can afford his enchanted buckler he will certainly get one. But I think the Headband of INT will come first.

355gp for a darkwood buckler that gives you +1 when 'shield' extract can not. If you position yourself well most the time, you can even invest in a tower shield, as long as you don't let the armor penalty gets in the way when you use dex or str skills. It would work because you lose dex to AC when surprised. However, buckler is the best bet because like The Toaster asked before, you do want to be able to do stuff. Whole point of having a buckler is to be better protected from the unexpected while doing normal things. Like a ring of protection, always there. Even if you use both hands all the time, a buckler would do half the job that ring of protection +1 does with less than half the price. It is very important that we face this instead of keep falling into the cliche of casters have low AC in surprise round.

One thing I may add is that, if someone holding a shield or a buckler, and the others don't. Who would you hit first? I personally would hit someone with no form of protections over the other. Doesn't matter how powerful you are, you can do a thing one I stab you in the face. The point of ambush is to quickly end enemies by surprise. If one is smart enough to set ambush, he must be smart enough to choose target.

I am confused with part of your post here...

where are you getting the price for a "Darkwood Buckler"? If you mean the Light Shield listed in the CRB as a "Darkwood Buckler", it's price is listed as 203gp, and it's a Light Shield - not an actual Buckler.

Darkwood Buckler from the PRD:

Darkwood Buckler

Aura no aura (nonmagical); CL —

Slot shield; Price 203 gp; Weight 2.5 lbs.

Description

This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.

Realizing that the "Darkwood Buckler" listed in the CRB is actually a Light Shield... because a buckler is made of metal and can't be crafted from Darkwood?

Buckler from the CRB:
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.

so, why not just use a Masterwork Buckler? Cost on that would be 155gp, right? and Masterwork would remove the -1 ACP...

Cost for a Mithral Buckler would be 1005gp, and would remove the Arcane Spell Failure as well, but that's not really a concern for an Alchemist... so you can just go with the cheaper Masterwork Buckler.

I still prefer the Darkwood heavy shield though. 257gp. gives me a +2 to AC (normal and Flatfooted, not to Touch), and as I am a Bomb-Throwing Alchemist, I only need one hand free to throw bombs (or other alchemical splash weapons). A spiked gauntlet means I threaten, so I can provide a flank, but mostly I just throw ...

the short term buff extract that I would use if I had a free Standard action before combat to buff would be reduce person. With the DEX bump it gives it's like getting +2 on your AC (normal and touch, but only +1 Size to flatfooted AC) - and it gives a +2 to hit with thrown items (like bombs). The +4 size bonus to Stealth is kind of kewl too, (with the DEX bump it is sort of +5 to Stealth).


DoubleBubble wrote:
One thing I may add is that, if someone holding a shield or a buckler, and the others don't. Who would you hit first? I personally would hit someone with no form of protections over the other. Doesn't matter how powerful you are, you can do a thing one I stab you in the face. The point of ambush is to quickly end enemies by surprise. If one is smart enough to set ambush, he must be smart enough to choose target.

That depends, if the buckler user is wearing light or no visible armor, and the other targets are more armored, then I'd go for the buckler user first.

Scarab Sages

Azurespark wrote:
DoubleBubble wrote:
One thing I may add is that, if someone holding a shield or a buckler, and the others don't. Who would you hit first? I personally would hit someone with no form of protections over the other. Doesn't matter how powerful you are, you can do a thing one I stab you in the face. The point of ambush is to quickly end enemies by surprise. If one is smart enough to set ambush, he must be smart enough to choose target.
That depends, if the buckler user is wearing light or no visible armor, and the other targets are more armored, then I'd go for the buckler user first.

My PCs often pick up a Hat of Disguise to take advantage of the "Shot at the squishy" tactic some monsters will use - so my Armored-Brick -Cleric-in-Full-Plate looks like a Wizard (pointy hat and all) or my Wizard often looks like an A-B-C. Good Judges (or good ones in my biased opinion) pay attention to this. Poor Judges (again just my opinion) just never seem to notice ( and always seem to just know the poor AC PCs to shot at).

I've even had a PC with two Hats, so that he could loan one out to another PC at the start of the game and then we'd switch figures. One judge got a bit offended by this tactic though, as he missed the fact that we had swapped appearances (and figures) and what looked like a wizard on the table was really the AC 26 Dwarven Cleric...


Giamo Casanunda wrote:
Azurespark wrote:
DoubleBubble wrote:
One thing I may add is that, if someone holding a shield or a buckler, and the others don't. Who would you hit first? I personally would hit someone with no form of protections over the other. Doesn't matter how powerful you are, you can do a thing one I stab you in the face. The point of ambush is to quickly end enemies by surprise. If one is smart enough to set ambush, he must be smart enough to choose target.
That depends, if the buckler user is wearing light or no visible armor, and the other targets are more armored, then I'd go for the buckler user first.

