
Gortle |

FYI this is my first attempt at building an alchemist, so I do need help. Its not as bad as I thought, because when you dig into it there are a lot of alchemical formulae.
Alchemist
A versatile support class, an Alchemist has bombs, mutagens and poisons. It is good at doing splash damage over an area, and providing item bonuses that are higher than can be obtained by normal characters. It's not recommended for new players. It has a limit on the number of alchemical items it can produce, so until level 7 it can run out just like a spell caster but with alchemical items rather than spells. The other issue I guess is that it doesn't have a reasonable basic attack that runs off its primary attribute, so it irritates optimisers a lot.
You can get alchemical items
*by normal crafting
*by purchasing them
*using infused reagents to make batches with Advanced Alchemy at the start of the day
*using infused reagents to make a temporary item with Quick Alchemy but you get fewer
*eventually your quick alchemy improves (level 7) and you can make a few specific types from your Research Field using Perpetual Infusions at no cost. I wish they called this Cantrip Infusions as that would have been clearer.
Because of the limits on availablility of infused reagents a familiar with Extra Reagents is useful early, Manual Dexterity and Valet are also nice to hand you things as you will have an extensive list of support items.
Smoke Bomb is worth it if the GM plays with reasonable line of sight rules, i.e. having line of sight through it causing concealment.
For more on Alchemical Formulas read here. There is a lot of it, much like a spell book. I’ve just listed some basics below to get you started.
Bomber
A bomber who specialises in splash damage. Most importantly it’s the one type of alchemist that can avoid hitting their allies with splash damage. Has an endless supply of bombs from level 7 and keeps a weapon as a backup. My preference is a Sling as it keeps a hand free, but Archer Dedication is useful.
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Light Mace, Alchemical Crossbow or Sling, Alchemist's Tools, Formula Book
Class Feats: Level 1: Quick Bomber, Far Lobber Level 2: Smoke Bomb, Level 4: Calculated Splash, Healing Bomb, Level 6: Debilitating Bomb, Level 10: Expanded Splash, Greater Debilitating Bomb, Level 14: True Debilitating Bomb
Bombs: Acid Flask, Alchemist's Fire, Blight Bomb, Bottled Lightning
Others: Elixir of Life, Eagle-Eye Elixir
Chirurgeon
This type of Alchemist has an endless supply of healing potions from level 7 and is an effective healer with Healing Bomb. To me it needs to do something else though so this build still has most of the bomb enhancers.
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Light Mace, Alchemical Crossbow, or Sling,
Alchemist's Tools, Formula Book
Class Feats: Level 1: Quick Bomber, Alchemical Familiar Level 2: Smoke Bomb, Level 4: Healing Bomb, Level 6: Debilitating Bomb, Level 8: Perpetual Breadth, Level 10: Greater Debilitating Bomb, Level 14: True Debilitating Bomb
Bombs: Acid Flask, Bottled Lightning
Others: Elixir of Life, Antidote, Antiplague, Eagle-Eye Elixir, Mistform Elixir, Cheetah's Elixir
Mutagenist
This type of Alchemist is built to use Bestial Mutagen. Perhaps it's better to offer these potions to other party members. I think this is an effective build, but I think I prefer this build as Chirugeon or a Bomber rather than a Mutagenist, as endless healing or bombs seems more useful than endless low level skill/movement buffs.
Str 16 Dex 12 Con 12 Int 18 Wis 10 Cha 10
Basic equipment: Breastplate, Light Mace, Alchemical Crossbow, or Crossbow, Alchemist's Tools, Formula Book
Class Feats: Level 1: Quick Bomber, Alchemical Familiar Level 2: Revivifying Mutagen, Level 4: Calculated Splash or Healing Bomb, Level 6: Debilitating Bomb, Level 8: Feral Mutagen, Level 10: Retrain something to Monk Dedication and take Monk's Flurry
Bombs: Acid Flask, Alchemist's Fire,
Others: Elixir of Life, Eagle-Eye Elixir, Bestial Mutagen, Drakeheart Mutagen, Silvertongue mutagen, Quicksilver mutagen
Toxicologist
Poison is an effective tool in combat, the toxicologist can apply poison every round. I suggest the Blowgun here because it's more flavoursome, but Archery is the better way to go. The main downside here is that poison immunity is too common.
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Blowgun but prefers Composite Short Bow, Alchemist's Tools, Formula Book
Class Feats: Level 1: Quick Bomber, Alchemical Familiar Level 2: Archer Dedication Level 4: Calculated Splash, Healing Bomb, Level 8: Pinpoint Poisoner, Perpetual Breadth, Level 10: Expanded Splash, Level 14:
Bombs: Acid Flask, Alchemist's Fire,
Others: Elixir of Life, Eagle-Eye Elixir
Poisons: Spear Frog Poison, Giant Centipede Venom, Lethargy Poison, Cytillesh Oil

