Fun alchemist builds?


Pathfinder Second Edition General Discussion


Pathfinder Rulebook Subscriber

I have seen many people say negative things about the alchemist class; the main critique that worries me is that people say that many builds (especially the poison and medicine ones) are boring in play.

Do you have any alchemist builds (either that you have played or just hypothetical) that you think are fun in play? I do not care if the build is particularly powerful. What do you think is fun about the build?


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Alchemical Sciences Investigator kek

The most active Alchemist build is the bomber; bombs do in fact just basically work as a ranged striker so long as you do your due diligence on exploiting weaknesses. If you want to play a mutagenist I do sincerely recommend looking at the Alchemical Sciences Investigator instead, though.


In terms of build, the big choice you'll be making is your Research Field which determines your specialty, but there's nothing stopping you from making a chirurgeon who also creates bombs, a toxicologist who also keeps mutagens on-hand, or whatever.

This is also ignoring the rest of your character's mechanics. Will you fight at range with a crossbow? Jump in-and-out of melee with a spear between alchemical tricks? Toss around crowd-control and debuff bombs to weaken the enemies so your fighter can take them out?

How about outside of combat? You're a pretty smart cookie, so being the go-to-guy for Recall Knowledge and solving mysteries fits nicely, but there's much more you can bring to the table. You can use your elixirs, poisons, and wits to be an effective spy. Got mercantile goals? You can already create wondrous goods to sell and turning your intellect into business acumen is easy enough. In real life there are many examples of mixing the material with the ephemeral: Hermetic alchemy, transubstantiation, various flavors of animism, imbibing substances to see the world beyond, etc. For a fantasy world, these could all be very real and an alchemist could be a religious (or cult) leader.

All that being said, if you're genuinely concerned about the efficacy of an alchemist that's perfectly fine. I'd read through some of the alchemist class guides for pointers: https://zenithgames.blogspot.com/2019/09/pathfinder-2nd-edition-guide-to-gu ides.html


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I'm currently playing two Alchemists in PFS play. A Level 6 Bomber, and a Level 1 Mutagenist.

So far, both have been fun for me to play. Resource management is a thing with the Class, particularly for Bombers. You need to lean heavily on your Signature Bombs, because otherwise you just won't have enough for the day. Still though, now at 6th level, I have enough Bombs (I'm finding 5 Batches/15 Bombs works) and that leaves me with 5 more Batches (my Bomber is Int 19) to play around with. I really like making a couple of Bravo's Brews in the morning.

The Mutagenist is still pretty new, and at 1st Level things are pretty limited. Still, he's contributing to every encounter he gets into.

The thing you need to keep in mind about Alchemist: This is not a class for anyone for whom optimization is important. You can build an Alchemist that will absolutely contribute in combat. I've been in several scenarios now where my guy was actually the leading damage contributor because of Splash Damage, but that's fairly rare. (Once we were up against a L+3 bear. Nobody was getting direct hits on that thing.)

The flexibility, however, is very real, and can be a lot of fun. If you study up on Alchemical Items, and your GM is generous with formula access (PFS is awesome for that) you can pull any number of rabbits out of your hat. There's a Mutagen to boost every Skill in the game, and by 3rd level the boost will last for 10 minutes. Bravo's Brews last an hour and are good for Will Saves... great against Fear. Eagle's Eye can make your trapfinder even better at it. Etc., etc., etc.

Give it a try! You may find you'll like it. :D


The alchemist inherently has party buffing (mutagens), healing(dug), and utility (alchemical tools) built into the chassis. If you try to make bombing the only thing you do, then you're going to feel weak, and you'll be right. The one person I've seen who was *most* into the PF2 alchemist was really into acquiring every alchemical tool recipe they could, remembering what all of them did, and then keeping some reagents aside every day so that they could reach into that toolbox at a moment's notice. Being able to retroactively decide that yes, you *do* have a greater smokestick/moderate vermin repelling agent/sovereign glue/etc on hand can be really very useful, and (if you're into that kind fo thing) really satisfying, too.

So, if that sort of thign sounds like your kind of fun, then build a character who's into doing that kind of thing. If you want someone who's more focus and less flexibility... then the alchemist probably doesnt' support your preferred playstyle all that well.

