How do I play and alchemist?


Advice


So I think I am playing an alchemist. Probably staying away from Mr. Hyde style and slanting more towards the ranged bomber side, so what do i do in a normal combat?

I get it, throw some bombs, drink some potions, shoot some arrows.

But whats a normal turn... it feel like you barely have enough bombs for more then a couple encounters each day less if you get quick bombs. most of your extracts seem like you want to have them already on before a fight. I spend two rounds drinking stuff or triggering mutagens, then its basically playing mop up as my damage dealers have killed most things by then. Or I am throwing gp out the window with alchemical items

I like the class, I do, i am just trying to figure out how my action economy is going to work in low to midlevel fights, how to manage resources, what is the best to do when that sort of things. Usually not a problem but I am having a hard time figuring this out.


Well, for one, don't think of the bombs as somehthing to blast with- think of them as bebuff spells with a bit of AoE. Remember, the save against your bomb stuff is usually the same formula as a witch's hex (10+1/2 level+INT). There are plenty of discoveries that cripple targets when you hit them with just one bomb. While it can be good sometimes to go nova, you should also try to conserve the resources.

Other options include stuff like using alchemical items. The Grenadier archetype (A common choice for ranged alchemists) can apply alchemical items to a piece of ammunition as a swift action once level 6 comes around (free action at level 15; coat all your arrows in acid). Better than just plinking out a normal arrow at least.

Preservationist is also an interesting option- they get summon spells (Sure, it is nature's allies, but it gets more bodies on the field). And standard alchemists can get things like vomit swarm.

Sovereign Court

At low levels, acid flasks and such will do just as much damage as your bombs. Most of the damage is coming from your Throw Anything bonus.


lemeres wrote:
Preservationist is also an interesting option- they get summon spells (Sure, it is nature's allies, but it gets more bodies on the field). And standard alchemists can get things like vomit swarm.

Worth noting for this archetype, the Planar Preservationist feat can be used to pick up Summon Monster.


That is a good thought on the bombs, definitely helps me understand their use in combat a bit better.

sadly the alchemical weapon you speak of only works on 1 piece of ammunition per swift action and only the first attack. which is fine for things like tanglefoot bags and the more interesting items.

and extracts? I guess handing out buff infusions could work?

maybe I feels like I should be able to can more extracts to use as thrown spells?


Mostly throw bombs. Straight damage early on. Debuffs and Battlefield control later on.

Use longer lasting extracts and your mutagen when you have time to prep before the fights - they're usually not worth taking once the fight starts.

Take the infusion discovery and hand out extracts before the fight and let others use their action economy for their own buffs.

Edit: Also don't neglect making cheap alchemical stuff to hand out too. acid and fire for others to use on swarms. Blanches to get by DR.

Grand Lodge

Usually, you have a high Dex to toss bombs and you go early in the round. You toss a bomb, blow up some trash mobs. Or you drink an extract to buff yourself.

Typically, an alchemist does not focus on the BBEG because a bomb vs a single target (especially when friendly fire is in play) is an utter waste of a resource. A wizard would not lob a fireball at a single foe and 3 friends unless he really really had to, so neither should an alchemist unless it was life or death for her/her friends.

When it is time for BBEG, I typically drink the mutagen and then move to melee range. This allows me to AoO the BBEG if anything happens to trigger an AoO. Then my round is bite/claw/claw (guilty, I go feral mutagen and Master Chemist most times).

My extracts are usually spent on CLW and buffs I hand to the party (infusion ftw) and so it is my resource, but not my time everyone is using in combat.

You should have 4-5 bombs every day to use at level 1. (10-11 if PFS, or your GM allows you to swap brew potion for extra bombs) By the time you can Fast Bomb (Level 8) you should have 13-15, nearly 20 if you have Extra Bomb. This means you are moving and throwing for 20 rounds a day, or blitzing for 10. Either way, it is unlikely you will run out unless you are burning bombs on single targets.


Also you can use the infusion discovery to put your extracts to better use. You can use this to place self only buffs on martials (2h paladin with a shield spell!), as well as using their own action economy.


that's some weird math, 4-5 goes to 10-11 by adding 2?


