Is there any way to nerf this Grenadier build without sacrificing the core gameplan?


Pathfinder First Edition General Discussion


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Weird question i know but I've been scratching my head with this build thinking it might be a bit too powerful at least in the early stages of a campaign.(I mentioned this build in a post a while back.

Grenadier

Traits:Enduring Mutagen
Firebug

2.Annointing:Mercurial Oil
Bonus Discovery:Precise Bomb
4.Explosive Bomb
6.Strafe Bomb
8.Annointing:Essence Booster
10.Preserve Organs
12.Greater Mutagen

1.Steadfast Slayer
3.Concentrated Splash
5.Master Alchemist
7.Power Attack
9.Vital Strike
11.Extra Discovery(Mummification)
13.Devestating Strike

Weapon of Choice(Greatsword, Earthbreaker, Glaive or Scythe)
Get Vest of Stable Mutation

The general idea is to pump up on mutagen, load up a hybridized Artokus's Fire/Mineral Acid combo, and just leap in and tear up anybody that gets in your way with powerful single strike blows and point blank Bombs.

Am i overthinking it thinking it might be a bit much?


Probably overthinking it!

What do you feel is overpowered compared to other party members? It's a fun martial build alchemist, but you're going to have action economy limits as the alchemical bonus damage is only a single hit, and takes a move action for the first 5 levels.

If you feel like you are outshining other players, just swap out something for infusion and buff them. Alternatively, focus on using debuff alchemical items like flash powder (any rogues will love you) or itching/sneezing powders.


I grok do u wrote:

Probably overthinking it!

What do you feel is overpowered compared to other party members? It's a fun martial build alchemist, but you're going to have action economy limits as the alchemical bonus damage is only a single hit, and takes a move action for the first 5 levels.

If you feel like you are outshining other players, just swap out something for infusion and buff them. Alternatively, focus on using debuff alchemical items like flash powder (any rogues will love you) or itching/sneezing powders.

Oh, that would be a good option. Might not have the highest DC in the world but in tandum with an attack it kinda doesn't need it.


Getting help with those saves is another good way to have others in the party help out. Shaken (demoralize/intimidate) and sicken are good conditions to inflict a -2 penalty to all saves. I think full pouch extract can allow you to boost the DCs as well.

Or try to convince your GM that the alchemical weapons ability doesn't allow a save because, "The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets."

Oh wait, you wanted to make sure it WASN'T OP. Nevermind!


Keep in mind strafe bomb still provokes as a thrown attack if anybody is threatening your square.

Also worth noting is there is some conflict on whether or not alchemical weapons works the way we often think it does. RAW, alchemical weapon just adds some bonus dice to your attack. You also don't get the int or concentrated splash bonus.

The only ruling we have otherwise that it ~does~ work is some guy claims that the author of the grenadier archtype said it does. There's never been official confirmation of that and it conflicts with Paizo's rulings on (ability bonus) stacking.

So if you want to nerf yourself, then just be extra rules lawyery on yourself and limit the alchemical weapon bonus to 4d6. Still a nice bonus, but hardly OP at level 13 compared to the nonsense a pure bomber alchemist can put out.


Zehnpai wrote:

Keep in mind strafe bomb still provokes as a thrown attack if anybody is threatening your square.

Also worth noting is there is some conflict on whether or not alchemical weapons works the way we often think it does. RAW, alchemical weapon just adds some bonus dice to your attack. You also don't get the int or concentrated splash bonus.

The only ruling we have otherwise that it ~does~ work is some guy claims that the author of the grenadier archtype said it does. There's never been official confirmation of that and it conflicts with Paizo's rulings on (ability bonus) stacking.

So if you want to nerf yourself, then just be extra rules lawyery on yourself and limit the alchemical weapon bonus to 4d6. Still a nice bonus, but hardly OP at level 13 compared to the nonsense a pure bomber alchemist can put out.

Well that's fine, main reason i got it is so i could use it without having to get hit with my own splash damage, the bonus damage was just the icing on the cake.


Note that you're pretty much also forced to wear a ring of sustenance otherwise you have to ask your party to sit there for 3 hours every morning while you make vials.

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