The only other bit that I'll note is to look into Dual Weapon Warrior archetype. Much of it is debatable as to whether or not it applies to bombs, but if your GM says that it does, then it can makes the "mad two-fisted bomber" build a lot more doable. If you're going that route, seriously consider goblin for more FIRE.


I'm playing a sneaky alchemist in a home game using free archetype and it's a blast. I'm playing a bomber, though I actually use a pretty wide range of stuff, and am effectively a walking swiss army knife. My free archetype is witch, though tbh I don't hardly at all use spells besides stuff like illusory disguise and similar support magic; I prep electric arc, but the only time I use it is in conjuntion with a bomb. Next level, I get sticky bombs and elemental betrayal; can't wait to see how persistent damage plays with "give my target elemental weaknesses" the spell (yes, I know it'll only work with frost vial and alchemist fire, but I only get two perpetuals anyways)

What I find fun about the class is the versatility. I only prep like half my reagents, and leave the other half open for quick alchemy. I'm never in a situation where I can't do something, even if that something is just buffing an ally for a skill challenge. A lot of people dont like this kind of playstyle, but honestly, it feels really strong to know I play a role most of my party's hardest challenges


Flexibility and being able to have the right tool on hand is the key to having fun with the class.

As for combat power and helping the party kill things:

My favorite build is using Toxicologist and Archer Archetype. You can have your pick of poisons since they all get their DC increased to your class DC instead of whatever low DC they come with as printed.

The only strange thing about this is that your poisons are most effective if you target something that the party is going to attack in a couple or three rounds. Give the poison some time to act. It will lower the amount of focus fire damage that you are doing on rounds that you poison the next target.

And like OmegaZ mentioned, there is nothing stopping you (and a lot of reward for) using some of your reagents making other types of items too. Some bombs, some mutagens, ... And remember to leave a few reagents available for creating stuff reactively to what you encounter.


Here's a build I came up with shortly after the APG was realeased.

As someone in that topic points out, you should totally get a familiar at level 1 (instead of Quick Bomber) and make it your Independant Valet. Then you can reload your crossbow with one action, have the familiar hand you a crossbos with its free action and then use Double Slice evey turn.

If you don't want to rely on poison too much, Dual-Thrower is also a decent way to get a good 2-action attack going. Just use a Bomb plus a returning Javlin or something like that. Saves the action to reload but also means less chances to poison th target. You'd probably want to switch to Bomber for this variant.


I think it's also worth noting that your damage actually is pretty good compared to other martials as a bomber if you regularly fight mobs. Whether your mob is swarms or troops (who are weak to splash) or an actual high amount of enemies, a bomber can call out at will AoEs, and that chip damage really does add up pretty fast when you consider that you're doing it to 3 targets


I think it is a lot about expectations. Many people seem to expect that the bomber will be throwing around the equivalent of a fireball every round. They're not.

If you temper your expectations that you are a pretty good short range martial PC with lot of utility option I think you can have a lot of fun with the Alchemist. And that's when playing RAW only.

If you chat with your GM, there are lots of small but impactful house rules you could use to really widen your options.

Just off the top of my head 1) let your mutagenist put the free +2 in Str instead of Int (keep Int as "key" i.e. DCs). 2) let Chirurgeon use Crafting proficiency to qualify for Medicine feats. 3) add other "healing" items to Chirurgeon lists like Sinew-shock serum, skinstitch salve, or focus cathartic.


Here's an example of how the flexibility is nice: I was playing my L1 Mutagenist in PFS Scenario 1-3: Escape the Grave.

Now, I don't think it's spoiling things much to say that the Undead are definitely involved.

So, my Mutagenist is a bit of an odd build... only Int 12. He has 3 Batches of Infused Reagents a day thanks to taking Alchemical Familiar.

However, he's a few adventures in, and he's picked up a few things along the way. Such as the formula for Ghost Charges.

So, the morning of the adventure, he does 3 Bestial Mutagens (his mainstay), 2 Ghost Charges and keeps the third Batch in reserve.

By coincidence the party had a L4 Chirurgeon who liked to throw Bombs. So I gave the Ghost Charges to him... and he made excellent use of them.


Rfkannen wrote:
I have seen many people say negative things about the alchemist class; the main critique that worries me is that people say that many builds (especially the poison and medicine ones) are boring in play.

It's true many people say negative things. And much of what they say is true.