breithauptclan |

FYI this is my first attempt at building an alchemist, so I do need help. Its not as bad as I thought, because when you dig into it there are a lot of alchemical formulae.
I have built plenty of alchemists, but I have never actually played any of them. Not even a mocked test play. So I am mostly going to keep my opinions to myself.
There are a couple of additions that do jump out at me though.
Because of the limits on availablility of infused reagents a familiar with Extra Reagents is useful early, Manual Dexterity and Valet are also nice to hand you things as you will have an extensive list of support items.
Extra Reagents would be useful at earlier levels, but its usefulness drops off as you level up.
Valet is good to use if you are clearing your hands by throwing/consuming the items being handed to you. Otherwise you will run out of hands faster than your familiar runs out of actions. And for the most common item that you would be wanting to get Valet'd - bombs - there is Quick Bomber to compete with it. Though for beginner alchemist players I don't recommend Quick Bomber for anyone other than a Bomber Alchemist at level 7+ no matter what the feat level says.
keeps a weapon as a backup. My preference is a Sling as it keeps a hand free
This is probably true of all alchemist varieties except maybe the Toxicologist - who instead uses their weapon primarily, and the mutagenist that uses unarmed attacks.
Other options to keep a hand free are the Hand Crossbow, various thrown weapons, and various firearms. All of them, besides paying more feats to get a bow, will take an additional action to use - whether that is in reloading, drawing a new weapon, or cycling the chamber of a capacity firearm. Though there is also the air repeater with repeating - but its action economy is good, but its damage isn't great.

Blave |

Chirurgeon does not get unimited healing, unfortunately. It's perpetual infusion works only for Antidote and Antiplague. Those are largely underwhelming when used at a low level because that makes them not much better than resistance runes. And it's nearly useless to have an infinite amount of them due to their long duration. That's why the subclass is by far the weakest one.
I'm thinking about adding Elixir of Life to their perpetual list but giving it a 1 minute cooldown. Infinite out of combat healing at level 7 really doesn't seem too powerful and the cooldown keeps it more in line with other infinite healing abilities when it comes to healing per minute.
EDIT, now that I have a bit more time:
Getting Archer Dedication and Pinpoint Poisoner on the Toxicologist but not picking um Parting Shot seems like a waste.
A good option for bombing is the Dual Thrower feat of the Dual-Weapon Warrior Archetype. Command your Valet Familiar to give you two bombs, then throw them both at 0/-2. Can also use this with Perpetual Debilitating Bombs once you get Double Brew at level 9 (at least I'm reasonably sure it works with Perpetual Infusion). At level 14, you can guarantee that one of them hits with Dual Onslaught. Add Perfect Debilitation and you can nearly guarantee persistent damage AND a debuff every turn (as long as you're not forced to move or otherwise unable to get 3 actions to pull this off).

Gortle |

Chirurgeon does not get unimited healing, unfortunately. It's perpetual infusion works only for
Antidote and antiplague. Those are largely useless when used at a low level because that makes them not much better than resistance runes. And it's nearly useless to have an infinite amount of them due to their long duration. That's why the subclass is by far the weakest one.I'm thinking about adding elixir of life to their perpetual list but giving it a 1 minute cooldown. Infinite out of combat healing at level 7 really doesn't seem too powerful and the cooldown keeps it more in line with other infinite healing abilities when it comes to healing per minute.
I feel let down. But you are right no infinite supply of low level healing potions. Honestly it wouldn't have been a problem. Healing is bascially unending on a 10 minute timeframe, maybe if they are worried, include it in the level 7 power but not the level 11 or level 17.
So the Chirurgeon has to invest in Medicine and continual recovery anyway... yep you are far better off in one of the other fields.Healing Bomb is still nice though.

