Which of these alchemist builds would you rather have on your team?


Advice

Silver Crusade

So as with most of the builds i tend to do, i usually end up having so many ideas that i have to separate them into 2 separate builds so here they are

Grenadier/Inspired Chemist
Traits:Roving Range
Reactionary

Inspired Cognotagen replaced Mutagen
2.Explosive Bomb
Bonus Discovery:Precise Bomb
4.Explosive Missile
6.Infusion
8.Delayed Bomb
10.Sticky Bomb
12.Greater Inspired Cognotagen

Martial Weapon Proficiency(Short Sword for Liquid Blade)
1.Weapon Finesse
3.Exotic Weapon Proficiency(Repeating Light Crossbow)
5.Point Blank Shot
7.Precise Shot
9.Remote Bomb
11.Bullseye Shot
13.Extra Bombs
(This is i would consider the better one combat wise, better at blowing people up rather then objects, can provide long range support and if worse comes to worse they have the potential to fight in melee combat though its not ideal....not in the least)

Alchemical Sapper/Vaultbreaker
Traits:Roving Range
Reactionary

Delayed Bomb replaced Mutagen
2.Precise Bomb
Bonus Discovery:Incendiary charge
4.Explosive Missile
6.Trip Mine
8.Infusion
10.Sticky Bomb
12.Fast Stealth

Replace Throw Anything for Penetrating Charge

1.Remote Bomb
3.Exotic Weapon Proficiency(Repeating Light Crossbow)
5.Point Blank Shot
7.Precise Shot
9.Extra Bombs
11.Bullseye Shot
13.Extra Bombs

(This on the other hand i feel better displays the vibe i would want to go for for this kind of build, a demolition expert that specializes in blowing up structures, barriers, doors and all that, and is more focused on utility and out of combat use. But it's pretty much exclusively in the back line in most fights and frankly if you get to the point where you're forced into melee combat, chances are things have already gone pretty south anyway.)

So which would you rather have?


Both of them are ranged combatants. They both have Infusion, Explosive Missile, and Precise Shot. I go with the one that gives you the better vibe.


Actually blowing up objects is problematic in PF. They usually have too many hit points, unless you've got it in for ropes, paper walls etc. I'd go with the first.

Silver Crusade

avr wrote:
Actually blowing up objects is problematic in PF. They usually have too many hit points, unless you've got it in for ropes, paper walls etc. I'd go with the first.

Actually i was kinda thinking i would like set it up as having a bomb being set up around multiple pellet grenades essentially causing a chain reaction. I got that idea during a campaign when i had someone throw a bag of hand grenades and then cast fireball to detonate them....there was nothing left of the other guy.


Malik Gyan Daumantas wrote:
avr wrote:
Actually blowing up objects is problematic in PF. They usually have too many hit points, unless you've got it in for ropes, paper walls etc. I'd go with the first.
Actually i was kinda thinking i would like set it up as having a bomb being set up around multiple pellet grenades essentially causing a chain reaction. I got that idea during a campaign when i had someone throw a bag of hand grenades and then cast fireball to detonate them....there was nothing left of the other guy.

I kind of wonder if the gnome archetype isn't actually better at blowing stuff up, the damage of the demo charge is way higher, But the bore bomb can be made over and over, and only has to do half the hp in damage to blow a 5X5 hole in whatever you lob it at.

Since incendary charge is available to both, i feel like you could pretty easily use that to soften up tough targets and then use the bore bomb to finish it off.

The Exchange

Which would I rather have on my team? The sapper. Assuming you are just playing a few sessions and don't have plans to get much higher in level.

Inspiring cognatogen is one of those things that sounds awesome but in practice can be cumbersome. You want to have your cognatogen going all the time because it is quite useful outside of combat. But it only lasts 2 hours at level 12, so you have to tell your party "sorry, but I need to spend one hour out of every three in our adventuring day remaking my cognatogen."

Now, if you're going to level 14 or beyond, I change my mind. Because once you get persistent mutagen (14 hours at level 14), you won't be slowing down the team. And the inspired chemist archetype can pull off some great shenanigans by trading alchemist discoveries for two investigator talents. Which includes the "alchemist discovery" investigator talent, allowing you to pick up free investigator talents or double up on alchemist discoveries. (Such as Infusion and Applied Engineering. Or Infusion and Enhance Potion.)

Applied Engineering is great for destroying objects, BTW.

Silver Crusade

Belafon wrote:

Which would I rather have on my team? The sapper. Assuming you are just playing a few sessions and don't have plans to get much higher in level.

Inspiring cognatogen is one of those things that sounds awesome but in practice can be cumbersome. You want to have your cognatogen going all the time because it is quite useful outside of combat. But it only lasts 2 hours at level 12, so you have to tell your party "sorry, but I need to spend one hour out of every three in our adventuring day remaking my cognatogen."

Now, if you're going to level 14 or beyond, I change my mind. Because once you get persistent mutagen (14 hours at level 14), you won't be slowing down the team. And the inspired chemist archetype can pull off some great shenanigans by trading alchemist discoveries for two investigator talents. Which includes the "alchemist discovery" investigator talent, allowing you to pick up free investigator talents or double up on alchemist discoveries. (Such as Infusion and Applied Engineering. Or Infusion and Enhance Potion.)

Applied Engineering is great for destroying objects, BTW.

I tend to plan my characters up to level 13 cause much beyond that and the game turns into rocket tag.

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