Assistance with Alchemist Attributes


Advice

Shadow Lodge

Tonight is our first game with my brand spankin' new Alchemist (with two levels of rogue at 2 and 4). Everything is more-or-less finalized with him except one major problem. I can't figure out what I want my attributes to be.

A little background on the character. I do like to optimize, but character concept will always overtake optimization when I'm building. As much as I'd love to take certain class abilities and feats, if it didn't fit the concept (like with Feral Mutagen), then I'm not planning on taking it. The character is a Dwarven miner/explosives expert who has recently set out to right his family name. He is more melee than ranged oriented, though I do rely on bombs more than my mutagen (I know, this is contrary to building the "best" of the Alchemists).

Here's my conundrum. I can't figure out which stat block to use (using a 20 point buy). The ones I've come up with as being the most appropriate are:

Str . . . . 14 . . . 15 . . . 15 . . . 15 . . . 15
Dex . . . 13 . . . 14 . . . 14 . . . 14 . . . 14
Con . . . 14 . . . 14 . . . 12 . . . 15 . . . 13
Int . . . . 16 . . . 16 . . . 16 . . . 15 . . . 15
Wis . . . 12 . . . 10 . . . 12 . . . 12 . . . 12
Cha . . . 8 . . . . 6 . . . . 6 . . . . 6 . . . . 8

(The loss of 1 skill point per level isn't ideal, but is workable with my desired skills, I just won't be as good at appraise). I'll be taking extra HP at levels 5 and beyond (I need the extra skill points early on for something I'm doing). Any advice is welcome and desired. In the end I expect to be moderately melee focused, but I'll be tossing out bombs when the situations are right (meaning not every round, and certainly not with fast bombs) and I'm going to focus a lot of my abilities and skill points on being a bit of a rogue (it's what the party needs).

Liberty's Edge

I would go with:

STR-14 14
DEX-14 14
CON-12=>14
INT-16 16
WIS-12=>14
CHA-07=>05

Unfortunately with you wanting to focus on melee AND bombs, you're going to be very MAD.


Don't discount your mutagen. Even if you aren't picking up some of the really good upgrades, I recomend getting the increases in power. If you spend time in melee its one of the best buffs you can get.

If you don't mind, I would propose annother alternate:
15
14
15
14
12
8
You don't get the extra bomb as early, and your DCs don't go up as soon, but you get more HP up front. Spend the first point on str, the next 2 on int. Alchemists, like bards, don't need to go over 16 for much. This gives you the option of going for higher con with your 4th point, if you get that high. Disadvantage is at 7th, 10th and 11th if you do not have an intelligence boosting item and drink a strength mutagen you can't cast you highest level spells.

Otherwise, I would go with the last set and up str, then con, then int. I see this as weaker in the short run though, paying more for a high stat instead of letting the level progression bring you there. I also like avoiding lower than an 8, personally.

Shadow Lodge

I hate the postmonster.

Thanks Caineach, I agree with a lot of what you said. I'm going to adapt the last set of numbers slightly and instead do:

STR - 15
DEX - 14
CON - 14
INT - 15
WIS - 12
CHA - 7

I don't like the idea of my INT dropping too low and a 15 is about as low as I'm willing to go. I'll spend my bonus points at 4->STR, 8, 12, 16-> INT, 20->INT or CHA.

Not perfect, but I think about as good as I can do.

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