| Alchemii |
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I see where your going with it. Brewmaster is pretty useless, and was only really on the list for RP purposes, but I can get around that by taking the racial trait Brewmaster which is just for buff potion and brewing.
Drunkard's Recovery is one of those feats that should be taken early on, as it stabilizes from death.
Quick Draw, your probably right. In the past I usually took at it as a staple feat to juggle weapons around quickly in a battle. Probably not something I need this time around.
I actually had no plans on making the new version of the Brewmaster a Ragechemist. But, I also completely looked over Fermenter, and your right it would be a perfect fit for the character.
Finally the Divine Fighting Technique has to be taken at level 2 as that's when I'm taking the 1 level of Fighter to make this work. Since Alchemist doesn't have any proficiency with a shield.
So reworking it a bit
1: TWF, throw anything, brew potion
2: Divine Fighting Technique
3: Drunkard's Recovery
5: Point blank shot
7: Precise shot
9: Improved TWF
11: Dirty fighting
13: Improved dirty trick
15: Greater dirty trick
17: Greater TWF
19: Dirty Trick Master
So I swapped TWF and Divine Fighting Technique, replaced Accelerated Drinker with Drunkard's Recovery, and I just made the last feat Dirty Trick Master. Accelerated Drinker was nice and all, but I would have had to finish a round with a potion in hand. Not difficult to do, but tedious.
For discoveries, maybe
2: Precise bombs
4: Healing bomb
6: Fast Bombs
8: Force Bomb
So after taking out the ones that I simple couldn't take do to level restriction, since I was taking Brewkeeper.
The reason I didn't choose infusion is because Brewkeeper already gets a better version of Infusion as part of the class.
Tanglefoot Bomb wasn't choosen as I can already gain that ability from the Brewkeeper Harmful Homebrew ability.