My PCs often pick up a Hat of Disguise to take advantage of the "Shot at the squishy" tactic some monsters will use - so my Armored-Brick -Cleric-in-Full-Plate looks like a Wizard (pointy hat and all) or my Wizard often looks like an A-B-C. Good Judges (or good ones in my biased opinion) pay attention to this. Poor Judges (again just my opinion) just never seem to notice ( and always seem to just know the poor AC PCs to shot at).

I've even had a PC with two Hats, so that he could loan one out to another PC at the start of the game and then we'd switch figures. One judge got a bit offended by this tactic though, as he missed the fact that we had swapped appearances (and figures) and what looked like a wizard on the table was really the AC 26 Dwarven Cleric...

I did something very similar with a Full Plate Halfling looking like he was lightly armored. Big mistake when things went after him.


Oh one other thing to pick up as part of your kit. Iron vials.

Yes yes they weigh pound each but get them. Get a few. Keep your best liquids in them unles they are used elsewhere(like in wounderous items). Why? Because sooner or later you'll have to take a fall, get hit with a shockwave of some kind, or eat some Shatter effects. These babies can handle that level of risk/wear and tear.

Seriously there needs to be a jingle about this.


The Toaster wrote:
DoubleBubble wrote:
Atalius wrote:
Yes. At low levels is where Shield would be used where he is now. Later on when he can afford his enchanted buckler he will certainly get one. But I think the Headband of INT will come first.

355gp for a darkwood buckler that gives you +1 when 'shield' extract can not. If you position yourself well most the time, you can even invest in a tower shield, as long as you don't let the armor penalty gets in the way when you use dex or str skills. It would work because you lose dex to AC when surprised. However, buckler is the best bet because like The Toaster asked before, you do want to be able to do stuff. Whole point of having a buckler is to be better protected from the unexpected while doing normal things. Like a ring of protection, always there. Even if you use both hands all the time, a buckler would do half the job that ring of protection +1 does with less than half the price. It is very important that we face this instead of keep falling into the cliche of casters have low AC in surprise round.

One thing I may add is that, if someone holding a shield or a buckler, and the others don't. Who would you hit first? I personally would hit someone with no form of protections over the other. Doesn't matter how powerful you are, you can do a thing one I stab you in the face. The point of ambush is to quickly end enemies by surprise. If one is smart enough to set ambush, he must be smart enough to choose target.

I am confused with part of your post here...

where are you getting the price for a "Darkwood Buckler"? If you mean the Light Shield listed in the CRB as a "Darkwood Buckler", it's price is listed as 203gp, and it's a Light Shield - not an actual Buckler.

** spoiler omitted **...

Now I checked, you are correct. Can't use darkwood for buckler. Still, the fact you can be better protected while having a buckler without forgo the freedom to interact with your surrounding is too good to pass. Tactic wise, you lose nothing but only gain options. It's like having wand scrolls and potions. Doesn't take up a slot, does take away your action. You can only gain options.

Scarab Sages

DoubleBubble wrote:
The Toaster wrote:
DoubleBubble wrote:
Atalius wrote:
Yes. At low levels is where Shield would be used where he is now. Later on when he can afford his enchanted buckler he will certainly get one. But I think the Headband of INT will come first.

355gp for a darkwood buckler that gives you +1 when 'shield' extract can not. If you position yourself well most the time, you can even invest in a tower shield, as long as you don't let the armor penalty gets in the way when you use dex or str skills. It would work because you lose dex to AC when surprised. However, buckler is the best bet because like The Toaster asked before, you do want to be able to do stuff. Whole point of having a buckler is to be better protected from the unexpected while doing normal things. Like a ring of protection, always there. Even if you use both hands all the time, a buckler would do half the job that ring of protection +1 does with less than half the price. It is very important that we face this instead of keep falling into the cliche of casters have low AC in surprise round.

One thing I may add is that, if someone holding a shield or a buckler, and the others don't. Who would you hit first? I personally would hit someone with no form of protections over the other. Doesn't matter how powerful you are, you can do a thing one I stab you in the face. The point of ambush is to quickly end enemies by surprise. If one is smart enough to set ambush, he must be smart enough to choose target.

I am confused with part of your post here...

where are you getting the price for a "Darkwood Buckler"? If you mean the Light Shield listed in the CRB as a "Darkwood Buckler", it's price is listed as 203gp, and it's a Light Shield - not an actual Buckler.

** spoiler omitted **...

Now I checked, you are correct. Can't use darkwood for buckler. Still, the fact you can be better protected while having a buckler without forgo the freedom to interact with your surrounding is too good to pass. Tactic wise, you lose nothing but only gain options. It's like having wand scrolls and potions. Doesn't take up a slot, does take away your action. You can only gain options.

