Wrath of the Righteous-Mythic alchemist assistance wanted


Advice


My last character died in the Wrath of the Righteous campaign, so I am starting a new one at level 6. My main concern comes from what mythic path abilities/feats I should be taking(Looks like I'll probably be trickster), and if there is any gear I should specifically focus on. I'll include the build as it currently is below to try and help. I don't mind taking sub-optimal abilities for flavor, as long as it doesn't put me too far behind the power curve of others, and it helps make my character unique and fun to play.

My party consists of a barbaian/skald, a ninja, an investigator, a paladin, and a wizard.

Race: Ratfolk
Class: Alchemist (plague-bringer) Bomber focused
Stats
STR 13 DEX 16 CON 12
INT 20 WIS 12 CHA 11

Favored class bonus
Ratfolk can get +1/6th of a discovery

Traits
Chance encounter: 1/day when you fail acrobatics, bluff, disguise, sleight of hand check, you may immediately reroll as a free action. Must take the second result. +2 bonus on reflex saves, spend 1 mythic power to take 20 on the above checks without increasing the time.
Firebug: +1 on attack rolls with splash weapons/alchemists bombs
Accelerated drinker: Can drink a potion as a move action if you start the turn with it in your hand
Drawback

Feats
F1 Point blank shot: +1 attack/Damage in 30ft for ranged attacks
F2 Rapidshot or Two-weapon fighting
F3 Master Alchemist: +2 craft alchemy, use GP as SP for crafting alchemy, and can make doses of poison in batches up to Int mod.

Discoveries
D1 Infusion: Extracts can be given to others
D2 Precise Bombs: When you throw an alchemist bomb, you can choose a number of squares equal to your int mod to not be affected by the blast.
D3 Explosive bomb: Splash range increases to 10ft, and a direct hit means target is on fire, no save.
D4 Tanglefoot bombs: direct hit needs a reflex save or it's entangled and glued to the floor. Splash zone needs a reflex or is entangled. Those that make their saves take damage as normal(1/2 for splash) and are not affected.

Equipment (so far)
16,000 starting Gold
-4000 Headband of vast intellect +2 (Not included in scores above)
-2000 Handy Haverssck
-1175 Small +1 Studded Leather armor
-1000 Pathfinder pouch (For storing valuables like platinum, and particular expensive potions)
-250 Traveller's anytool
-200 Formula Alembic
-200 Hybridization funnel
-75 Portable alchemist table
-75 Combat trained riding rat
-11 Ratfolk tailblade
-10 2x Spring-loaded wrist sheath
-1 2x bandolier

7,003 GP left (The rest is considerations)
5000 GP Admixture vial - Mix 2 extracts together, as the discovery
3000 GP Explosive pocket - 1/day make an alchemist fire that's good for 1 minute, or makes an alchemist fire in the pocket deal 2x damage for 1 minute, or be ruined.
2500 GP Ring of sustenance
750 GP Wand of cure light wounds

(Potions will be used with alchemist extract "alchemical allocation" to be drank over and over ideally)
900 GP CL 18 Potion of Shield of faith - 18 minutes +5 deflection bonus to AC
2150 GP CL 12 Potion of Barkskin - 120 minutes +5 natural armor bonus to AC
1500 GP CL 10 Potion of Protection from energy (1 type, probably fire) - 100 minutes energy resistance 120
150 GP CL 1 Potion of Dimension door - 440ft teleport
1050 GP CL7 Potion of greater invisibility - 7 rounds of greater invisibility.

Anything past this point is extra mundane gear, clothes, glasses, a tent, bedroll, alchemist fire, acid, etc etc etc.

Any and all help and reccomendations will be greatly appreciated. Thank you all for your time!


The Alchemist is by far may favorite class, so I love any opportunity to discuss them. I haven't played with mythic rules, and I've never played a plague-bringer, but here are my 2 cents on alchemists stuff.

