Playing Alchemist (bomber), and struggling with saves (currently at book 2)


Mummy's Mask


So mummy's mask is the first adventure path I played, and so far I've been enjoying playing alchemist. However, I was quite surprised of how many will saves I had to deal with, to the point where I'm afraid to even use mutagen since it would tank my already low will save. I'm lvl 6, and I'm planning on taking iron will as my next feat to shore it up to a +6 (from a +4). Aside from this, is there anything I can do to better prepare myself for those? I usually try to quietly peak through doors or corridors, but often times, I come into moments where I had no time to prepare for anything, especially since I have a tendency of rolling poorly on initiative rolls despite having a good dex. I'm the main trap disarmer of the group (though the monk is also a good finder), and usually stay 3rd on party order, but should I stay in the back more often to avoid those will saves?

Edit: I think I know that some races have traits that help with will-saves, but I don't think mine is one of them. And our group is using Automatic Bonus Progression


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As an alchemist you could learn Owl's Wisdom. (Or get a wand of it so that you're not using spell slots)
Cap of the Free Thinker would help (because re-rolls are pretty awesome)
[url]"https://www.aonprd.com/MagicWondrousDisplay.aspx?FinalName=Ioun%20Stone%20 Pale%20Green%20Prism"]Cracked Pale Green Ioun Stone[/url] gives a +1 to saves.
Headband of Fortune's Favourgives a +1 luck bonus.

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

This doesn't directly aid your will save but if it is something that will take control of you (as will saves sometimes are) ask your party caster type to prepare either protection from evil or suppress charms and compulsions to help alleviate some of those concerns.


Pathfinder Adventure, Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook Subscriber

Mechanically you will be limited. Craft or buy items to booth your stat is the mechanical solution.

Depending on your GM you may have more interesting RP options for improving will saves. Enter the circumstance bonus, the GM's best friend. If you have a plan in place for handling mind effecting issues that would cause a save your GM should be adjusting the save in your favor.

Certain deadly items may have mementos attached to them to jog your memory before you use them on your party. Maybe you have an extra step before using your bombs, like a tick where you tap the glass as a focus?

If you use your creativity to deepen the RP of the game, your GM should adjust saves accordingly.

Downside is that it is a double edge sword. If you begin neglecting certain things your GM may increase DCs, like the party assuming they are moving silently but never say it.

As a player make sure you read the hieroglyphs and heed reasonable warnings. Most of the dungeons are designed in a way that the disrespectful tend to trip the most traps.Caution and research will be your friends.

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