So the goal is to make a tanky alchemist? Well, you should cover up one of your main weaknesses- will saves.
I would also grab a half elf with the dual minded alt trait. That gives you a +4 against a lot of the important will saves (mind affecting effects). After that, just grab iron will at some point, and you will have fine will saves (watch out for curse stuff- that is the main form of non-mind will save)
Half elves also have a racial feat to allow rerolls on mind affecting stuff too. Combine with improved iron will, and you can have two rerolls a day on this kind of stuff. That is enough to make your GM avoid wasting turns on your entirely.
If you're serious about the doppleganger simulacrum trick there's a low level version. First, get a cracked pearly white spindle ioun stone (3400 gp). Do not attempt the next part without it or something like it. Then get the skinsend formula. Then creep the party out, as alchemists are so good at doing.
lemeres wrote:Call of Cthulhu?Azothath wrote:stay out of melee combat
Just open a small alchemy workshop and give up adventuring.
Anyone has a good set of rules for a business management tabletop?
Great. I am sure that absolutely nothing could go wrong. The alchemist will be able to live without worries then.