Going tactical advice needed.


Advice


Hi

I'm about to start a PF campaign as a 4th level Alchemist(Vivisectionist | Preservationist) and I'm wondering about tactical capabilities for my character.

By now I'm almost 100% rogue as I can Sneak Attack, Disable non-magical traps, scout and poison use. Yeah, 100% may be too high, but the main skills and abilities I do possess.

In addition I can Brew Potions, Extracts and Mutagens, alongside Alchemical Items.

I've asked my GM if we can work on improved versions of the alchemical items displayed in the books, but he refused. So I'm stuck with 1d6/5lbs acid/fire damage.

Considering this, I also bought the Gunsmithing feat, that enables me to produce black powder for 10% market cost, enabling 5d6 Fire damage in a 20ft burst for 100gp.

So my character is able to mass produce (by 5th level) any alchemical item in the books, in addition to sneak attacking and casting some extracts (to buff himself or others).

My question is: As it is, do you guys (and ladies) have any suggestion regarding the tactical use of these capabilities (or even other uses for the alchemical items available, outside combat).

My character

Spoiler:

Attributes

STR 12
DEX 18
CON 12
INT 16
WIS 12
CHR 07

Skills

Acrobatics (Dex) 4 + 4 = 08
Appraise (INT) 1 + 3 + 3 = 07
Craft (Alchemy) (INT) 4 + 3 + 3 + 4 = 14
Disable Device (DEX) 2 + 3 + 3 + 4 = 13
Knowledge (Arcana) (INT) 2 + 3 + 3 = 08
Knowledge (Nature) (INT) 4 + 3 + 3 = 10
Perception (WIS) 4 + 3 + 1 = 08
Survival (Wis) 1 + 3 + 1 = 05
Stealth (DEX) 4 + 3 + 4 + 1 = 12
Sleight of Hand (DEX) 4 + 3 + 4 = 11
Spellcraft (INT) 1 + 3 + 3 = 07

Equipment

Body
Quilted Cloth +1 (AC +2, DEX +8, 15lbs, 1.250gp)
Dagger, Masterwork (1d4, 19-20/x2, 10ft., 1lb, 302gp) x2
Clothing, Hot Weather Outfit (+2 Fort vs hot climate, 4lbs., 8gp)
Wrist Sheath, spring loaded (+2 Sleight of Hand to conceal, draw as free action, 1lb., 5gp) x2
Thieve's Tools, Masterwork (+2 Disable Device, 2lbs, 100gp)
Potions (650gp)
Cure Light Wounds (1d8 + 1, CL1, 25gp) x4
Enlarge Person (Cl1, 25gp)
Reduce Person (Cl1, 25gp)
Shield (Cl2, 50gp) x2
Alterself (Cl4, 200gp) x2

Backpack, masterwork (60lbs., +1 STR carrying capacity, 2lbs., 50gp)
Alchemist's Lab, portable (+1 Craft(Alchemy), 20lbs., 75gp)
Bag, waterproof (0,5lb., 5sp)
Bedroll (5lbs., 1sp)
Spellbook, travelling (1lb., 50 pages, 10gp)
Hourglass (1 hour, 1lb., 25gp)
Ink (1 vial, 8gp)
Inkpen (1sp)
Compass (+2 Survival and knowledge (dungeon), 0,5 lbs., 10gp)
Kit, Alchemist's (5lbs., 25gp)
Rope, silk (50 ft., 5lbs., 10gp)
Vermin Repellent (5gp)
Waterskin (4lbs., 1gp)
Chemicals (304 gp 8sp) 471gp, 5sp)
Alchemist's Fire (1d6 + INT (x2 rounds | Fullround REF DC 15) | Splash 1 + INT, 1lb., 6gp 7sp) x4
Acid (1d6 + INT | Splash 1 + INT, 1lb., 3gp, 4sp) x4
Liquid Ice (1d6 + INT | Splash 1 + INT, 2lbs., 13gp 4sp) x2
Powder, Flash (1 round Blindness, Fort DC 13, 10ft. radius, 16gp 7sp) x4
Thunderstone (1 hour Deafness, Fort DC 15, 10ft. radius, 1lb, 10gp) x2
Alchemical Grease (+5 Escape Artist and vs Grapple, 1lb., 1gp 7sp) x1
Alchemical Solvent (0,5lb., 6gp 7sp) x2
Antiplague (+5 Fort vs Disease, 16gp 7sp) x4
Antitoxin (+5 Fort vs poison, 16gp 7sp) x4
Smokestick (Fog 10ft. cube, 0,5lbs., 6gp 7sp) x2
Sunrod (Light for 6 hours, 1lb., 7sp) x1

Level Progression

1- Feat (Gunsmithing), Feat (Two-Weapon Fighting), Throw Anything, Brew Potion, Sneak Attack +1d6
2- Discovery (Infusion), Bottled Ally I
3- Feat (Weapon Finesse), Swift Alchemy, Sneak Attack +2d6
4- Discovery (Spontaneus Healing)
5- Feat (Master Alchemist), Bottled Ally II, Sneak Attack +3d6
6- Discovery (Sticky Poison), Swift Poisoning
7- Feat (Exotic Weapon Proficiency: Pistol), Sneak Attack +4d6
8- Discovery (Enhance Potion), Bottled Ally III
9- Feat (Planar Preservationist), Sneak Attack +5d6
10- Discovery (Combine Extract), Bottled Ally IV

Thanks a lot for reading this far!!

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