It seems like you have a strong concept and are not going for super optimized which is always a good thing and much more rewarding.

Does your GM allow accelerated drinker to apply to extracts as well as potions? (since it really should) both thematically and since the alchemist already struggles with action economy.

Has your GM banned Full Pouch? I see that they have not done so with Alchemical Allocation... which they will learn to regret (be prepared for them to do away with it). But if not, and you plan to heavily utilize AA, then invest in a 2nd level boro bead 4000 gp. To allow yourself another daily use of AA and thus another free use of a CL 18 potion.

Can the plague-bringer use their weapon infect on a bomb? I couldn't find any specifics on this, though to be fair I didn't look very thoroughly.

There is also a ridiculously cheap item for 12 gp called a bumbchucker that increases the bomb range by 10 feet. Still within point blank range, though depending on your GM this may interfere with your riding/bomb loading ability

I've never really liked firebug, as at mid/later levels you should really have no trouble hitting touch AC anyways as touch AC doesn't really scale like regular AC. Maybe look into Pragmatic activator, to make your wand versatility really vast.

Your potion of Barskin looks a bit off price (in your favor) I have 1200 gp for CL 12.

You have a hybridization funnel, invest some of that gold in a bunch of Alchemical items, especially if you're planning on using full pouch. Don't just get weapons either, grab some cool utility items like weapon blanch and tunnel creeper. Holy water bombs also are great undead/outsider splash nukes too.

With a haversack, you probably could afford to splurge on the 200 gp full alchemist lab to get that extra +1 to craft alchemy. The portable lab was designed to be carried by non-magic/dimensional bags, but the full sized one should fit.

I also don't love the tanglefoot bombs because they don't lead to anything else downstream, there are other bomb discovers that count as prerequisites for much more powerful bombs.

You're also going to need some sort of default weapon, for when you eventually run out of bombs and splash weapons: perhaps a shortbow, or crossbow or even a lance of some sorts (though proficiency might prove difficult to obtain). I think if your ride check is high enough you should be able to easily pass checks that allow you to move on your mount while reloading a cross-bow, and still fire in one round.

Also consider Improved initiative, being at the top of the order for a bomber can be amazing, catching the enemy while they are still clustered can be devastating.

The mummification discovery line is also really really neat, and might thematically fit with a crypt creeping plague slinging rodent.


christian kramer wrote:
The Alchemist is by far may favorite class, so I love any opportunity to discuss them. I haven't played with mythic rules, and I've never played a plague-bringer, but here are my 2 cents on alchemists stuff....

He does allow accelerated drinker to apply to extracts, though looking at it, it is a standard to pull it from it's place and drink it in one go. But the extra utility is nice as well.

He has not Banned Full pouch, and I have specifically brought it up to him and told him what I could do with it, and what to expect, and to let me know if I get a bit too out of hand with it.

I had considered Boro beads, but I don't know what I would swap out of the above gear to do that.

As far as I know, Yes/no? for the Infect on bombs. As bombs are considered weapons for all feats and abilities, like weapon focus and point blank, so it SHOULD. However, the reason in having an fire exploding item deal a living disease seems a little off. But I can double check to be sure.

I think I was using the ranger's potion creation for some reason, which put it's level up by another few. Yeah, the 1,200 Seems more on point.

I was planning on spending almost all of the gold on alchemical items after the bigger name items up there. And in fact, I'm about to make a post here in advice about a fun "Don't die" kit.

And lastly, as far as the full kit, I COULD, but I like that the table fits in one of the side pouches exclusively, but more then that, I am putting max ranks in Craft alchemy, so between feats and the like, with the portable table, I am sitting at a +23-24 on craft alchemy, not including other bonuses like crafter's fortune.

Thank you for your reply though! I'll look into some of the other items you recommended!


I've played several alchemists *and* I've played mythic characters (including a mythic alchemist, though only to tier 3).

Gear looks good, not going to comment on that, I'd like to focus my response on mythic path/mythic feat/mythic abilities.

