Joining a Tiny Party...what kind of character should I make?


Advice

Dark Archive

As the title says. I am going to be joining a game soon that, thus far, has been a DM + one player. He is trying to fill out the rest of the party and I'm the only other person he's been able to recruit thus far. The party in question consists of the one player, who is a bard, and a DMPC who is a melee Paladin. Thus, looking at this, I am not sure what to play. As of now, I am thinking the -best- option would be a fullcaster, as A)I almost always play fullcasters anyway, so it's what I do best with and B)The party lacks one and the utility and usefulness they can provide is greatly needed, especially at higher levels when parties will basically -need- a fullcaster for certain things(such as inter-planar travel etc..) and since this game will go well into the high levels, I am thinking -something- with access to 9th level spells will be a must. However, I am not sure -which- fullcaster class to go with. There are, however, some stipulations. The ENTIRE SRD, including 3rd party, is fair game, BUT with the catches that things the DM is not familiar with will require his approval and that some non-core options may come with certain fluff restrictions on your character(For example, when I asked about Oracles and Summoners he stated that they where allowed but are rare in the setting and their powers are misunderstood and feared...and thus any characters with those classes would have to be fluffed as social outcasts and/or hermits, which is why I am not going to play either.). In addition, silly/unballanced third party, such as the Eldritch Godling and Dragonrider, would obviously -not- be approved.

Also, as a personal restriction, I do not like RPing high-wisdom characters because my IRL wisdom score is pitifully low. So I'd like to avoid wis-based classes if at all possible!

With this in mind, what kind of character do you think would be best for me to roll? Am I on the right track with a fullcaster, and if so, which fullcaster class should I go with? Or would -something else- perhaps benefit the party more? Any thoughts/opinions on this would be appreciated!


Ignoring the fact that I dont think the dragon rider is unbalanced, in a small party I recommend the classes that mix 'roles'. I would say that a full caster isnt the best thing to add. The one player has done his job and added a bard. A paladin dmpc is also good. A full caster is not.

Since the dm isnt a fan of summoners, and you dont want to play a high wisdom character (druid would be my second choice for a small party like this) I'd go with an alchemist. They provide some utility magic, some backup damage (bombs) and access to some really important curative spells (the restoration line of spells in particular). You would need to pick up infusion, or go with an archetype that lets you hand out your extracts to make effective use of this though. The alchemist also has a solid skill list, with a descent number of skill points due to being int based.

Liberty's Edge

Full caster is solid. Mixed roles are good...but a properly designed full caster can do that just fine.

The obvious low-Wisdom choices that you haven't already vetoed are Sorcerer, Wizard, and Witch. Witch seems likely to run into the same issue as Oracle...so that leaves Wizard and Sorcerer.

But, personally, I'd embrace the social outcast thing and go Witch or Oracle. But then, I really like Witches and Oracles. They're better at mixing roles, too.

Silver Crusade

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Make something you'll have fun playing

Dark Archive

Thanks for the advice. In all honesty, I always wanted to -try- an alchemist anyway since there abilites and especially their archtypes just seemed so darn cool to me. Would you recommend a bomber or melee-er, though? I ask because one of the things that seemed pretty cool to me was the idea of vivisectionist and going all Mr. Hyde with the sneak attacks, but if you think the bomber would be better that seemed cool too. Would preservationist be worth it for a ranged alchemist? Turning bombs into summons seems pretty cool at least fluff-wise, and could be powerful, too!

Also, are there any other classes you would recommend? Also, I am not -TOTALLY- appose to wisdom classes, I'd just -like- to avoid them due to my IRL wisdom being questionable. If I played, say, a mute, I could get away with it because most of the -low wis- stuff I tend to do IRL is make dumb comments/speak before I think....so if I make a character who -rarely- or -never- talks I could, potentially, make up for the fact I am prone to regularly making low-wis comments. High wis is a lot easier for me in PbP to be honest, because I can actually -think through- my characters actions and more importantly speech/comments without having to worry about how long I take to do so, and thus I can -make up- for my lack of IRL wisdom by heavy scrutiny/analysis of my character's actions and words -before then take or say them- Essentially, using my IRL int to fake my character's wisdom. (I'd class myself as high int, middling Cha, low wis IRL in terms of mental stats, so yeah...) In non PbP games, however, I don't have the -luxury- of having the time to analyze my character's actions before they take them as doing so would slow down the game, and as a result RPing high wis believably becomes much more difficult for me, especially in regards to what they say/how they talk/the comments they make. However, if you guys have a way around this RP issue I'd like to here it!

EDIT: Ninja'ed Twice-over Darn. All great ideas, though. and I'll consider them. Keep the advice coming, people!


You could go for an early entry Eldritch Knight.

Pick a race (like Aasimar) which has a third level arcane SLA. Pick Sorcerer and then a class that gives martial weapon proficiency (Paladin might work nicely for the saves if you put in an extra level. If you didn't mind high wisdom, Empyreal sorcerer with Sohei Monk work nicely together for the casting stat and AC boost).

