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Other feats are ability focus bombs (great), extra bombs (4 rather than normal 2) and iron will (arch will saves are terrible).
Unfortunately extra discovery is not in the game.
how rapid shot should work? Bomb is like full round "spell", how are you supposed to throw extra bomb? That'd be cheating
So with fast bombs and rapid shot at level 8 you should be able to throw 3 bombs a round (2 from BAB and 1 from rapid shot). The game seems to let you throw 2.
im not sure rapid shot should do the same thing as discovery. I feel like it should work on bombs based on logic. ANyway i really dont know what to pick further. I guess ill stick with extra bombs ( I dont really want them, i feel i have enough as it is ) and better focus when avaible.
The discoveries are arguably the more interesting since they are unique to Alchemists. You'd want to add Infusion right away, allowing you to cast self-only spells on team members, like Shield, etc.
Beyond that it's about bomb variety: Explosive Bombs expand your range, Acid Bombs let you kill more things that need Acid to die (like Branded Trolls, etc.). Force Bombs (lvl. 8) trip enemies while doing damage, which is hugely helpful. Fast Bombs (lvl. 10) really levels up your damage output and gives you more chances to trip with your Force Bombs. And on and on.
Regular feats, yes, are much simpler for an Alchemist than other builds, but no less important. The feats Jubilost starts with are all essential for Alchemists to hit their target and not damage teammates. I also take Weapon Focus. Splash damage happens when they miss, but it's not as much, and more importantly, Bombs with intended effects (e.g. Force Bombs) don't do their magic without a direct hit.
Beyond that, the main thing an Alchemist needs is more bombs, so Extra Bombs is something you should take multiples of. (You will go through them faster once you get Fast Bombs, if you are using Rapid Shot, and if you are running Haste more). I also take Improved Initiative at some point, just to help give Jub a chance to get off his bombs earlier.
Deadly Aim will not work (it doesn't affect ranged touch attacks)
Improved Critical will work, but a critical hit with a bomb only deals an additional 1d6, as the bomb damage increases are not multiplied on a crit.
Rapid Shot works with bombs, but only if you have the Fast Bombs discovery.
Other than that, Ability Focus (bomb) and maybe Extra Bombs would probably be go-to feats once you get other essentials for ranged combat.
For non-ranged feats, Iron Will helps with an alchemist's poor Will save progression.
It's a shame that the Extra Discovery feat wasn't added to Kingmaker by default, but iirc, there's a mod for that.
In this game, it is different from Fast Bombs.
Edit: To make it clear, both Fast Bombs and Rapid Shot give extra attacks, even if you only have one or the other.
Rapid Shot I've never quite been a fan of for Alchemists, though. The -2 hit penalty + going through bombs more quickly is just not worth it to me. Especially because with Fast Bombs, adding an extra throw (with the -2 hit for all) will really burn through your bombs. I guess at the end of the game when you've got lots of bombs and want to be able to toggle an option for max damage?
Also Rapid Shot being a Feat, competes with the Extra Bombs feat, and so poaches more bomb capacity that way. Fast Bombs is a Discovery and so doesn't compete.