You are being very selective in your "advantages/disadvantages" observations here. Much of this is dependent on the Judge/PC/Campaign - what works and doesn't work well for the player/players in the game.

* Use of a Buckler would effect any weapon used with that hand.

* It has weight, and will reduce what a person can carry before being encumbered.

* It could effect NPC reactions to your PC ("Just why are you wearing a buckler to have a drink with the Captain of the City Watch?"). It could attract unwanted attention during combat (being the target of such spells as heat metal and burning disarm will be no fun with something you need to unstrap to drop, or the attention of a rust monster. Heck, sometimes the Monsters might even want to attack the "most heavily armored target" and you would win that prize for being the only PC in sight with a shield).

As an Alchemist (who doesn't suffer from most of the down sides of a buckler), is it better to have a (+1) shield bonus than not? Yeah, I (personally) think so. But then, I also think that having a (+2) shield bonus from a Darkwood shield is even better (one could even say twice as good), and the downside is not a problem (in game effects are very minor. Yeah - the shield user can't use a two handed weapon or dual weld weapons... but then an alchemist normally doesn't do those anyway, so it's not a issue). IMHO. And the Darkwood shield is cheaper than a Mithril buckler. (though you really only need a MW buckler).

Scarab Sages

MerlinCross wrote:

Oh one other thing to pick up as part of your kit. Iron vials.

Yes yes they weigh pound each but get them. Get a few. Keep your best liquids in them unles they are used elsewhere(like in wounderous items). Why? Because sooner or later you'll have to take a fall, get hit with a shockwave of some kind, or eat some Shatter effects. These babies can handle that level of risk/wear and tear.

Seriously there needs to be a jingle about this.

In PFS, in nine seasons of play, I have never had a problem with glass vials. Not to say it will never happen... but it feels kind of like when they introduced Potion Sponges... it wasn't an issue until you had the thing to fix it, then everyone had to have the new gimmick to fix something that wasn't a problem before the fix was published in a new splat book...

You know, I have been hit with a heat metal spell before... does it hurt a potion to boil it? In a sealed container? Just wondering.... Hey! I know, we can install a "Toasters Patented Potion Pressure Relief Valve" on all your Iron Vials for a low-low price of 20 gp each... and we'll throw in a Anti-Rust Coating free of charge too (gives a save vs. rusting attacks). Wouldn't want any of those things to burst on you when they are heated! Avoid the damage from scalding liquids and metal fragments... ;)


The Toaster wrote:
MerlinCross wrote:

Oh one other thing to pick up as part of your kit. Iron vials.

Yes yes they weigh pound each but get them. Get a few. Keep your best liquids in them unles they are used elsewhere(like in wounderous items). Why? Because sooner or later you'll have to take a fall, get hit with a shockwave of some kind, or eat some Shatter effects. These babies can handle that level of risk/wear and tear.

Seriously there needs to be a jingle about this.

In PFS, in nine seasons of play, I have never had a problem with glass vials. Not to say it will never happen... but it feels kind of like when they introduced Potion Sponges... it wasn't an issue until you had the thing to fix it, then everyone had to have the new gimmick to fix something that wasn't a problem before the fix was published in a new splat book...

You know, I have been hit with a heat metal spell before... does it hurt a potion to boil it? In a sealed container? Just wondering.... Hey! I know, we can install a "Toasters Patented Potion Pressure Relief Valve" on all your Iron Vials for a low-low price of 20 gp each... and we'll throw in a Anti-Rust Coating free of charge too (gives a save vs. rusting attacks). Wouldn't want any of those things to burst on you when they are heated! Avoid the damage from scalding liquids and metal fragments... ;)

While I snicker, I did have a DM that would most likely have done that. So it's a 'different experiences' thing. What works for A doesn't work for B, and will never happen to C in the first place. The Iron Vials probably works based on what kind of DM you have.

But the main point I do want to make is as an Alchemist, you're one part hardware store and one part china shop. Unlike a Fighter(With their +5/6 Greataxe) or a spellcaster(With their metamagic rods, or worse spellbooks), you have a lot of little items that will almost always be useful, and yet no single one lost will make or break your day. Most of the time. And they're easier to break/misplace through just normal travel and adventures.

So yes, my suggestions carry with them a sense of paranoia and history of preparing against DMs. Which is why I don't suggest ALL things should be in Iron(Weight piles up, note from earlier).

Still, I feel like Alchemist is basically the "Boy Scout". Always be prepared and all.

Speaking of prepared - Bear Traps. Again the weight can kill you but you keep these on your packmule(Class - Barbarian). Not always useful but can throw off surprise encounters when you're campping and can set them up. Bonus, combo them with alchemical items for more effectiveness.

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