hoku |
Hi i am looking to build a broken crafting alchemist, he is a half orc, his lvl will be started at 7 and will continue onto epic lvl. I am allowed to use any source as long as it's not homebrew, the focus is mundane alchemy and how i can reduce the cost and time of making them for i will be making alchemy items from any source. Thanks for any response
Grizzly the Archer |
Other than alchemist and poison rogue there aren't many classes that change alchemy/ poison speed. Master alchemist for alchemy is the only feat I know that speeds up progression. Other than that, your left with items. If your worried about stolen/ destroyed, just put it in your bag of holding when your done with it, and fend off the enemies. I've rarely ever had my stuff destroyed, when not in combat, and the times stuff got stolen, we tracked them back before it could be sold anywhere.
hoku |
Me and the gm have played together for a long time so anything is welcomed and this time i am playing support for 10 people that are new to the game, i choose to be something different a money support type that buys and sells for the group which means i won't lvl as much as them but i will have more money to buy the things i need to make interesting alchemy items for use or sale in villages or cities, also in game magic and magic items are illegal and we are apart of a resistance force fighting for our way of life.
SoulGambit |
There could be a whole guide on mundane alchemy alone... So many uses.
Summary:
- Be a Grenadier, go Grenadier 1-20.
- Be a Gnome. Consider Saboteur. It's a decision to be one or not.
- Get the Master Alchemist feat.
- Get the Quick Draw feat.
- Get a Tumor Familiar Monkey to throw more alchemical items.
- If you want to use poisons, get Sticky Poison.
- Buy a hybridization funnel, live by the hybridization funnel.
- Buy several unenchanted launching crossbows.
- Consider buying / using several cheap or unenchanted shotguns. If you lace them with alchemical items, those items apply to everyone hit.
- Make sure the party face helps you sell stuff to keep your GP up.
The Grenadier lets you apply alchemical items to weapons as a swift items, this is -huge-. Emphasize the fluff surrounding your infusions. Potions that make you vomit bugs is cool. A box full of clockwork roaches is cooler. Ask your GM what you can get away with, and make sure to point out you aren't trying to get anything mechanical out of it.
Gnomes can use any weapon they build. Start with quick draw and enjoy that.
Master Alchemist lets you craft alchemical items fast. If you do reach the very high levels, ask if you can retrain it once you can make alchemical items as a standard action.
Tumor Familiar Monkeys have oppossable thumbs, offer good RP, and can throw caltrops / alchemical items.
Stick Poison is essential to use poisons without running out of gold.
Hybridization is... look, just read it. Read its sheer beauty. It's fantastic. For raw damage nothing beats an Acid Flask + Sonic Jar.
Launching Crossbows let you shoot alchemical items. Note that you can further lace these alchemical items as a grenadier. Maybe throw in focused shot, get 5x your Int Mod to damage. You buy them in multiples because you will never, ever get the reload speed down enough.
Selling GP is important, because your ammo costs 3.33gp per shot, minimum.
Personally, I would not bother with magic items on an Alchemist. It's too feat intensive, but that's me. Craft Wondrous Item should be your first priority, with Craft Arms and Armor your second. Frugal Crafting, if allowed, is the be all and end all feat once you have it.