dammitbiscuit
First Post
I started writing a long-ass thing but realized I was really overdoing it. Let's go with the venerable bulleted list to get the main talking points out there and then, if it's actually necessary, we can discuss further.
(Amusingly, I had previously been assuming that all archetypes were simply a part of the base classes - optional builds that serve as a more dramatic version of a ranger's choice between TWF or archery. I didn't actually realize they were from further splatbooks until someone pointed out the Seeker being from a non-approved source in my Sorcerer version of Bipper.)
- Grenadier is one of the most basic, vanilla ATs available for Alchemists. It does two main things:
- It gives you a martial weapon proficiency
- This helps you make use of your decent BAB and self-buffs for reliable combat
- Otherwise, you're reliant on your expendable bombs, limited ability to "hulk out" for 1 hour with natural weapons, or crummy simple weapons
- It replaces your poisony things with bomby things
- In a regular campaign, poison is something the DM can support by slipping you a little bit of extra cash or opportunities to harvest poisons. In LPF, due to a need for fairness your cash is very strictly regulated. You don't want to waste that on poisons!
- The bomb-related things are for the most part similar to existing bomb-related discoveries. These help you more rapidly improve your bombs to a level where they're somewhat on-par with offensive spellcasting
(Amusingly, I had previously been assuming that all archetypes were simply a part of the base classes - optional builds that serve as a more dramatic version of a ranger's choice between TWF or archery. I didn't actually realize they were from further splatbooks until someone pointed out the Seeker being from a non-approved source in my Sorcerer version of Bipper.)
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