Equipment for an Alchemist


Advice


Greetings all,
I have recently undertaken building an alchemist in place of my "retired" cavalier. I have built a melee alchemist but don't know what type of equipment to buy. My character has roughly 45,000 gold to spend and an Amulet of Mighty Fists +2; any help and suggestions would be greatly appreciated!

Sovereign Court

Raethlion wrote:

Greetings all,

I have recently undertaken building an alchemist in place of my "retired" cavalier. I have built a melee alchemist but don't know what type of equipment to buy. My character has roughly 45,000 gold to spend and an Amulet of Mighty Fists +2; any help and suggestions would be greatly appreciated!

Your standard Ring of Protection +x, Cloak of Resistance +x, and a stat boosting headband and belt are always a good buy.


Thank you Ariadan! I also forgot to mention that my alchemist is level 6.

Dark Archive

Race? Stats?

melee specialist?

Midhnight bomber what bombs at midnight?

Healer?

Vivisectionist?

what role are you trying to fill? what feats are you taking? whats the group like (races/classes)?


Buy as many 2nd and 3rd level potions as you can and stick them in a handy haversack. ALchemical allocation turns you into a slow spontaneous caster with your potion pool as you your spell list.


Adding to that idea, make sure you scan the summoner spell list as there are a few spells that are lower level than other classes and therefore usually unuseable as potions (greater invisibility and stoneskin I'm looking at you).


Here's the build.

Race: Human (20 Point Buy) Level:6 HP:46
STR 20 (+2 Race, +1 @ lvl4)
DEX 12
CON 12
INT 14
WIS 10
CHA 8

I am trying to fit many roles as my group is combat heavy (Barbarian, Fighter, and a Brute Rogue). My build is the Jekyll/Hyde type build with the Vivisectionist archetype. I plan on fighting alongside the group and healing them when I have to (but hopefully we just kill everything quickly).

Discoveries:
2nd Level: Feral Mutagen
4th Level: Infusion
6th Level: Enhance Potion, Extend Potion (Extra Discovery Feat)

Feats:
Level 1: Toughness, Power Attack
Level 3: Improved Unarmed Strike
Level 5: (Didn't really know what to choose) Extra Discovery

Thanks for the help on the potions. Alchemical Allocation is quite nice! Besides some nice potions, I took a wand of CLW and a wand of haste.


Raethlion wrote:

Here's the build.

Race: Human (20 Point Buy) Level:6 HP:46
STR 20 (+2 Race, +1 @ lvl4)
DEX 12
CON 12
INT 14
WIS 10
CHA 8

I am trying to fit many roles as my group is combat heavy (Barbarian, Fighter, and a Brute Rogue). My build is the Jekyll/Hyde type build with the Vivisectionist archetype. I plan on fighting alongside the group and healing them when I have to (but hopefully we just kill everything quickly).

Discoveries:
2nd Level: Feral Mutagen
4th Level: Infusion
6th Level: Enhance Potion, Extend Potion (Extra Discovery Feat)

Feats:
Level 1: Toughness, Power Attack
Level 3: Improved Unarmed Strike
Level 5: (Didn't really know what to choose) Extra Discovery

Thanks for the help on the potions. Alchemical Allocation is quite nice! Besides some nice potions, I took a wand of CLW and a wand of haste.

Just a suggestion, but I'm playing a similar character (Feral Alchemist) and I have used my Improved Unarmed Strike maybe twice over the 6 levels we've played. You spend so much time in mutagen form using your claws and bite that it's just wasted, unless there's some other reason that I'm not aware of.

If I had a time machine I would definitely go back and take Extra Discovery or Iron Will instead (your will save is going to SUCK HARD... Be prepared to be fascinated).


How are you planning on overcoming material DR. A cheap at your level masterwork cold iron longspear may help with monster where you will take damage if you claw and bite them like yeti, and burning skeltons.


I wholeheartedly Suggest that you get a Tan Bag of Tricks. It is great for getting sneak attack, and also just tons of fun.

Grand Lodge

Elixir of Shadewalking (for alchemical allocation goodness), and a Blackwick Cauldron for potion pumping, and stingchucks, because they are free.

Shadow Lodge

Improved Uarmed Strike would help you get Kirin Strike. It is from Ultimate Combat and works well for Alchemist's in particular. I won't be posting the feats here, but how it works is that you make knowledge checks against monsters and gain advantages against them.

The first feat gives you bonuses to saving throws(nice with such a small Will save) and dodge bonuses vs attack of opportunities(flanking anyone?). The second gives you double your Int modifier to damage as a swift action and the third, Kirin Path, allows you to sacrifice attacks of opportunity to move 5 feet per Int modifier in an enemy's threated area without being attacked. Basically, Vicisectionists, for instance, get a great way to flank, bonuses to saves, something to use their swift action for and some damage too.

If you can get access to Ultimate Combat, that feat tree is definitely an option.

Equipmentwise, I suggest anything that can improve your Will saves, such as an Ioun Stone, and lots and lots of potions of spells you can't cast. Good Hope in particular is a nice buff to enhance, allocate and make permanent eventually.

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