I decided to share a build for those wanting to play an alchemist, and combine it with the Legend mythic path, which is one I’ve not covered yet. The benefits are many: you will be able to combine two bomb archetypes, the Grenadier and the Arcane Bomber. I’ve written a post detailing changes to the Grenadier here and the Arcane Bomber here. The bomb damage will double, also will the uses per day! The DC for the bombs will be virtually unbeatable. Would you like effects as well as damage? How about knockdown, curses, and a massive dispelling ability (as if you were a lvl 40 caster)? Wielding melee or ranged weapons isn’t a problem, and you’ll also get spell support from both alchemist and wizard classes. So, to begin:
Build Progression
- We will start with a Human Grenadier Alchemist. Human is just personal preference, you’ll have enough feats to go with any race you want. Tieflings, Vetala-born Dhampirs or Half-Orcs can all be fun to try. Background is Pickpocket for the initiative boost.
- Str 8 Dex 16 Con 12 Int 20 Wis 10 Cha 8, but there’s some flexibility here as long as your Dex and especially Intelligence are high.
- Skills: UMD, the Knowledge skills, and Trickery and Stealth if you want
- Feats: Point Blank Shot, Precise Shot, no surprise there
- Spells: True Strike, Shield, Enlarge Person, Cure light wounds, Targeted Bomb Admixture, Bomber’s Eye, Reduce Person, Expeditious Retreat
- Deity: We are going Trickster at first, so something compatible with chaotic good or neutral
2. Discovery: Choking Bomb (primarily good in early game) or Infusion, I recommend CB
3. Feat: Ability Focus Bombs
4. +Int every 4 levels. I take Infusion here. The Spell Animal Aspect: Gorilla is amazing if you are using pets
5. Extra Bombs. The spell False Life is great for survivability
6. Discovery: Cognatogen. Spell: Lesser Restoration is nice
7. Feat: Rapid Shot. Spell: Haste
8. Discovery: Fast Bombs, of course. Spell: Protection from Arrows Communal
9. Feat: Extra Bombs. Spell: Displacement
10. Discovery: Force Bombs, which are awesome because knockdown is so powerful when so much of your party will get attacks of opportunity when they try to stand up. Spell: Echolocation
11. Feat: Improved Crit–Bombs. Spell: Greater False Life
12. Discovery: Cursed Bomb or Dispelling Bomb. Curse of Deterioration is the best. Spell: recommend Greater Invisibility
13. Since we’ve progressed in Trickster: Improved Improved Critical (Bombs). Spell: Stoneskin Communal
14. Discovery: Dispelling Bombs, cuz they are awesome, particularly against bosses. Spell: Spell Resistance is great about now
15. Feat: Improved Improved Improved Critical (Bombs). Spells: Death Ward or Freedom of Movement
- You’ll be getting improved Intelligence as you progress in levels, which opens up new skills. Persuasion, Athletics,
16. Discovery: Greater Cognatogen [Transformation].
17. Feat: Improved Improved Improved Crit Improved (Bombs). Spells: Legendary Proportions is awesome
18. Discovery: Grand Cognatogen (Dragonkind I)
19. Feat: Metamagic, Completely Normal Spell. Spells: Heal
20. Discovery: Awakened Intellect, Any discoveries you want (greater mutagen is decent, it should stack)
21. Wizard: Arcane Bomber class. Your bombs will progress all the way up to 20d6.
- Skills: Leave UMD at 20, you’ll never need higher
- Feats: Spell Focus (Illusion, which makes spells like Weird more amazing), Opposition School (Necro, Conj, Ench, Evo), Acid or Cold Bomb
23. Feat: Improved Initiative
25. Feat: Extra Bombs, Greater Spell Focus Illusion (if you want more melee power instead of more bombs, then Power Attack and later on Imp. Critical Bardiche to improve Death’s Consonant if you like)
27. Feat: Extra Bombs every time
30. Feat: Spell Penetration,
35. Feat: Greater Spell Penetration
40. Feat: Metamagic (Heighten or Persistent Spell)
Mythic Progression
1 . Take Trickster at first, then switch to Legend when it opens up. Ascension: Close to the Heavens really benefits from your bonuses to ranged touch attacks. If this is a respec or for some reason are taking this much later in the game take Bit of Fun instead.
- Ability: Ascendant Element – Fire. However at level 10 you will get Force Bombs so you won’t need to worry about fire damage at that point. If you are playing on Hard or Unfair, take Last Stand instead
2. Mythic Improved Critical (Bombs)
Equipment/Gear
Weapon: Act 1: Glaives or Bardiches are all over the place in chapter 1. Later on, Death’s Consonant Bardiche. Alternatives include bows, the final being Killing Pace, and Quarterstaff of the War Mage
Neck: Vellexia’s Magnifying Amulet
Chest/Armor: Deadly Rays is nice
Shirt: Robe of Unspeakable Truth, especially if combined with Glass of Undeniable Truth
Belt: Belts that enhance Dex, then Dex & Con, eventually +6 Physical perfection
Gloves: Twisted Temptation, strictly for the debuff to enemies’ Will
Boots: Ronneck’s Sacrifice–check YouTube for how to obtain it
Helmet: +Int
Goggles: Goggles of Undeniable Truth or Goggles of Mind Control
Cloak: Cloaks of Resistance
Rings: Magician’s Ring, Ring of Triumphant Ascendance for the awesome morale bonus
Bracer: Bracers of Armor or Bracers of Abrupt Onslaught (Sense Vitals gives you Sneak Attack)
Quick Slot: Quicken Meta Rod, Grandmaster Meta Rod, Extend Meta Rod, Trusted Friend, Signet of House Vespertilio
Alright, that’s it for this build. I hope this is helpful for those wanting to try a Legend run, or looking for a good bomber build. Feel free to adapt however you like, and if you have any questions just ask! Check out my guide to rule changes and power builds here.