SuperBidi |
1 person marked this as a favorite. |

FYI this is my first attempt at building an alchemist, so I do need help. Its not as bad as I thought, because when you dig into it there are a lot of alchemical formulae.
There are a few issues in your builds. Let's start with my personal favorite: Chirurgeon.
Chirurgeon can compete with Cleric in terms of healing output, but for that you need this build:
Class Feats: Level 1: Alchemical Familiar (Valet, Extra Reagent), Level 1/2: Battle Medicine (quite important at low level), Level 2: Cavalier Dedication, Level 4: Impressive Mount, Level 8: Incredible Mount, Level 14: Specialized Mount
With that build you deliver 2 Elixirs of Life per round (or Potions of Healing + Battle Medicine at low level). You can even use your mount to strike if you don't want to do it yourself, or just build a Str-based Alchemist and end up with Bestial Mutagen at high level.
Toxicologist: Dex-based Toxicologists should use Bombs. The damage output of Bombs is higher than what you can expect with your poisonned arrows, so there's not much incentive in using a bow. Str-based Toxicologist on the other hand are quite efficient:
Str 16 Dex 12 Con 12 Int 18 Wis 10 Cha 10
Class Feats: Level 1: An ancestry feat to grab good weapon proficiencies (Tengu Weapon Familiarity is the best here), Level 2: Dual-Weapon Warrior, Level 6: Sticky Poison, Level 8: Pinpoint Poisoner
Debilitating Bomb is a trap. If you really want to debuff with a Bomber, grab an animal companion, the Bird being the best one. You'll have the equivalent of True Debilitating Bomb at level 2. Also, an Animal Companion is super strong at low level as you lack reagents.
Potent Poisoner is really important. Here's a comparison between a Strike with an Alchemical Fire thrown by a maxed out Alchemist (stats + feat) and a Poison application during one round (application + first save) with class save DC against average Fortitude.
As you can see, each poisoned weapon at level 8+ is nearly equivalent to a no-MAP Bomb throw, but for no action cost as you applied it before the fight. Ignoring poison at high level really reduces your damage output.
As a side note, I'd add to the builds an information about the number of fights they can last. Some builds are very costly in terms of reagents (Bomber), other way less (Mutagenist). It's very important to choose wisely according to your campaign as an Alchemist without reagent is just a peasant with a crossbow.
Also, Perpetual items are really bad. They are even hardly better than a crossbow. Even the builds that improve them deal half the damage a martial would do with just basic Strikes. And they are not available during 6 levels, levels where you have the less reagents. Counting too much on them for sustainability will give you an awful Alchemist experience, so I'd really not advertise them.
On the other hand, Wizard/Witch Dedication gives you Electric Arc at level 2 which is easily equivalent to Perpetual items and will give you a way better experience especially at the levels where you have the less reagents. Animal Companions are not bad, too, as they also improve your early game experience.

Gortle |

Yeah I was thinking about a melee poisoner. I guess I'm just finding it hard to see the character in the front rank. I'm reluctant to lower the Dexterity as I still see thrown bombs as a main attack.
I don't yet agree with you on Perpetual items. For me this is the place to pull out Smoke bombs, and Debilitating Bomb. I do accept that cantrips do more damage but these do other things as well. Again I want to go with trying to get the class to work as much as possible, in a manner close to what was intended rather than recommending stock options like Battle Medicine (which I'd have to say everywhere so I won't) and Animal Companion.
As far as lowering your primary statistic goes, I think Alchemists can cope just fine with one point less of Int to spend it elsewhere. This build in particular could do with that, but it would be a red rag to a bull so I won't.
Thanks
Melee Toxicologist
The more damaging way to use poison in combat is via melee. The trick is Sticky Poison and already having the poison on your weapon before the encounter starts if you can.
Alchemist weapons are awful. So pick up something better like Dogslicer via Adopted Ancestry + backstory about a Goblin colleague at the academy + Goblin Weapon Familiarity. Tengu Gale Blade is another good option but you have to be Tengu.
Str 16 Dex 12 Con 12 Int 18 Wis 10 Cha 10
Basic equipment: Breastplate, Blowgun, Dogslicer x2, Alchemist's Tools, Formula Book
Class Feats: Level 1: Alchemical Familiar Level 2: Dual-Weapon Warrior Dedication Level 4: Calculated Splash, Level 6: Sticky Poison Level 8: Pinpoint Poisoner, Perpetual Breadth, Level 10: Expanded Splash,
Bombs: Acid Flask, Alchemist's Fire,
Others: Elixir of Life, Eagle-Eye Elixir
Poisons: Spear Frog Poison, Giant Centipede Venom, Lethargy Poison, Cytillesh Oil
Option: Str 12 Dex 16 Studded Leather so you are better with throwing bombs, but its less damage in your primary role.

