

If you want to be a skill based Batman then a rogue works nice because of specific things you can do. If you want a crafter batman then alchemist is good since they get craft alchemy and bonuses out the arse to it. It all depends on how efficient you want to be a batman. So can a wizard or pretty much everything else. Thats why we generally ignore the fluf of most classes and build it off the back story of the character. That and yeah I agree with the fluf of the alchemist. So unless you are fighting monks or creatures built to have stupidly high touch ac you will rarely if ever miss. Also hitting is fairly easy with a alchemist since everything is to hit touch ac. Even more so are the alchemical golems as nice. The class level bonus to your craft alchemy is nice and the discoveries give you some very easy entrances into certain crafting feats like golems and such. Still, I might poke around the alchemist archetypes and see if anything grabs me.Īh yeah I think we had a misunderstanding. Or poison use as much, though that'd be closer to the concept I'm thinking of. I'm not really interested in the mutagens or extracts. See, the thing is, bombs are the one thing I would want from the alchemist class. It can be mixed with internal alchemist tho. But Fumigant can't be mixed with Vivisectionist. If you want to focus on poisons and third party is allowed you could go Fumigant. You could stack it with the Internal Alchemist to get a few more bonuses but you lose swift alchemy and bombs from the combo but you are generally well off. The Vivisectionist gives you the sneak attack of the rogue and a few other things but replaces your bombs. There are archetypes that make a sneaky alchemist rogue of doom. Ironically, more like the perception I have of an actual alchemist. Less doing things on the fly, more working in a lab and experimenting beforehand. As soon as you set a bomb or an extract down, it no longer works? You draw the materials, mix a bomb, and throw it, all as a standard action? I'm going for a batman-kind of rogue, who uses down time to make a bunch of alchemical gizmos to help out in a pinch. Most of it's done for game balance rather than actually making sense. I like alchemist as a class, but the fluff is just.

That, and this is partially character concept for a game, partially thought experiment to see if it could work.

It's mostly fluff reasons that I'd prefer to keep a rogue. You don't add Int to attack rolls with splash weapons, either due to alchemist class features or the throw anything feat, which is what I was disagreeing with in your first post (unless I misunderstood what you wrote). The Underground Chemist gives you +int to splash damage too. Also is it that you want sneak attack or what for your rogue? There are archetypes that make a sneaky alchemist rogue of doom. So it actually scales with your int as long as the thing you are throwing could be argued as a splash weapon. This bonus damage is already included in the bomb class feature. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. I think the +int to attack is a houserule also :smalltongue:Īll alchemists gain the Throw Anything feat as a bonus feat at 1st level.

Plus, throw anything just gets rid of the improvised weapon penalty and gives a +1 bonus on splash weapon attack rolls. I could just make the character an alchemist instead of a rogue. The save DC of various alchemist bombs do scale with level, but not "mundane" crafted items, as far as I can tell. There's the concentrate poison discovery that increases poison save DC and frequency, but it's only for poisons. The only thing in there about creating alchemical items is that you get a bonus on your check equal to your class level. I've looked over the Alchemist class, and I don't think that's there by RAW.
