Hello to everyone!
After many years it appears I will get to play Pathfinder 1e once again. Yay!
I need to create a Character though..
I am a bit rusty with the rules, so I would like to get a few tips from anyone who has the kindness and patience to read my post.
My Character 's concept is basically a fantasy version of a New Age hippie /punk junkie. A person who will talk you for hours about esoteric nonsense (though the point is that in a fantasy world it DOES make sense), a person that one day will lecture you about harmony and peace in the universe, but the very next day you'll find them lobbing molotov cocktails at police officers (or in this case Alchemical Bombs at town's guards)
In the game he will likely be the secondary healer and mostly a support character, though he might occasionally attack with magically enhanced claws and bites.
We will start at level 5 and our GM told us we are allowed to choose magic items up to 5000 gp as starting equipment. (Was thinking about Amulet of Mighty fists, but I am undecided)
A few key outline about my character (may be subject to change after feedback ;-) ):
Human (alignment N or CN, still to decide)
Alchemist 2/Druid 3
Str: 14
Dex: 8
Con: 12
Int: 14
Wis:17
Cha: 10
Druid bond: smoke domain.
Alchemist's formulae:
Enlarge Person, Cure light Wounds, Poly purpose Panacea, Comprehend Languages. Heightened Awareness.
Traits:
[Lucid Dreamer] [Addict][Pantheist]
(custom) Drawbacks:
[Slow reactions] (-2 to Initiative checks)
Skills at full rank:
Knowledge Nature, Survival, Craft ( Alchemy), Sense motive.
Sparse skill points:
Appraise, Knowledge Planes, Knowledge Religion
Bluff, Swim, Spellcraft
Feats:
[Power Attack] [Nature Soul] [Toughness] [Animal Ally (dog)]
Alchemical Discoveries:
[Feral Mutagen]
First of all, I would like to ask a few clarification on some rules:
If I cast Greater Magic Fang and I choose to get +1 on all natural attacks BEFORE snorting the feral mutagen, will the natural attacks acquired with the mutagen be still affected?
Since primary natural attacks get 3/2 of the strength bonus, like two-handed weapons, do they also get +3 from Power Attack feat instead of +2?
If due to mutagen effects my key Ability for spells/formulae gets temporarily lower than the minimum required to cast above a certain spell level, can I still resume casting when my ability recovers or those spell slots are erased, meaning that I have to memorize the spells again?
Then a bit of advice will be welcomed
I get a lot of abilities involving smoke, any way to make good use of them? Or any item/feat/ feature that might enhance them?
One of the reasons why I chose a Character with low Dex is that our dear GM is very fond of playing enemies that stifle your movement (sleep, hold person, improved grab, grappling, etc..) at the point that during last campaign back in the days I had bonus to Dex negated half of the time at minimum. Still, having +0 Reflex saves at level 5 is quite a gamble. I didn't come up with any obvious solution except having more HP. I am also worried about my Animal Companion, he is only level 2 (I guess Druid levels don't stack if I take dominion bond) and he is used to just sitting while I beg for some spare copper coin.
My Alchemical Bombs right now are pretty useless, should I tweak my character a bit to gain a few bonuses or better just neglect them (like I am currently oriented to?)
Any good or funny ideas for adding flavor to the character without altering mechanics significantly? So far I thought:
"Goodberry" spell will be changed to "Magic mushroom", it will use mushrooms instead of berries and it will give a cosmetic feeling of "enhanced vision" (no actual effect on gameplay)
Material component for "Stinking Cloud" (which my character can't cast as of now) will only be leaves. The plant will not be a cabbage.
Mutagen will not be imbibed but inhaled.
Thank you for whoever read this and any advice will be appreciated