Menteith
2011-12-06, 01:32 PM
I've been invited to join a friend's Pathfinder game. Originally, I was planning on porting an Illusionist that I'd been tinkering with over from 3.5, until I learned that they're really not optimizing much. I've been interested by the Alchemist as a concept for awhile, and it seems more appropriate to the power level of the campaign. There isn't another (optimized) caster, so the job of battlefield control will probably be mine. This is OK with me, since that's one of the areas that the Alchemist should be good at. I haven't really planned out where I'm going past level 8 yet (we're starting at a low level, not sure how far it'll progress), but I'd really like feedback/advice on how to improve the character. Thanks in advance!
Half Orc Mindchemist (28 point buy)
Str 8
Dex 14
Con 12
Int 20
Wis 10
Cha 8
Favored Class: Alchemist (boost Grenade damage every other level through Favored Class Alternative)
Sacred Tatoo Alternate Racial Trait
Mindchemist gives the excellent Cognatogen at level 1, and gives you an extra +5-7 on every Knowledge check at level 2 in the place of Poison Use. I'm not going to waste Standard Actions to apply Poison midfight, and since I keep the Poison Resistance/Immunity progression (and have a good Fort Save) I'm not worried about affecting myself with the Out of Combat botches.
Feat Progression is likely going to be Splash Weapon Mastery (1), Discovery (3), (5), (7). For the most part I'll be trading my Feats for Discoveries (or Extra Bombs, because limiting core class features to X/day is fun. Wait. No, the opposite of that). It's easy to hit on a Touch Attack with a decent BAB, so Precise/Point Blank aren't worth it, and Rapid Shot will run me out of Bombs really, really quickly. My bombs are all Ranged Touch Attacks, and if I'm worried about it, I can just target a grid Intersection (AC: 5) to force splash damage/secondary effects on everyone. I can't Metamagic, all the item crafting I care about is given to me as a class feature, and the Discoveries are just too good when compared with Feats for this build.
Discovery Progression will go Smoke Bomb (2), Stink Bomb (3), Tanglefoot Bomb (4), Precise Bombs (5), Infusion (6), Dispelling Bomb (7), Confusion Bomb (8), Extra Bombs (9).
Tanglefoot Bomb can be used in conjunction with other Bomb Discoveries, and Entangled is a decent debuff - every bomb I throw is now Reflex Save or suck, since I can now kite forever, and Reflex saves are easy ones to target. Smoke and Stink Bombs give me access to actual useful spells usable (CL + Int Modifier)/day, which is awesome. Stinking Cloud only lasts a Round which is annoying (since I find the idea of Tanglefooting someone in a Stinking Cloud funny), but it's still Stinking Cloud. I want Precise Bombs as otherwise there's a good chance I'll kill any of our melee. Infusion allows me to actually be useful at buffing, which is good since my Extraction spell list is mostly self buffs, and is pretty bad. Dispelling Bomb isnt' "good" but being able to Dispel on demand is alright, and it the other useful effect of removing all the damage on my bombs, allowing me to throw down a Fog Cloud at the grid I'm standing on, or to Entangle a target we need alive. It can also be used with other Bomb effects. Confusion Bomb is where it's at. Confusion Bomb is absurdly good. Save or Di....wait, Direct Hits don't give a save against it as written?!?! :smalleek:. Sorry make that just die.
"A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist."
I haven't really planned anything out past 8-9, but if anyone has any good suggestions and ways to improve the character please let me know. Thanks in advance!
Edit with some of the ideas I'm considering
Ability Focus [Bomb]: (It's ambiguous if this applies to all the Bombs I craft, but if it does it's worth a Feat as early as possible).
Point Blank Shot --> Precise Shot --> Improved Precise Shot: Yeah, it's a really feat intensive chain, but it's also strong. Bullseye Shot, especially if I don't take Fast Bombs, is also worth a thought.
Rapid Shot + Fast Bombs: Initially, I was all over this. Then I realized that I only get (CL + Int Mod)/day Bombs, and dumping out a quarter of my total Bombs per round is going to be really crappy really quickly. Still, it's worth considering, especially for later levels.
Frost/Explosive/Acid/Shock Bomb: I'm not a nuker. Frost is the only Bomb with anything approaching a decent debuff (Staggered), but it allows a save and only hits a single target. Also note that these Discoveries can't be used with a Smoke/Stink Bomb, which further devalues. Still, Frost might be an option so I can still kill Fire Immune targets.