SuperBidi |

There's a difference between recommending Battle Medicine on any build and recommending Battle Medicine on a Chirurgeon, considering that high Medicine is a class ability.
Also, I don't understand why you don't want to encourage the mounted Chirurgeon when you have a Monk Dedication Mutagenist and an Archer Toxicologist. If you want to play a healer Alchemist, then the only valid build involves a Mount. The same way Monk Dedication is a staple for a Mutagenist.
And your Melee Toxicologist is Str-based but uses Finesse weapons. Dogslicer and Gale Blade are bad choices for this build, good choices are Longsword and Hatchet. Also, there's no point in having both Pinpoint Poisoner and Calculated Splash, either your main attack mean is poisoned weapons or Bombs. I feel that you want to use 2 non-compatible options. If you go with Dexterity, then you choose Bombs as they deal more damage and are more versatile, there's no situation where poison is better. If you go with Strength, then you choose poisoned weapons as throwing bombs with 12 Dexterity is nearly useless (you do it only to abuse weaknesses and in that case you don't care of the 2 extra damage of Calculated Splash).

HumbleGamer |
Toxicologist
Poison is an effective tool in combat, the toxicologist can apply poison every round. I suggest the Blowgun here because it's more flavoursome, but Archery is the better way to go. The main downside here is that poison immunity is too common.
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Blowgun but prefers Composite Short Bow, Alchemist's Tools, Formula Book
Class Feats: Level 1: Quick Bomber, Alchemical Familiar Level 2: Archer Dedication Level 4: Calculated Splash, Healing Bomb, Level 8: Pinpoint Poisoner, Perpetual Breadth, Level 10: Expanded Splash, Level 14:
Bombs: Acid Flask, Alchemist's Fire,
Others: Elixir of Life, Eagle-Eye Elixir
Poisons: Spear Frog Poison, Giant Centipede Venom, Lethargy Poison, Cytillesh Oil
I'd build the ranged toxicologist in a different way, to give it more synergies.
1- Alchemical Familiar ( replaced with quick bomber by lvl 9 )
2- Archer Dedication
3- Adopted ancestry "human" ( if you are not human )
4- Point Blank Shot ( +2 Flat damage. pretty good especially at low levels )
6- Parting Shot ( +2 Hit, and also -2 on enemy save because of pinpointer Poison )
8- Pinpointer poison ( more chances to land a poison )
9- Witch Dedication ( your choice )
10- Elastic Mutagen ( Provided using the quicksilver elixr and stay ranged. It would allow to disengage/engage with less actions ) or Mobile Shot Stance ( if you want to swap Point blank Shot for something Else and stay at close range to use either inhaled poisons, ranged strikes and attack of opportunity ). Eventually, basic lesson ( lesson of life ). Your familiar will have 2 abilities, and you a pretty good sustain for either you or another party member.
12- Shaped Contaminant ( when enemies are close range and in line ). Eventually, one of the other lvl 10 feats you didn't take.
14- One of the ones you didn't choose by lvl 10 ( or shaped contaminant ).
Ranged routine would be Parting Shot with a top tier poison created through advanced alchemy, and the second strike using a normal arrow posioned by a perpetual infused poison.
Being Mid/Close fight would result into benefitting from the flanking position to trigger pinpointer poisoner, and eventually draw an inhaled poison and use it. It would also make you use your reaction ( if your party also trip enemies, it would occour more often ). Being melee you would also sustain yourself with lesson of life ( eventually even BM with godless healing could properly synergies with it ).

Gortle |

Reasons:
Because the Weapon Familiarity Ancestry feats mostly but not all have this text For the purpose of determining your proficiency, martial RACE X weapons are simple weapons which means the proficiency rank goes up at level 7 rather than waits for me to take the level 13 racial weapon expertise feat. Tengu though is one of the best ones it could actually give you a long sword if you wanted - but most don't for example Elf could get you Bow Proficiency but it wouldn't be Simple for proficiency purposes.
I guess I still want Agile for the +2 with the Double Slice, its a bit harder to get the alchemist two different weapons.
I still thinking about the Dex build which uses Finesse and there are no Agile d8 single handed weapons to make me want to change.

Gortle |

There's a difference between recommending Battle Medicine on any build and recommending Battle Medicine on a Chirurgeon, considering that high Medicine is a class ability.
Yeah I did put it on the advice, I'm just have not reposted the change
throwing bombs with 12 Dexterity is nearly useless (you do it only to abuse weaknesses and in that case you don't care of the 2 extra damage of Calculated Splash).
The dex is not going to stay that low for ever and I want it for Expanded Splash as a prerequisite.

SuperBidi |

You know, I'm the first one to criticize the over specialized builds I see posted periodically, like the Dual-Weapon Bomber, as the strength of the Alchemist is its versatility. But in my opinion you give too much importance to bombs. A 12 Dexterity character will never be an efficient Bomber, even at level 20. Spending 3 feats on Bombs seem like a bad idea to me, at least nothing I'll show to a pure beginner who wants something simple to use.
Similarly, I play a Chirurgeon so I can tell you I really want to love Healing Bombs. Truth is they are really bad. Using Quick Alchemy should never be part of your routine as its way too costly before high levels. And on top of that Healing Bombs heal less and have a chance to miss. Before the level 13 Chirurgeon ability, they are better ignored.
As a side note, Str-based Alchemist should consider using Heavy Armor as they need to increase 5 attributes. And the Mutagenist would gain a lot from Archetypes like Bastion as they can easily use a shield.
Alchemical Familiar is super useful to deliver Elixirs during combat. It's very versatile and I think it's a good idea you give it to most builds. Potent Poisoner is also important at high level to continue using poison. But that's the only 2 feats I'll give to all builds. Appart from that, I'd give the Bomb feats to the Dex-based builds (mainly Quick Bomber, Calculated and Expanded Splash) and melee feats to the Str-based ones (Sentinel very often unless it's a low Intelligence build).
As a side note, an Elf Alchemist with 16 Str, Dex and Int at level 1 is perfectly playable. If you want to show a build that can switch between Bombs and Bestial Mutagen, I'll consider this one. I'd just tell to keep Int at 16 (or 14 if you don't play an Elf) as you can't raise everything.

Farien |

Class Feats: Level 1: Alchemical Familiar (Valet, Extra Reagent), ...
With that build you deliver 2 Elixirs of Life per round
Alchemical Familiar is super useful to deliver Elixirs during combat.
I'm hoping that you aren't saying that the Valet ability lets your familiar deliver items to your allies. I'm not sure if you are or not though. You might instead be saying that your Alchemist is the one delivering the Elixirs that your familiar is handing to you.
It is possible that Manual Dexterity would let you command the familiar to carry items to them, but it depends on how the Familiar Contract is interpreted.

SuperBidi |

SuperBidi wrote:Class Feats: Level 1: Alchemical Familiar (Valet, Extra Reagent), ...
With that build you deliver 2 Elixirs of Life per roundSuperBidi wrote:Alchemical Familiar is super useful to deliver Elixirs during combat.I'm hoping that you aren't saying that the Valet ability lets your familiar deliver items to your allies. I'm not sure if you are or not though. You might instead be saying that your Alchemist is the one delivering the Elixirs that your familiar is handing to you.
It is possible that Manual Dexterity would let you command the familiar to carry items to them, but it depends on how the Familiar Contract is interpreted.
With a Familiar with Valet and a Mature mount, you can each round Stride, Valet, Deliver Elixir x 2. No need for anything else. it's the easiest way to heal as an Alchemist (and a really efficient one as you heal roughly as much as a 2-action Heal every round).

Farien |

With a Familiar with Valet and a Mature mount, you can each round Stride, Valet, Deliver Elixir x 2. No need for anything else. it's the easiest way to heal as an Alchemist (and a really efficient one as you heal roughly as much as a 2-action Heal every round).
OK. That works.
It is a bit expensive on feat cost. But there is nothing really wrong with that. You absolutely should spend your feats on what lets you do what you want to do.

SuperBidi |

SuperBidi wrote:With a Familiar with Valet and a Mature mount, you can each round Stride, Valet, Deliver Elixir x 2. No need for anything else. it's the easiest way to heal as an Alchemist (and a really efficient one as you heal roughly as much as a 2-action Heal every round).OK. That works.
It is a bit expensive on feat cost. But there is nothing really wrong with that. You absolutely should spend your feats on what lets you do what you want to do.
The reason why I've spoken about this build is that it's the only Chirurgeon build that can be a dedicated healer. Gortle's Chirurgeon build is more of a Bomber. Nothing bad with that, but I think it doesn't deliver the fantasy people are looking for when choosing the Chirurgeon Research Field. Also, my build has far enough available feats to also cover Bombs, but as a secondary ability, not a primary one.

Blave |
1 person marked this as a favorite. |

I'm really confused by delivering elixirs, just putting them in the hand of a teammate?
You can spend an action to feed an ally a potion or elixir. The idea is spending one action to tell your valet familiar to to give you two elixirs of life, use the free stride of your mature mount to go to an ally, then spend two actions to feed both elixirs to the ally.

Gortle |

Chirurgeon
This type of Alchemist is an effective healer. But it doesn’t get endless healing at Level 7 like you might hope.
Healing Bomb is useful but it can’t be used with your highest level healing elixirs. So in order to do maximal healing you need to have an extra move via a mount or haste, then command your Valet to hand you two potions which you can then spend an action on to feed to your ally. Battle Medicine is a useful option so you don’t run out of elixirs too quickly.
To me it needs to do something else when it’s not healing. So if you want to have a Bomb option still then use a ranged weapon and command your mount to attack. Or go with a Strength build and a spear and melee. Perhaps a Monitor Lizard is a good mount choice as it has an effective attack. At a certain point you may need to drop your weapon to do healing, so keep a backup weapon.
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Light Mace, Alchemical Crossbow, Alchemist's Tools, Formula Book
Class Feats: Level 1: Alchemical Familiar Level 2: Cavalier Dedication, Level 4: Impressive Mount, Healing Bomb Level 8: Incredible Mount,
Bombs: Acid Flask, Bottled Lightning
Others: Elixir of Life, Antidote, Antiplague, Eagle-Eye Elixir, Mistform Elixir, Cheetah's Elixir

Parry |

While everyone is proposing some super focused great builds, I think we might have left the "basic" behind. I do have to say I learned a lot reading this thread.
I wanted to propose a possible ranger archetype for the bomber. Hunt prey extends the range of your bombs versus your prey which is nice. In addition, your high int makes the monster line of feats more likely to crit (with three major knowledge skills, and possibly a number of lores)

Gortle |

While everyone is proposing some super focused great builds, I think we might have left the "basic" behind. I do have to say I learned a lot reading this thread.
I wanted to propose a possible ranger archetype for the bomber. Hunt prey extends the range of your bombs versus your prey which is nice. In addition, your high int makes the monster line of feats more likely to crit (with three major knowledge skills, and possibly a number of lores)
I guess so but the action cost can hurt. Some nice mount features are available. I'll give it a go later....

Gortle |

You know, I'm the first one to criticize the over specialized builds I see posted periodically, like the Dual-Weapon Bomber, as the strength of the Alchemist is its versatility. But in my opinion you give too much importance to bombs. A 12 Dexterity character will never be an efficient Bomber, even at level 20.
The character will have 18 dex by level 15, so it won't be terrible. Throwing bombs for this sort of character is because I want the area effect, a direct hit is nice but not what I'd focus on. But the splash effects are just a few points of persistent damage. I'll revist all your advice here and redo a few things.

SuperBidi |
1 person marked this as a favorite. |

SuperBidi wrote:You know, I'm the first one to criticize the over specialized builds I see posted periodically, like the Dual-Weapon Bomber, as the strength of the Alchemist is its versatility. But in my opinion you give too much importance to bombs. A 12 Dexterity character will never be an efficient Bomber, even at level 20.The character will have 18 dex by level 15, so it won't be terrible. Throwing bombs for this sort of character is because I want the area effect, a direct hit is nice but not what I'd focus on. But the splash effects are just a few points of persistent damage. I'll revist all your advice here and redo a few things.
I honestly don't think the splash alone justifies using Bombs. Especially at the cost of 3 feats. Also, bombs drop at level 13 (due to the lack of proficiency and runes), after that they become the equivalent of a martial secondary attack when your FoB is the equivalent of a martial primary attack, so I think the cases where you will want to use them are too rare to consider.
As a side note, I think there are better feats for a Mutagenist. Bastion is really strong, as Mutagenist has the free hand and the available reaction so it's basically a +2 to AC on a character who is squishy as hell.
Also, for Monk Dedication, you should really speak of using Multitalented. It's so organic to get it at level 9 and by that time you should be able to grab Adopted Ancestry if you're not human. For Half-elf it allows you also to drop Dex and as such solves the Mutagenist MADness.
Speaking of the Mutagenist MADness, unless you want to put forward the Half-elf build, I encourage you to lower Intelligence. You should increase Str, Dex, Con and Wis. Also, High Int is not very interesting to you as you don't need as many reagents than your Bomber colleague.
If you want to put the Half-elf build forward, you can grab both Sentinel and Bastion before level 8. It will start slowly as you don't have 18 Str before level 5 but you end up with a lot of AC + high Int which is very interesting. But it may a bit too limiting for a beginner oriented build.

Gortle |

Reposting my much updated advice. Thankyou for your help.
Hopefully a few more players will give the Alchemist a try now.
Alchemist
A versatile support class, an Alchemist has bombs, mutagens, elixirs and poisons. It is good at doing splash damage over an area, and providing item bonuses that are higher than can be obtained by normal characters. It's not recommended for new players. It has a limit on the number of alchemical items it can produce, so until level 7 it can run out just like a spell caster but with alchemical items rather than spells. It doesn't have a reasonable attack that runs off its primary attribute, so that irritates optimisers a lot. But it can still play well.
You can get alchemical items
*by normal crafting
*by purchasing them
*using infused reagents to make batches with Advanced Alchemy at the start of the day
*using infused reagents to make a temporary item with Quick Alchemy but you get fewer
*eventually your quick alchemy improves and you can make a few specific types from your Research Field using Perpetual Infusions at no cost.
If they called Perpetual Infusions instead Cantrip Infusions it would have been clearer. The bombs and the poisons are weak but can be OK with effects like Debilitating Bomb. Damage wise they aren’t great. On single targets Cantrips from a spell casting dedication or just weapons strikes are better. You are just unlikely to need the other alchemical items that much, with the obvious exception of healing which you can’t get this way.
To be effective offensively in combat an Alchemist needs to be throwing a lot bombs with high Dexterity or in melee with Bestial Mutagen or poison. They need to be built for that role.
Because of the limits on infused reagents a familiar with Extra Reagents and Valet are very effective - more reagents and more actions. You will have an extensive list of support items. Smoke Bomb is worth it if the GM plays with reasonable line of sight rules, i.e. having line of sight through it causing concealment.
For more on Alchemical Formulas read here. There is a lot of it, much like a spell book, but importantly it’s not magical. I’ve just listed some basics below to get you started.
Bomb Specialist
A bomber who specialises in splash damage. Most importantly it’s the one type of alchemist that can avoid hitting their allies with splash damage. Has an endless supply of bombs from level 7 and keeps a weapon as a backup. The Witch Dedication is to get a Familiar and a Cantrip. Also consider Dual Warrior Dedication for Dual Thrower with a Valet Familiar.
Research Fields: Bomber, Chirurgeon
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Light Mace, Alchemical Crossbow or Sling, Alchemist's Tools, Formula Book
Class Feats: Level 1: Quick Bomber, Far Lobber Level 2: Witch Dedication, Level 4: Calculated Splash, Level 6: Debilitating Bomb, Level 8: Perpetual Breadth Level 10: Expanded Splash, Greater Debilitating Bomb, Level 14: True Debilitating Bomb
Bombs: Acid Flask, Alchemist's Fire, Blight Bomb, Bottled Lightning
Others: Elixir of Life, Eagle-Eye Elixir
Skills: Crafting, Stealth, Thievery
Mounted Chirurgeon
This type of Alchemist is an effective healer. This build is a bit passive for most tastes. Healing Bomb is useful and I’d eventually take it, but it can’t be used with your highest level healing elixirs. So in order to do maximal healing you need to have an extra move via a mount or haste, then command your Valet to hand you two potions which you can then spend an action on to feed to your ally. Battle Medicine is a useful option so you don’t run out of elixirs too quickly.
It needs to do something else as it can’t heal all the time. So use a ranged weapon or a Cantrip and command your mount to attack. Perhaps a Monitor Lizard is a good mount choice as it has an effective attack.
Research Fields: Chirurgeon, Bomber
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Light Mace, Alchemical Crossbow, Alchemist's Tools, Formula Book
Class Feats: Level 1: Alchemical Familiar Level 2: Cavalier Dedication, Level 4: Impressive Mount, Level 6: Wizard Dedication, Level 8: Incredible Mount,
Bombs: Acid Flask, Bottled Lightning
Others: Elixir of Life, Antidote, Antiplague, Eagle-Eye Elixir, Mistform Elixir, Cheetah's Elixir
Skills: Crafting, Medicine, Stealth, Thievery
Feral Alchemist
This type of Alchemist is built to use Bestial Mutagen. It can also be great to offer that potion to other party members. This is an effective build, but I think I prefer this build as Chirugeon or a Bomber rather than a Mutagenist, as endless bombs seems more useful than endless low level skill/movement buffs. Take the Shield Block feat
Research Fields: Chirurgeon, Bomber, Mutagenist
Str 16 Dex 12 Con 14 Int 16 Wis 10 Cha 10
Basic equipment: Breastplate or Full Plate, Sturdy Shield, Mace, Alchemist's Tools, Formula Book
Class Feats: Level 1: Alchemical Familiar Level 2: Sentinel Dedication later Revivifying Mutagen,Level 4: Healing Bomb, Level 8: Feral Mutagen, Level 9: Multitalented or retrain for Monk Dedication, Level 10: Monk's Flurry
Bombs: Acid Flask, Alchemist's Fire,
Others: Bestial Mutagen, Elixir of Life, Eagle-Eye Elixir, Drakeheart Mutagen, Silvertongue mutagen, Quicksilver mutagen
Skills: Crafting, Athletics
Sniper
Poison is an effective tool in combat, the toxicologist can apply poison every round. Staying at range is safer but this will do a lot less damage. You could use the Blowgun here because it's more flavoursome, but Archery is the better way to go.
Research Fields: Toxicologist, Chirurgeon, Bomber,
Str 10 Dex 16 Con 12 Int 18 Wis 12 Cha 10
Basic equipment: Studded Leather, Blowgun but prefers Composite Short Bow, Alchemist's Tools, Formula Book
Class Feats: Level 1: Alchemical Familiar Level 2: Archer Dedication Level 4: Point-Blank Shot, Parting Shot, Level 8: Pinpoint Poisoner, Perpetual Breadth,
Bombs: Acid Flask, Alchemist's Fire,
Others: Elixir of Life, Eagle-Eye Elixir
Poisons: Spear Frog Poison, Giant Centipede Venom, Lethargy Poison, Cytillesh Oil
Skills: Crafting, Medicine, Stealth, Thievery
Assassin
The more damaging way to use poison in combat is via melee. The trick is Sticky Poison and already having the poison on your weapon before the encounter starts if you can.
Alchemist weapons are awful. So pick up something better like Dogslicer via Adopted Ancestry + backstory about a Goblin colleague at the academy + Goblin Weapon Familiarity. Tengu Gale Blade is another good option but you have to be Tengu.
Research Fields: Toxicologist, Chirurgeon, Bomber
Str 16 Dex 12 Con 14 Int 16 Wis 10 Cha 10
Basic equipment: Breastplate, Dogslicer x2, Alchemist's Tools, Formula Book
Class Feats: Level 1: Alchemical Familiar Level 2: Dual-Weapon Warrior Dedication, Level 6: Sticky Poison Level 8: Pinpoint Poisoner, Perpetual Breadth,
Bombs: Acid Flask, Alchemist's Fire,
Others: Elixir of Life, Eagle-Eye Elixir
Poisons: Spear Frog Poison, Giant Centipede Venom, Lethargy Poison, Cytillesh Oil
Skills: Crafting, Athletics

Castilliano |

I don't know if it's an oversight, but your Feral Alchemist will have 15ft of move from level 2 to 4 if they use a heavy armor.
There are 16 Str heavy armors, and w/ 12 Dex it'll get max AC out of it, though its Ref save will be low until they get Bulwark which does mean an 18 Str armor.

SuperBidi |

SuperBidi wrote:I don't know if it's an oversight, but your Feral Alchemist will have 15ft of move from level 2 to 4 if they use a heavy armor.There are 16 Str heavy armors, and w/ 12 Dex it'll get max AC out of it, though its Ref save will be low until they get Bulwark which does mean an 18 Str armor.
You're right, I always forget about these ones! Ignore my comment, then.

SuperBidi |

Wouldn't medic be a better fit than Beastmaster for the healer build? Doctor's visitation gives you the mobility you need alongside some extra healing.
You lose the benefit of being a primary healer as you can't use Doctor's Visitation repeatedly on the same character.
On top of that, it doesn't synergize well with the Chirurgeon abilities, as you don't need an extra source of healing considering that you already have an important and efficient one with Elixirs of Life. Also, you need to increase Medicine so you won't benefit from your level 1 ability.And you can't use it when you don't need to heal, like if you want to use Elixirs and Mutagens on a character.
In my opinion, it's better on a non-Chirurgeon Alchemist who wants a strong emergency healing. But if you really want to be a healer, the Mount is the best way to be one.

Ravingdork |

I honestly don't think the splash alone justifies using Bombs. Especially at the cost of 3 feats. Also, bombs drop at level 13 (due to the lack of proficiency and runes)...
It's a real shame blazons of shared power don't help here. A missed opportunity.