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I asked about something similar a few days ago and i feel like i came up with something i can be comfortable with, now i just wanna know if there is anything out of place or of there is a better order
(Mixologist)
Traits:Firebug
Totemist
2.Alcoholic Bombs
4.Infusion
6.Alchemical Strike
8.Combine Extracts
10.Sticky Bomb
12.Dilution
Bonus Feat:Throw Anything
1.Concentrated Splash
3.Point Blank Shot
5.Precise Shot
7.Splash Weapon Mastery
9.Instant Alchemy
11.Arcing Lob
13.Improved Initiative
General idea is to be a tribal/herbalist/admixture alchemist that acts as a debuffer/support character that specializes in various thrown weapons such as alchemist fire, tanglefoot/burn bags, Flash powder, and of course booze bombs.

avr |

Combine extracts is of doubtful utility unless there is a very specific combo of extracts you want - usually just taking a 4th level extract will be better than taking a 1st and a 2nd, for example. I'm not saying there's no case for its use but figure out exactly what you want to do with it before getting it.
If you're using sticky bomb then you might want a cognatogen to enhance your Int and so your splash damage (mixologist bars mutagens, but a cognatogen's not one of those exactly.) I'm not convinced sticky bomb's worth it though.
Dilution almost demands that you get enhance potion or similar, if you're using potions a lot then you'll want to make them worthwhile.
I've never been sure how you're supposed to make alchemical strike work. It takes a move action to get an alchemical weapon out for most, then a full-round action to throw it? Is it worth attacking every other round for a still fairly modest save DC effect?

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Combine extracts is of doubtful utility unless there is a very specific combo of extracts you want - usually just taking a 4th level extract will be better than taking a 1st and a 2nd, for example. I'm not saying there's no case for its use but figure out exactly what you want to do with it before getting it.
If you're using sticky bomb then you might want a cognatogen to enhance your Int and so your splash damage (mixologist bars mutagens, but a cognatogen's not one of those exactly.) I'm not convinced sticky bomb's worth it though.
Dilution almost demands that you get enhance potion or similar, if you're using potions a lot then you'll want to make them worthwhile.
I've never been sure how you're supposed to make alchemical strike work. It takes a move action to get an alchemical weapon out for most, then a full-round action to throw it? Is it worth attacking every other round for a still fairly modest save DC effect?
Well the entire idea is to be a rudimentary brew mixer using archaic techniques to make various stuff like that so yeah i should pull out sticky bomb cause it just won't be worth it in the long run.
As for alchemical weapons, an endless bandolier would surely solve that issue would it not?

avr |

It doesn't look like an endless bandolier changes the action required to get something out, it just stores a lot of things. Maybe you're thinking of something else?

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It doesn't look like an endless bandolier changes the action required to get something out, it just stores a lot of things. Maybe you're thinking of something else?
Surely there must be a way to speed pulling out items to a free action, otherwise i'm gonna have to rethink other things as well

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Not easily? Wrist sheaths can store a couple of items which you can retrieve as a swift action but many alchemical weapons will be too heavy or bulky. Magic items which have such an effect are limited and expensive, e.g. a glove of storing.
Might be for the best otherwise tangleburn bag would be S tier in usefulness.