First off, I'll mention that our group is under the impression that the authors for mythic made the common mistake of assuming that the alchemist is an arcane spellcaster, and intended for alchemist to be able to take the Archmage path (which is the path that I ended up taking).

Our support for this assumption is due to the Archmage path features, "Remixer" (which allows you to swap around prepared extracts), Shapeshifting Mastery (which again explicitly refer to extracts), and the fact that there are mythic alchemist formula available, which you would gain with the "Mythic Spellcasting" universal path feature (even though you're not technically a spellcaster).

Although it's true that you can nab one of these Archmage options through Trickster, it wouldn't surprise me at all if the intention was for alchemists to be able to go the Archmage route.

That all out of the way, Trickster is an excellent choice, and I was very tempted to go that route myself. Most GMs should allow you to use Deadly Throw with your alchemist bombs to toss a bomb as a swift, which is extremely potent.

The Trickster Path Feature, Assured Drinker, is absolutely outstanding.

Path Dabbling should probably be used to pick up Remixer from the Archmage path, above.

All three instances of Legendary Item should be strongly considered - make your item intelligent, pay attention to the rules around intelligent items having their own actions that they can use to activate their abilities, and grab lots of instances of spellcasting.

Divine Source can be an intriguing way to pick up access to some interesting SLAs.

Mythic Spellcasting (universal path feature) and Mythic Spell Lore (mythic feat) each offer (identical) access to mythic alchemist formula, and is probably something you'll end up picking up at some point at least once.

If you end up looking at Divine Source, Legendary Item, or Mythic Spellcasting, consider pairing them with the mythic feat Mythic Paragon, which increases your mythic tier numerical value by 2 (which works exceptionally well with both Divine Source and Legendary Item.)

Strongly consider picking up Quick Draw to qualify for the mythic feat, Two-Fisted Drinker. TFD allows you to draw two potions/extracts/your mutagen as a move, and drink them both as a standard. Coupled with the mythic Trickster's Assured Drinker, this allows you to down up to three extracts as a full-round action, which is just quickened alchemist casting on steroids.

Mythic Throw Anything is another great mythic feat that shouldn't be overlooked just because it's basic - you definitely shouldn't overlook it. Getting an extra +2 to hit is nice, but tightening up your splash miss radius is great.

Drink is Life can be incredibly fun for an alchemist - even moreso if you happened to go Brewkeeper (Cayden Cailean-themed alchemist prestige class).

Honestly, though, there are so many great mythic options that you're practically assured to create something that's incredibly powerful (though I don't think I can recommend Remixer and Assured Drinker enough as your first two mythic path features).


Gulthor wrote:
I've played several alchemists *and* I've played mythic characters (including a mythic alchemist, though only to tier 3)....

I am starting at Tier 1, Level 6, though the others in the game are tier 2, level 6-7, I should get tier 2 soon.

I had a big list of path abilities I was considering, and I am unsure what I want to do as far as mythic feats and path abilities in general. I do like Assured drinker, probably at tier 1, though I am currently at a loss for the mythic feat to add. Mythic rapid shot, Mythic throw anything, Mythic point blank shot, Mythic brew potion, The reccomended Two-fisted drinker, or taking more path abilities....

Legendary item is of course a fun choice, but I always have the issue of what spell list and spells to take, And I would need to do a LOT more looking into extracts to see what mythic ones there are, and what is worth burning a mythic on, especially since it'll only work on one ally.


Kiba Kurokage wrote:
Gulthor wrote:
I've played several alchemists *and* I've played mythic characters (including a mythic alchemist, though only to tier 3)....

I am starting at Tier 1, Level 6, though the others in the game are tier 2, level 6-7, I should get tier 2 soon.

I had a big list of path abilities I was considering, and I am unsure what I want to do as far as mythic feats and path abilities in general. I do like Assured drinker, probably at tier 1, though I am currently at a loss for the mythic feat to add. Mythic rapid shot, Mythic throw anything, Mythic point blank shot, Mythic brew potion, The reccomended Two-fisted drinker, or taking more path abilities....