Alchemist is not an overpowered class. But it can be quite fun. Kelseus's advice about tempering expectations is key.

Many players have some hesitancy about using poison, so discuss it with your team. The medicine one can be boring, but that's not unique to alchemists - any dedicated healer can end up being boring to play.

I've only played bomber to any significant degree. It's moderately powered but very versatile - it was my default character for Pathfinder Society for a while because alchemist had a place no matter who else showed up.

My build was (and still is) far from optimized, but I went Natural Ambition (Far Lobber) and Quick Bomber at level 1, then Smoke Bomb at level 2. I ended up retraining out of Smoke Bomb to a Wizard dedication, but wishing I had waited for the APG's witch dedication and also retrained Quick Bomber to Familiar.

The #1 piece of advice is really that you shouldn't be throwing more than 1 bomb per round unless you've got a specific reason to do it. Don't throw extra bombs just because you don't know what else to do.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I think alchemists work best as the 'Magic Shopping Bag' character. Basically, a character that is amazing at having the right tool for the job, just reach into their bag and pool out a darkvision elixir or a bomb that does acid damage etc. I think more than a wizard/sorc an alchemist needs recall knowledge to understand what a creature is and what its weaknesses are.

At a certain point alchemical elixirs/mutagens are more useful than limited lower level spell slots. Alchemists at lower levels struggle a little bit due to limited resources but I feel like they are supposed to rely on melee or ranged attacking with a weapon (instead of cantrips) for the first few levels only burning bombs or other alchemical items in the 'right' tactical situation. Later they have a lot more reagents and quick alchemy becomes a lot greater benefit.

I do think there are aspects of the alchemist class that are unnecessarily overtuned and punishing and they sadly a lot of feats are must haves that should have been baked into the class - enduring alchemy, quick-bomber and calculated splash are prime examples of things that probably should of been baseline opening up class feats for options to vary builds more not fix inbuilt problems or math fix damage. Not sure any other class really has a damage fixing feat as much as calculated splash (dangerous sorcery being the only other one and that is far less impactful).

Anyway, Alchemist is a toolbox class and seems to excel when you build and temper your expectations around being able to pull the right tool out of your a.. on the fly for when you need to. I mean there are several class feats for other class/general feats other classes have to invest mid level feats in to get what the alchemist gets out of the box.

Just my 2c.

TLDR - alchemists are fun if you want to be the flexible problem sovler guy that can adapt to the situation or pull an encounter changing or exploration challenge tool out when the situation calls for it.


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So, the OP asked about fun builds, but I haven't really talked about my build yet. My main Alchemist (as I've mentioned, I play 2 in PFS) is a L6 Bomber. I built him as a Hillock Halfling, and he is currently Str 10, Dex 18, Con 14, Int 19, Wis 14, Cha 10. (He started with 10/16/12/18/12/10 in case you were wondering.)

This guy is built around being a Bomber. I took Far Lobber at 1st, because more range is good. Quick Bomber is nice for action economy, but until you have plenty of Reagents for more Bombs, throwing more than one Bomb a round means you very quickly run out. For 2nd I took Revivifying Mutagen, 4th Calculated Splash, and 6th Smoke Bomb.

As I've said, this guy is built around being a Bomber. And the best way to get the most out of your Bombs is to be dosing yourself with Quicksilver Mutagen every fight. There are plenty who will disagree with me, and say that the drawbacks aren't worth it, but for me, this is the way to go. Not only does the extra +1 Item Bonus keep me competitive (basically, compared to a non-Fighter I'm -1 to hit; I'd be -2 without it) but the Reflex Save bonus, the Speed bonus, and the bonuses to Stealth and Acrobatics have literally saved the character on multiple occasions (it also helps Thievery, but I have no skill in that). (Oddly, I've been really lucky; having my Fort Save go from Expert to Trained hasn't screwed me over as yet.)

The other main drawback of QM is the damage. Deris takes 12 HP every time he doses himself. So, the character is also built around healing up between fights. Revivifying Mutagen is basically a free d6 of healing (no fights last 10 minutes). He's trained in Medicine. And, as this is PFS, he has an Aeon Stone that heals 1hp/minute. Almost forgot... if he snacks during a Treat Wounds he adds his level to the heal (Hillock Halfling heritage).