Strafe Bomb: I really, really want to fit this in somewhere, and could drop Dispelling Bomb for it (although Dispel is such good random utility). With Precise Bombs and Splash Weapon Mastery I can shape the explosions pretty well already, but more sculpting is always nice.
Half Orc Mindchemist (28 point buy)
Str 8
Dex 14
Con 12
Int 20
Wis 10
Cha 8
Favored Class: Alchemist (boost Grenade damage every other level through Favored Class Alternative)
Sacred Tatoo Alternate Racial Trait
Mindchemist gives the excellent Cognatogen at level 1, and gives you an extra +5-7 on every Knowledge check at level 2 in the place of Poison Use. I'm not going to waste Standard Actions to apply Poison midfight, and since I keep the Poison Resistance/Immunity progression (and have a good Fort Save) I'm not worried about affecting myself with the Out of Combat botches.
Feat Progression is likely going to be Splash Weapon Mastery (1), Discovery (3), (5), (7). For the most part I'll be trading my Feats for Discoveries (or Extra Bombs, because limiting core class features to X/day is fun. Wait. No, the opposite of that). It's easy to hit on a Touch Attack with a decent BAB, so Precise/Point Blank aren't worth it, and Rapid Shot will run me out of Bombs really, really quickly. My bombs are all Ranged Touch Attacks, and if I'm worried about it, I can just target a grid Intersection (AC: 5) to force splash damage/secondary effects on everyone. I can't Metamagic, all the item crafting I care about is given to me as a class feature, and the Discoveries are just too good when compared with Feats for this build.
Discovery Progression will go Smoke Bomb (2), Stink Bomb (3), Tanglefoot Bomb (4), Precise Bombs (5), Infusion (6), Dispelling Bomb (7), Confusion Bomb (8), Extra Bombs (9).
Tanglefoot Bomb can be used in conjunction with other Bomb Discoveries, and Entangled is a decent debuff - every bomb I throw is now Reflex Save or suck, since I can now kite forever, and Reflex saves are easy ones to target. Smoke and Stink Bombs give me access to actual useful spells usable (CL + Int Modifier)/day, which is awesome. Stinking Cloud only lasts a Round which is annoying (since I find the idea of Tanglefooting someone in a Stinking Cloud funny), but it's still Stinking Cloud. I want Precise Bombs as otherwise there's a good chance I'll kill any of our melee. Infusion allows me to actually be useful at buffing, which is good since my Extraction spell list is mostly self buffs, and is pretty bad. Dispelling Bomb isnt' "good" but being able to Dispel on demand is alright, and it the other useful effect of removing all the damage on my bombs, allowing me to throw down a Fog Cloud at the grid I'm standing on, or to Entangle a target we need alive. It can also be used with other Bomb effects. Confusion Bomb is where it's at. Confusion Bomb is absurdly good. Save or Di....wait, Direct Hits don't give a save against it as written?!?! :smalleek:. Sorry make that just die.
"A creature that takes a direct hit from a confusion bomb takes damage from the bomb and is under the effect of a confusion spell for 1 round per caster level of the alchemist."
I haven't really planned anything out past 8-9, but if anyone has any good suggestions and ways to improve the character please let me know. Thanks in advance!
Edit with some of the ideas I'm considering
Ability Focus [Bomb]: (It's ambiguous if this applies to all the Bombs I craft, but if it does it's worth a Feat as early as possible).
Point Blank Shot --> Precise Shot --> Improved Precise Shot: Yeah, it's a really feat intensive chain, but it's also strong. Bullseye Shot, especially if I don't take Fast Bombs, is also worth a thought.
Rapid Shot + Fast Bombs: Initially, I was all over this. Then I realized that I only get (CL + Int Mod)/day Bombs, and dumping out a quarter of my total Bombs per round is going to be really crappy really quickly. Still, it's worth considering, especially for later levels.
Frost/Explosive/Acid/Shock Bomb: I'm not a nuker. Frost is the only Bomb with anything approaching a decent debuff (Staggered), but it allows a save and only hits a single target. Also note that these Discoveries can't be used with a Smoke/Stink Bomb, which further devalues. Still, Frost might be an option so I can still kill Fire Immune targets.
Strafe Bomb: I really, really want to fit this in somewhere, and could drop Dispelling Bomb for it (although Dispel is such good random utility). With Precise Bombs and Splash Weapon Mastery I can shape the explosions pretty well already, but more sculpting is always nice.