There's usually time to drink an extract at the beginning of a fight. You can also take the infusion discovery and give out extracts to party members. The Shield extract is especially useful for melee-types, as a +4 shield bonus is more than most shields can give them.

Some extracts last minutes or even longer, which is long enough to take them in anticipation of a fight, or have them last over more than one fight. Your mutagen also lasts a good long time.

Extra bombs will help at low levels. Some races have an alternate FCB that lets you get extra bombs as well. Gnomes, for example, are a good match for alchemist -- while they don't get a bonus to intelligence, they do have the pyromaniac racial trait that lets you get higher-level bombs a bit faster, and the FCB of 1/2 additional bomb per level.


ChrisLKimball wrote:

That is a good thought on the bombs, definitely helps me understand their use in combat a bit better.

sadly the alchemical weapon you speak of only works on 1 piece of ammunition per swift action and only the first attack. which is fine for things like tanglefoot bags and the more interesting items.

and extracts? I guess handing out buff infusions could work?

maybe I feels like I should be able to can more extracts to use as thrown spells?

Yeah, there are plenty of cheap options that can get you a nice little chance for messing things up with just your bow.

-Noxious aromatic- for creatures with the scent ability, they have to make a DC 14 fort save or get nauseated for 1d4+1 rounds. Incidental splash with weakened dc and effect.
-Shard gel- a bit of piercing damage, and it covers the target's square and adjacent squares in caltrops. Could reduce speed.
-Tar bomb- 1d4 fire, and they can catch on fire, and they stay on fire. 1d6 per round until someone wastes a full round action to get rid of it (and if they ignore it....raise an eyebrow at your GM, since...really? Going to ignore being on fire?).
-Thunder stone-10' radius, DC 15 fort or get deafened. Aim at that wizard, and see how he likes a 20% chance to flub somatic spells.

And all of these are cheaper than tanglefoot bags. The DCs aren't entirely great...but hey, they are cheap (especially with crafting) and just a swift action. Might as well take a shot.

Grand Lodge

plaidwandering wrote:
that's some weird math, 4-5 goes to 10-11 by adding 2?

Confused Extra Bomb with Extra Performance in my mind. Still, 6-7 bombs should see you through 3-4 encounters (with mutagen time for the last encounter)


Having played an alchemist through Serpent Skull, I'd recommend either Mindchemist or just picking up a Cognatogen for bombs. Save DC's are much more important than actual damage. The look on the GM's face when I used a force bomb to knock an Advanced Giant T-Rex prone was worth the effort. Tanglefoot bombs, Frost bombs and Smoke bombs can help you do wonderful things if your DC is high. Rare was the fight that my Fast Bombs were able to make the difference.

And handing out Infusions of Monstrous Physique and Giant Form to the Barbarian in your group is just fun. Here, have a +6 stackable bonus to your damage stat and 5 points of Fast Healing.

Now that we have access to Kirin Style, it's not a bad damage boost if you have the highest intelligence in the game and you buff the first round or two anyway. Then Targeted Admixture, and you're getting 4x your Intelligence bonus on damage. At higher levels, it's still good to have your Alchemist fire and keep the damage reasonable. Don't forget, you can craft your own at 1/3 the price and at a decent rate as well.


Oterisk wrote:
Having played an alchemist through Serpent Skull, I'd recommend either Mindchemist or just picking up a Cognatogen for bombs. Save DC's are much more important than actual damage. The look on the GM's face when I used a force bomb to knock an Advanced Giant T-Rex prone was worth the effort. Tanglefoot bombs, Frost bombs and Smoke bombs can help you do wonderful things if your DC is high. Rare was the fight that my Fast Bombs were able to make the difference.

How do you survive the ability damage from Cognatogen at low levels? Unless you're guaranteed plenty of downtime between uses.

Eventually Lesser Restoration is common or cheap enough to use regularly.


Lesser Restoration is on the Alchemist list, so by 4 you're free to spam it. Also, at low level you're guaranteed one day between uses, At first level, Crossbow it up and save your big guns for the bosses.


Thanks a lot everyone definitely have a better idea how to play and alchemist.

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