Now, I used the Halfling Cultural Adaptability feat to go back and get Quick Bomber at 5th. It's worked out well; sometimes piling on the 4pts per Bomb of splash damage is worth it. Also, being able to Stride, Bomb, Stride without an Interact to draw a Bomb has definitely been worth it.

I haven't had a chance to try out Smoke Bomb yet. Using Quick Alchemy for Bombs is really hard on the resources. It'll probably see more use at 7th level when I get Perpetual Infusions. I got it because I want two different Additives for my Perpetuals... I'll be getting Sticky Bomb at 8th and at 9th I'll be able to make 2 Bombs with a single Quick Alchemy. (You can only use 1 additive on any given bomb.) I could've gone Debilitating Bomb, and I like the Debilitating Bomb feat tree... but you really need to commit to it. The Conditions imposed by Debilitating Bomb are all negated by a simple save unless you buy in with more Feats. Smoke Bomb, on the other hand, inflicts Concealed with no Saving Throws.

So, as to what's been fun about the Build... well, I guess I fall in Cyder's camp. I like being the flexible problem solver guy. Deris is Trained in Arcana, Nature, Occultism & Religion, so he's half decent at recalling knowledge on just about anything. If given some advance warning of the main type of threat, there are good Bombs for just about any encounter. Going Troll hunting? Alchemist's Fire. Zombie horde attacking? Ghost Charges. Imps from the lower dimensions? Alignment Ampoules and Metalmist Spheres. (Those two can be hard to get ahold of outside of PFS though.)

Outside of Bombs... well, as I've mentioned before, there's a Mutagen to help any Skill. One PFS game we actually had a few days in a town doing nothing but talking to the locals and doing skill challenges. So, I loaded up everyone with the Mutagen of their choice.

Got into a fight in the last game I played where we were trying to stop an invisible Gnome from getting away. Had a few Cat's-Eye Elixirs in my pocket; went a long way to stopping him. (I highly recommend buying one or two Cat's-Eyes to anybody; the functionality never gets old.)

Heck, there was even a time when Deris was hit with something that inflicted Clumsy 1 for a full minute. I QA'ed a Sinew-Shock Serum and got lucky with the counteract check.

There are a number of tricks in the playbook that I haven't even had a chance to use yet. Mistform Elixirs last a full minute now, and even a 20% miss chance (Concealed) can pay off over the course of a fight. I played a one-shot (Sundered Waves) with pregens today and Concealed may have saved us from a TPK.

Anyways, hope that's of some use.


I have been trying to come up with a Shapechanging build for a high level campaign. At first I thought I would be stuck with a Druid but then I discovered an Alchemist can more easily fill the role.

Iv not heard of others mention the build and it takes a very high level to come online but as I am starting at those levels it was not an issue for me.

Improbable Elixirs: This will give you potions up-to half your level.

Potion of Disguise:

Potion of Disguise wrote:

The disguise doesn't change your traits or statistics, nor does it give you any of the special abilities of the creature you're imitating. It might affect what items you can hold or wear.

The potion can increase your size if the creature is larger than you, to a maximum of Large, and it can shrink you to a creature of size Tiny. This doesn't change any of your statistics, with the exception of reducing your reach to 0 feet as a Tiny creature.

Normally polymorph effects like Animal Shape come with limitations as they are battle forms. The Potion of Disguise is not, though they do limit the size you can become.

Add in things like Eternal Elixers and Combine Elixers for more combos. Example: Change into a shark and give it swim speed potion, A bird disguise with a fly potion.

The reason this can be worth it is that this is a polymorph effect but it is not a battle form. Thus it does not have the same limitations as the battle form spells. There is still limitations on your new form but those limitations are much less severe than the battle form limitations.

This is more for a flavor build but I find these types of build the most rewarding. It also helps that our group uses Duel Build rules so I can tie this into another class to gain the most out of it.


About a year ago, GameGorgon/QueueTimes made a video about the "Bestial Alchemist" (mutagenist specializing in feral mutagen) that looked interesting and unique.

During their review of the second errata, they mentioned that access to medium armor would improve their build by quite a bit.

If I wasn't already playing a bomber at that time, I would have tried it out. :)

On a side note, while alchemists can be seen as "lagging" compared to other classes of the same level, I've found that their strengths make them ideal characters for Organized Play, especially once they have a few reagents to spare (around level 4-5). No healer in the group? Prep some elixirs of life and distribute them to the party every morning! Doing a scenario focused on exploration and scouting? Make a big batch of eagle-eye elixirs and give them to the main scouts so that they'll have the buff the whole day! Facing a social skill challenges where you can't risk a critical failure? Brew up a silvertongue mutagen or two to help out the more awkward of your party members!

In short, alchemists are great at shoring up the weaknesses of your particular party composition, and are arguably the most versatile and adaptable class in the game.


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A thread about alchemists where people recognise their potential? What happened?

I think talking to your GM is important; if the campaign is going to have a significant proportion of poison immune/resistant enemies I'd avoid the toxicologist for example. You also need to ensure the GM provides actionable information about creatures when you use recall knowledge.

It's worth considering how the alchemist could incorporate archetypes. The medic and herbalist archetypes are natural thematic pairings with the alchemist and the loremaster archetype benefits from the alchemists INT. It might require GM approval as a tactic but I like the idea of using alchemist poisons in conjunction with the snarecrafter snares. I also like the idea of taking the prescient planner and prescient consumable feats.


Pathfinder Roleplaying Game Superscriber
ottdmk wrote:
As I've said, this guy is built around being a Bomber. And the best way to get the most out of your Bombs is to be dosing yourself with Quicksilver Mutagen every fight. There are plenty who will disagree with me, and say that the drawbacks aren't worth it, but for me, this is the way to go. Not only does the extra +1 Item Bonus keep me competitive (basically, compared to a non-Fighter I'm -1 to hit; I'd be -2 without it) but the Reflex Save bonus, the Speed bonus, and the bonuses to Stealth and Acrobatics have literally saved the character on multiple occasions

So, a question. A first level alchemist with an 18 INT gets 5 infused reagents. Lets assume that Quicksilver Mutagen and some form of bomb are your Specialized formulas. What do you prepare with Advanced Alchemy each day? I was thinking 2 would go to bombs (so six bombs), 2 would go to mutagens (six mutagens) and 1 would stay open for Quick Alchemy. Is that enough bombs for one day?

Or would it be better to make 9 bombs, 3 mutagens and leave one for Quick Alchemy? Or 9, 6 and 0?


Tarondor wrote:
ottdmk wrote:
As I've said, this guy is built around being a Bomber. And the best way to get the most out of your Bombs is to be dosing yourself with Quicksilver Mutagen every fight. There are plenty who will disagree with me, and say that the drawbacks aren't worth it, but for me, this is the way to go. Not only does the extra +1 Item Bonus keep me competitive (basically, compared to a non-Fighter I'm -1 to hit; I'd be -2 without it) but the Reflex Save bonus, the Speed bonus, and the bonuses to Stealth and Acrobatics have literally saved the character on multiple occasions

So, a question. A first level alchemist with an 18 INT gets 5 infused reagents. Lets assume that Quicksilver Mutagen and some form of bomb are your Specialized formulas. What do you prepare with Advanced Alchemy each day? I was thinking 2 would go to bombs (so six bombs), 2 would go to mutagens (six mutagens) and 1 would stay open for Quick Alchemy. Is that enough bombs for one day?

Or would it be better to make 9 bombs, 3 mutagens and leave one for Quick Alchemy? Or 9, 6 and 0?

Your Specialty Items are defined by your Research Field, and you can't mix them. So, first level, my Specialties were Acid Flasks and Bottled Lightning. My Bomber went 9 Bombs (usually 6 Acid Flasks, 3 Bottled Lightning), two Quicksilver Mutagens, and 1 Batch left over for Quick Alchemy. I definitely had to fall back on my sling a couple of times. A couple of fights I had to decide whether the fight was important enough to use Quicksilver. First level is *tough*. Thankfully for me, I was playing Pathfinder Society and first level only lasted three games.

Second level I usually went up to 4 Quicksilvers (2 Batches). Same number of Bombs, and 1 Batch for Quick Alchemy. Never ran into a situation where I had more than four fights in a day, and if I ran out of Bombs (less often than you might think, probably because I could only throw a Bomb a round) it helped with the Sling.

I've also Crafted an emergency backup Quicksilver. I used the Lesser at the end of 2nd Level... crafted a Moderate at the earliest opportunity. Haven't needed to use it yet, but it's comforting knowing it's there. (These were crafted the hard way, and will last indefinitely as they're not Infused.)