Legendary item is of course a fun choice, but I always have the issue of what spell list and spells to take, And I would need to do a LOT more looking into extracts to see what mythic ones there are, and what is worth burning a mythic on, especially since it'll only work on one ally.

If you're allowed to take Mythic Brew Potion, I absolutely would - keep in mind that an allied spellcaster can provide the spell that you brew - but be aware that it is a third party mythic feat (from Legendary Games, I think?)

Mythic Rapid Shot is great, but... I assume you're looking to pair it with fast bombs at some point? The problem I have with fast bombs is that you can burn through your daily bomb usage incredibly quickly (I played an Explosive Missile-focused grenadier for my mythic alchemist, so I went the slow, steady, one shot per round route).

Extra Path Ability is a totally legitimate Mythic feat choice, but it does have a Mythic Tier 3 prerequisite.

I honestly ended up using one of my mythic feats on just picking up a bonus regular feat; we hit tier 3 at the same time we hit level 16, and I used my mythic feat on Extra Discovery (Grand Cognatogen).


Gulthor wrote:
Kiba Kurokage wrote:
Gulthor wrote:
I've played several alchemists *and* I've played mythic characters (including a mythic alchemist, though only to tier 3)....

I am starting at Tier 1, Level 6, though the others in the game are tier 2, level 6-7, I should get tier 2 soon.

I had a big list of path abilities I was considering, and I am unsure what I want to do as far as mythic feats and path abilities in general. I do like Assured drinker, probably at tier 1, though I am currently at a loss for the mythic feat to add. Mythic rapid shot, Mythic throw anything, Mythic point blank shot, Mythic brew potion, The reccomended Two-fisted drinker, or taking more path abilities....

Legendary item is of course a fun choice, but I always have the issue of what spell list and spells to take, And I would need to do a LOT more looking into extracts to see what mythic ones there are, and what is worth burning a mythic on, especially since it'll only work on one ally.

If you're allowed to take Mythic Brew Potion, I absolutely would - keep in mind that an allied spellcaster can provide the spell that you brew - but be aware that it is a third party mythic feat (from Legendary Games, I think?)

Mythic Rapid Shot is great, but... I assume you're looking to pair it with fast bombs at some point? The problem I have with fast bombs is that you can burn through your daily bomb usage incredibly quickly (I played an Explosive Missile-focused grenadier for my mythic alchemist, so I went the slow, steady, one shot per round route).

Extra Path Ability is a totally legitimate Mythic feat choice, but it does have a Mythic Tier 3 prerequisite.

I honestly ended up using one of my mythic feats on just picking up a bonus regular feat; we hit tier 3 at the same time we hit level 16, and I used my mythic feat on Extra Discovery (Grand Cognatogen).

I missed that it was third party. DM allows Paizo stuff only, and only stuff that's region-appropriate, so no pathfinder society, or eastern weapons/armor, etc. So no brew potion. Though you can take a normal feat instead? In that case, I'd probably TOTALLY throw that into extra discovery, or extra bombs. I'm just having a really hard time finding good mythic feats I qualify for right now.


Yep, there are a couple weird things you can do with Mythic feats.

Unlike normal feats, you can elect to just save your Mythic feat and take it later.

But also directly under the description of the mythic feat feature, it states:

PRD wrote:
Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.


Gulthor wrote:

Yep, there are a couple weird things you can do with Mythic feats.

Unlike normal feats, you can elect to just save your Mythic feat and take it later.

But also directly under the description of the mythic feat feature, it states:

PRD wrote:
Mythic Feat: Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally. You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter.

That is awesome! Now just to figure out which of the many feats I might want... Precise shot, splash weapon mastery, or sticky poison/frost bombs...

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Wrath of the Righteous-Mythic alchemist assistance wanted All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice