Alchemist (Grenadier)


Advice


Gnome
Alchemist (Grenadier)

Str - 10 (8 racial)
Dex - 16
Con - 10 (12 racial)
Int - 17
Wis - 8
Cha - 9 (11 racial)

replace:

gnome magic and illusion resistance with pyromaniac

- bombs 1 lvl higher

defensive training and hatred with gift of tongues

- loads of languages (flavor)

obsessive with academician

- can't craft in society play

Traits:

Etymologist (social) - compounds with gift of tongues for flavor

Any +2 Initiative trait

Lvl 1

Feat = Point Blank Shot

Lvl 2

Discovery = Explosive Bombs - extra splash radius

Bonus Discovery (Grenadier) = Precise bombs

Lvl 3

Feat = Precise Shot

Lvl 4

Ability increase = Int +1 (18) - more bombs, more bomb/splash damage

Discovey = Infusion - hand out buffs/heals to party

Is this a decent build? Where do I go from here? What would you "tweek"?

Dark Archive

What is your backup weapon? as your bombs wont last forever.


gossamar4 wrote:


obsessive with academician

- can't craft in society play

You still can have the Craft (X) skill, and use it for dayjob.

Additionally, as an alchemist, you CAN use Craft (alchemy) to craft alchemical goods for 1/3 the cost. As a grenadier, this is AWESOME because you can add alchemist fires and other stuff to your weapons when you are out of bombs or for easier fights.

I'd actually keep obsessive and pickup Craft (alchemy)

Grand Lodge

Also, if you're going to take so many languages I would consider raising your charisma to a 13 and taking a rank or two in diplomacy otherwise you'll either be a bad diplomancer or even a bad translator.

Sovereign Court

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If you are going grenadier then thrown weapons with the returning quality are going to be your best friend.

Since the alchemical item you apply to your weapon doesn't wear off for a minute or so you can keep throwing the weapon until it hits and does damage. Now having several +1 returning weapons can be expensive. Thankfully the Blink back belt was made. In short it will return weapons thrown from it back to the belt. You will just need to make sure to pick up quick draw later only so you can throw multiple times in 1 round.

I also like the idea of dipping a few levels into fighter later on just to pick up the different thrown weapon feats. There aren't many so you would at most probably just have 2 levels of fighter. Charging Hurler and Improved Charging Hurler are probably the big 2 you'll want. The extra attack and damage helps, especially with a low STR score.


I can fully understand the logic of the craft: alchemy suggestion. Makes sense and I'll make that change.

Catfish: You suggest the raise of charisma by 2 points, but where would you suggest those 2 points come from? Int is a class neccessity, dex is needed to be able to hit with the bombs, str is already 8 and wis is dumped to 8 also. Your suggestion implies 1 of 3 choices:

Dump:

Str to 7 = not being able to carry my gear, and even more issues if I ever get caught in melee (who has ever had a character that DIDN'T see melee EVER?)

Con to 10 = loss of 1 hp/lvl, lower fort save

Wis to 7 = loss to valuable always used perception, lower will save

There are probably other consequences to each, but the question is... is the trade off worth it to get a +1 on bluff or diplomacy (both of which are not class skills)?

Caderyn: Back-up weapon would be mainly be a ranged weapon. Bow suffers from -1 str, so crossbow makes the most sense. A mace, dagger, ect. will be more likely used as a hammer or pocket knife, but I always give my characters a ranged and melee weapon to cover the bases.

CRobledo: I'm interested in how craft works in PF Society? D&d living, required you to use time units. Is there a guideline somewhere? Do you replace your day job check with X days of crafting alchemical stuff?


you can drop your dex, your bombs hit on a touch attack. My Human alchemist has a 14 dex and has never missed with one in PFS. He did buff it to 16 with a belt but you get the idea

With a 14 you are stil +4 within 30 feet at level 1, nothing to sneeze at. +6 with your mutagen


you will also be ok with an int of 16 to start.


would it be a good idea to use the proficiency gained in 1 martial weapon from the grenadier at 1st level, for scimitar; then spend the 2 feats for dervish dance, thus providing the versatility of melee combat with an 8 str? Or would these be better used on other things and avoid melee like the plague?


What extracts are you taking? They are one of the most importantd aspects in building an alchemist. I would recommend Targeted Bomb Admixture and Bomber's eye. Tanglefoot bomb is an amazingly good discovery. The thing about Alchemist is that he can deal with those tough high AC enemies who has spell resistance with his touch attack bombs. This would be invaluable in lower level dragon fights. Another thing a bomber alchemist can do well is lay down AoE damage, which really shines with breath weapon bomb or sticky bomb. Cognatogen (+int, -Str) is almost a requirement for Bombers, giving you damage and AC. I would recommend Mindchemist, but unfortunately it overlaps with grenadier.

Other good ones are concussion bomb (few creatures have defense against sonic bombs)

Dispelling bomb can also be invaluable against buffwhore enemies.

Force Bomb can knock creatures prone, making it a very powerful support ability for your melee friends

Immolation can also deal great damage on one creature if you have a high int

Stinking bomb makes your enemies unable to attack if they fail the save, and plague bomb can cause all kind of debuffs.

Basically, even though a bomber alchemist has a limit on his bombs and lower damage than the damage classes, it is much easier to hit with a bomb and the bomber has massive utilities to aid the party by buffing himself, the party with infusion extracts, and bomb debuffs.

IMPORTANT: It doesn't matter what your Alchemist build is- if you are an alchemist, take infusion without a second thought.


Warhawk...

I appreciate the suggestions, they are all solid; but last post was asking about rounding character out with melee options. Was your post intended as a response to that, as an answer to the last line? Or in general?


except that immolation is not a spell available on the formulae list? Which brings me to the next question...

per APG,

1. "An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains."

2. "An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so)."

Am I correct in my interpretation of: As long as the requirements in #2 are met, ANY spell may be converted to a formulae and added to his/her formulae book?

or

I can ONLY add formulae to my book as long as that spell ALSO appears on the Alchemist Spell list?

The Exchange RPG Superstar 2010 Top 16, Contributor

Spells can only be added to your formula book if they are already on the alchemists formula list (Otherwise... what would be the point of having a list?)

The developers clarified this a couple times. I'm too lazy to chase down links though.


What do you think of explosive shot? It would give you killer bomb range.


gossamar4 wrote:
would it be a good idea to use the proficiency gained in 1 martial weapon from the grenadier at 1st level, for scimitar; then spend the 2 feats for dervish dance, thus providing the versatility of melee combat with an 8 str? Or would these be better used on other things and avoid melee like the plague?

Doing well at both melee and range is part of what makes the alchemist so versatile. But regardless of which path you choose, you will need to carry a weapon to use when you're not bombing.

gossamar4 wrote:

except that immolation is not a spell available on the formulae list? Which brings me to the next question...

per APG,

I can ONLY add formulae to my book as long as that spell ALSO appears on the Alchemist Spell list?

You can only add formulae if the spell appears on the alchemist's list.

And by immolation, I believe warhawx was referring to the immolation bomb discovery.

Liberty's Edge

What magic items or mundane gear are out there that would be mandatory for this character?


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I'm personally a fan of the Explosive Missile discovery, especially with Grenadier.

Using a heavy crossbow, you could infuse a bolt with an alchemists fire and launch a bomb with that same bolt, for 1d10+1d6 fire + 2d6 bomb + int mod.

Firearms are even better for that trick, since they still resolve against touch AC, but that involves a feat investment.

Grand Lodge

Oswald Pesterberger III wrote:
What magic items or mundane gear are out there that would be mandatory for this character?

Alchemist Fire, Acid Flasks, Alkyli Flasks, Liquid Ice, Defoliant, and especially Holy Water both to infuse into your weapons and as backup grenades since you still get to add your Int bonus to damage with all of them. Get a Handy Haversack to give you easier access. If you are planning on using weapons, get weapon blanches as well.


Also, a Hybridization Funnel is really nice with the 2nd level Grenadier Alchemical infusion ability or just in general.

Do damage of the bow (or whatever weapon you use) along with the two Alchemical weapons you combined together.

The only thing I am not sure on is do you get your INT bonus on damage for each of the Alchemical splash weapons that were mixed, or just one.


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Also get the Amazing Tools of Manufacture, to give a +4 competence bonus, and a straight 2,000 gp progress in 1 hour time/ a day.

The Exchange RPG Superstar 2010 Top 16, Contributor

Hobbun wrote:
Also, a Hybridization Funnel is really nice with the 2nd level Grenadier Alchemical infusion ability or just in general.

The big limit on the funnel is the fact that the resulting concoction only lasts an hour. There seem to be a lot of times when that hour isn't enough, or turns out to only contain minor encounters and the major one is the next day or two hours later.


Dennis Baker wrote:
Hobbun wrote:
Also, a Hybridization Funnel is really nice with the 2nd level Grenadier Alchemical infusion ability or just in general.
The big limit on the funnel is the fact that the resulting concoction only lasts an hour. There seem to be a lot of times when that hour isn't enough, or turns out to only contain minor encounters and the major one is the next day or two hours later.

I know this is awhile back now, but I missed this response. However, the mixture lasts for 24 hours, so you should have a good amount of time to use up any concoctions that you mix up.

PFSRD wrote:
This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel.

I think you may be thinking about some of the alchemical remedies that only last for an hour after you drink them, like Antitoxin or Antiplague.

The Exchange

Side question of my own.

Can I use quick draw to throw multiple acid flasks a round with rapid shot and such?

Also on int damage with the hybridisation funnel. The wording does say to treat the a successful attack as though the target were hit by both. So i'd say yeah, double it.


Rushley son of Halum wrote:

Side question of my own.

Can I use quick draw to throw multiple acid flasks a round with rapid shot and such?

By RAW, I can't see why you couldn't as Throw Splash Weapon says it's an attack, and not only a standard action. But this strikes me as not RAI.

Rushley son of Halum wrote:
Also on int damage with the hybridisation funnel. The wording does say to treat the a successful attack as though the target were hit by both. So i'd say yeah, double it.

I've been thinking about this more and I believe you only get to add your INT bonus once, as it is only one flask you are throwing. Where the rules are not clear on this, I don't see any GM allowing it, and understandably so.

Grand Lodge

Rushley son of Halum wrote:

Side question of my own.

Can I use quick draw to throw multiple acid flasks a round with rapid shot and such?

Also on int damage with the hybridisation funnel. The wording does say to treat the a successful attack as though the target were hit by both. So i'd say yeah, double it.

The Quick Draw feats specifically states you cannot use it to draw Alchemical items.

The Exchange

So it does. Darn. Kinda ruins quick draw as a feat though. You can only use it to draw weapons, so besides a few rare situations for switch hitters (Who can't really afford the feats anyway) how often will it be useful?

Grand Lodge

Rushley son of Halum wrote:
So it does. Darn. Kinda ruins quick draw as a feat though. You can only use it to draw weapons, so besides a few rare situations for switch hitters (Who can't really afford the feats anyway) how often will it be useful?

It's mostly useful to weapon throws builds. Gunslingers with multiple weapons can use it with two weapon fighting or to complete full attacks when their gun misfires. There are so other specific builds it is good for but it is not an overly powerful feat.

Grand Lodge

Consider Arcane Strike. You can add it to your bombs, your alchemist weapons, pretty much everything you do.

1 swift action: +1 to weapon damage, added to a splash weapon, thats up to +9 damage per round (if you get lucky and the enemy clumps up.) At level 4 it becomes +2, and at level 9 +3. (it's +1 per 5 caster levels, and your produce flame spelllike ability has a CL of Total Level +1 (pyromaniac bonus.)

Consider swaping out low light vision and keen senses for dark vision. Then in darkness you can use glow ink + marker dye to paint targets for your non darkvision team mates.

Grand Lodge

Hobbun wrote:


Rushley son of Halum wrote:
Also on int damage with the hybridisation funnel. The wording does say to treat the a successful attack as though the target were hit by both. So i'd say yeah, double it.
I've been thinking about this more and I believe you only get to add your INT bonus once, as it is only one flask you are throwing. Where the rules are not clear on this, I don't see any GM allowing it, and understandably so.

The INT bonus is a feature of the throw everything feat, not a feature of the flasks.

So, Flask 1 has 1d6 damage
Flask 2 has 1d6 damage
Funnel mixes both
new flask has 2d6 damage.
when you throw it, throw anything adds + Int bonus to the damage.

So you only get +INT once.


SunsetPsychosis wrote:


Firearms are even better for that trick, since they still resolve against touch AC, but that involves a feat investment.

Not much of an investment if you're a gnome. Take master tinker, make gun and you are proficient in it.


Actually, Int to damage from splash weapons is a feature of the alchemist class; any other class that takes Throw Anything doesn't get to add INT to damage.

graystone: That doesn't work in PFS play. No crafting of anything except for alchemical items.

Grand Lodge

Sadly the character above is for PFS I believe. No crafting and only actual people with actual levels in gunslinger can use guns.

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