Third and Fourth I upped the number of Bombs. I've basically settled at 15 Bombs per day (5 Batches). It might change a bit because my Bomber is now 8th level and has Perpetual Infusion Bombs with Sticky Bomb additive. There was one Scenario where I was expecting Undead and so I went 15 Moderate Ghost Charges that day. (Thankfully, I wasn't wrong, and the Ghost Charges worked out really well.) Still used a number of QA'ed Lesser Acid Flasks and Bottled Lightning though.

Hope that helps.


What about party performance?

I really like the alchemist because of its structure and versatility

Quote:


8hp/lvl
Medium armor
Juggernaut + Evasion ( though the latter kicks in at high level )
Advanced + Quick alchemy
Extreme versatility ( could support the party with elixirs and mutagens, as well as poisons and bombs for offensive purposes )
Familiar which helps you with action management

What bothers me is the effectiveness in terms of damage and support skills.

Our current party ( 5 persons ) is currently composed by

Quote:

- Wild Druid ( dps and sometimes some heal. always with vita beacon on. it also has a pet which fights with him- )

- Hag Sorcerer ( He took heal from the divine tradition. Healer/debuffer with some support stuff )
- Eldritch Archer ( Ranged DPS. high burst with some healing because of focus power )
- S&B fighter ( Good ac and HP pool, as well as saves. Shieldblock helps with damage mitigation ).

I should have switched from champion to summoner, but since 5 players + pet is taking up 6 squares, I am more inclined not to add another ally token to the game, especially because of small maps ( and the fact the druid might become large or even huge, as well as the summoner's eidolon ).

That's why I am now considering alternatives.

I was thinking about a ratfolk toxicologist alchemist, meant to shot from the distance poisoned arrows ( somehow i'll be taking bow proficiency ), but wasn't sure about its performances.

The fighter would probably take the bastion dedication to get nimble shield hand, so giving him life elixirs might work good ( even with gloves of storing, in terms of action management ). What bothers me most is that depends the enemy saves, my poisoned arrows might deal no damage at all.

Quicksilver mutagen seems really good to close the game with a martial class ( and would also give the eldritch archer a +1 hit bonus ) regardless the hp malus.

The fighter might get benefits from the Drakeheart elixir, for either AC and perception checks ( initiative ).

Any suggestion in terms of feats ( ancestry/general/class/dedications/archetypes ) or anything else character related?


HumbleGamer wrote:


What bothers me is the effectiveness in terms of damage and support skills.

Our current party ( 5 persons ) is currently composed by

Quote:

- Wild Druid ( dps and sometimes some heal. always with vita beacon on. it also has a pet which fights with him- )

- Hag Sorcerer ( He took heal from the divine tradition. Healer/debuffer with some support stuff )
- Eldritch Archer ( Ranged DPS. high burst with some healing because of focus power )
- S&B fighter ( Good ac and HP pool, as well as saves. Shieldblock helps with damage mitigation ).

So, support skills...

I don't play my Bomber as a largely support role. I throw Bombs... mainly. But there are opportunities to support, and they keep going up as my guy goes up in level. A few thoughts on your group:

1)There's not a lot you can do for a Wild Druid if they use Wild Shape a lot. Mutagens are Polymorph effects; the two don't mix. Still, there are other things. Darkvision & Cat's Eye Elixers are broadly useful. Antidote and Antiplague are both very good, if very niche. There are lot of useful Alchemical Items out there, and you can eventually do all of them.

2)Drakeheart Mutagen is, in general, fantastic for Spellcasters like your Hag Sorcerer. It's strongest on a Dex 14 unarmored character, and even on higher Dex characters it will provide at least a +1 boost (as long as it's on-level.) Spellcasters will generally have a hand free, letting them carry the mutagen in preparation for a fight. Down it, then Cast a Spell = a pretty good first round.

3)If your Eldritch Archer is willing to put up with the Drawbacks, Quicksilver Mutagen can indeed be a boon (as you have noted elsewhere.) The +1 Item Bonus over Runes is nice, as is the Status bonus to Speed. Cat's Eye is also really nice in cases where Concealment comes up. (To be honest though, your party should be buying their own Cat's Eye. It's cheap!)

4) Your Fighter might appreciate Juggernaut Mutagen. More HP can be very nice for a frontliner, and the Temporary HP from Juggernaut will regenerate if they're at full (normal) HP for 1 minute. (Only comes into play with Moderate or better Juggernaut.)

HumbleGamer wrote:
I was thinking about a ratfolk toxicologist alchemist, meant to shot from the distance poisoned arrows ( somehow i'll be taking bow proficiency ), but wasn't sure about its performances.

You might want to look at the Archer Dedication from the Advanced Player Guide. It will give you Expert Proficiency with Bows at 7th Level when you get Expert with Simple Weapons & Bombs.

As for Performance... well, it's true that a lot of opposition can be resistant/immune to Poison. You might want to discuss things with your GM. If they're planning a campaign with a lot of those types of foes, you might want to consider a different route.

The nice thing is... if you're focused on Range, you could always pick up the formulae for a few Bombs and fall back on those should your run into Poison-resistant opposition. And there's nothing stopping you from racking up the Runes on that Bow.

HumbleGamer wrote:
The fighter would probably take the bastion dedication to get nimble shield hand, so giving him life elixirs might work good ( even with gloves of storing, in terms of action management ).

Elixers of Life are decidedly underwhelming for the first several levels. To the point where a Juggernaut Mutagen is actually more effective for Healing in the middle of a fight.

HumbleGamer wrote:
What bothers me most is that depends the enemy saves, my poisoned arrows might deal no damage at all.

It's a risk, but the Toxicologist Research Field means that all your Infused Poisons, regardless of their level, use your Class DC if it's better than their own. It's a real step up from Powerful Alchemy, which doesn't apply to Advanced Alchemy items. Your Poisons will always have a decent shot at affecting the enemy, provided they're not immune.

HumbleGamer wrote:
The fighter might get benefits from the Drakeheart elixir, for either AC and perception checks ( initiative ).

Drakeheart also has Final Surge, which lets you Stride Twice using one action (which ends the Mutagen). Using it and something like Sudden Charge lets you close with the enemy very, very quickly.

HumbleGamer wrote:
Any suggestion in terms of feats ( ancestry/general/class/dedications/archetypes ) or anything else character related?

Other than Archer Dedication, I'm not sure. I have an irrational dislike of Poisons in gaming, so Toxicologist is my weakest Research Field.


Pathfinder Roleplaying Game Superscriber
ottdmk wrote:
Hope that helps.

It really did! But I have a follow-up. Your 1st-level loadout implies 6 reagents and I think you only get 5. What am I getting wrong?


Tarondor wrote:
ottdmk wrote:
Hope that helps.
It really did! But I have a follow-up. Your 1st-level loadout implies 6 reagents and I think you only get 5. What am I getting wrong?

As a bomber, three bombs costs one infused reagent, so 3 reagents on bombs. Advanced Alchemy gives you 2-for-1, so the two quicksilvers are one reagent for the both of them. Then one more for quick alchemy later. Total of 5.


Hi! I am late to the party but recently made an Alchemist build that I am very eager to try out in case my main character dies!

Ysoki (Ratfolk), Alchemist (Mutagenist) with Warrior Background. I wanted to create a Witcher-like Pathfinder character that uses his alchemical concoctions to aid himself and allies in battle.

I balanced out the starting stats with 14 in STR, DEX & CON, 16 in INT and 10 in WIS & CHA. This gave my L1 Kric decent AC and attack for bombs and melee + more uses of my infusions.

At L2 I took the Fighter dedication to become trained in Martial weapons (choosing to dedicate to Axes), becoming somewhat okay in a wide variety of skills!

L3 - Toughness, staying longer into battle is great

L4 - Archetype feat - Opportunist for AoO

L5 - Ability boosts to STR, DEX, CON (16) and one to your liking. INT for 18 is always great, WIS or CHA for boosting other skills is also neat!

L6 is where I left the build because we did not go higher with main character, but is the 'Oh, more HP? Neat.' Fighter Archetype feat 'Fighter resiliency' grants additional HP for every fighter feat you have

By now you can slash, splash and craft pretty well! In comparison to my main at L6 Champion, this build is has +1 HP, -1 AC and -3 to hit (PB) BUT is an absolute skill monkey and has a lot of utility with crafting!

I hope this helps to inspire others into taking a concept that you like and making it your own! Kric Humblebrew may be based on the legendary Witcher, but he sure is his own entity!

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