Eldritch Knight by level 3 (or 4) and you lose a little spell progression, but you can make up for the caster level loss with Magical Knack. Rather than focus on being a god wizard or blaster, focus on utility and buffs like "I turn into a dragon and eat you now".

You could even go on to include something like Dragon Disciple or Hellknight Enforcer.

The Exchange

Well, if the other player's a Bard, why not be a bard too? You can be a singing duo. Plenty of options in the class to make you guys entirely different in style.


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Pathfinder Maps Subscriber

I totally misread the title of this thread. I expected a party made up entirely of tiny sized PCs.

The Exchange

Me, too, but once I read it through I decided not to recommend a brownie or mite. ;)

Dark Archive

Hellknight Enforcer may not fly/be denied due to the Goliran-specific fluff(The DM has made it clear that his setting has specific fluff and certain options would have to abide by said fluff...see the oracle and summoner example from above), but I am sure Dragon Disciple would not be an issue. He also already stated Aasmiair(which is one of the races I usually play anyway) would not have any fluff restrictions other then the fact they may be MORE respected by some people...so thats something too. Dragon Disciple certainly looks like loads of fun, and since I am starting out at level 3 I could already have my first level in Eldritch. However, the DM is -not- allowing traits, sadly, so Magical Knack cannot be taken. I am not sure if this makes the Eldritch Knight less viable, but it would be fun if I could do it. Also, the fact I have power stats helps, too as I can have 18 strength AND 18 charisma post-racial boosts, as well as a +2 con modifier and no penalties.

Edit: Double ninja-ed again. That sounds like it would be a funny game, but it's sadly not this one. Oh well. :3


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Honestly the caster level loss won't be a big deal if you pick your spells right. Pick spells that don't directly effect the enemy with a saving throw roll. Gives you a chance to play a really unique arcane caster and choose spells which people normally avoid. All of the transmutation and polymorph spells are your bread and butter, and the walls and such are great too. Rather than trying to have a sky-high Charisma, you can focus on your melee stats and effects where save DC's aren't even rolled.


Also, ask your DM if there is something he can make that can mimic the effect of Magical Knack. An item or feat or homebrew class ability. Strangely, there is nothing else core that has the same effect as that trait.

Dark Archive

Yeah, the only thing I can think of is the 3.5e feat Praticed spellcaster, which will -not- fly because, well, 3.5e. HOWEVER, 3rd party is A-Ok if it is on the SRD, so if there is some third party feat or item that can make up for the lost CL that could work...

RPG Superstar 2012 Top 32

i know you said you don't want a high Wis character, but a melee cleric really would be a nice addition (you could build a melee oracle fairly effectively too, but that has its own issues apparently).

another thing that would be helpful in a small party is something with a pet... if you want to do a full caster having an animal that adds to melee would be good. a druid is an obvious option, but runs into your Wis problem. a wildblooded sylvan sorcerer could be a good way to go (access to lots of good spells, and boon companion will bring your companion up to full progression). another cool choice (that would probably require permission) would be a 1/2 orc scarred witch doctor who invested in nature soul, animal ally, and boon companion feats to get a full progression wolf (or small cat) animal companion (you'd end up being a very tough caster with high DC hexes and the wolf to fill in some melee).


I once played a brownie wizard with Leadership and Improved Familiar to get more brownies. It was all fun and games until Puck showed up...


On a more serious note I think something like a Magus or Inquisitor would complement Bard and Paladin without overshadowing them as a full caster.


You could try an early-entry Mystic Theurge with the emphasis on the Arcane side of the hybrid. This way you can get away without more than 14 starting wisdom and still get access to level 6 divine casting (1 level Cleric, 10 MT) as long as you have a +2 Wis item, as well as a full arcane caster. 3 Wizard/1 Cleric/10 Mystic Theurge/X Wizard as an example. Aasimar racial SLAs or the Trickery Domain can qualify you for the PrC. You get access to 9th level spells at the same level as a Sorcerer.

You'd get spells a little later than a pure Wizard but have a lot of flexibility. A sort of Swiss-Army-Knife caster rather than a dedicated controller, blaster, buffer or healer.


SlimGauge wrote:
I totally misread the title of this thread. I expected a party made up entirely of tiny sized PCs.

Yup.


Lincoln Hills wrote:
Well, if the other player's a Bard, why not be a bard too? You can be a singing duo. Plenty of options in the class to make you guys entirely different in style.

WILD STALLIONS!

(Plays guitar solo)

The Exchange

link41020 wrote:
Lincoln Hills wrote:
Well, if the other player's a Bard, why not be a bard too? You can be a singing duo. Plenty of options in the class to make you guys entirely different in style.

WILD STALLIONS!

(Plays guitar solo)

Party on, Wayne!


I came here expecting this to be a thread about a party in which all the PCs were Tiny-sized creatures. This forum is disappointing.


There is a feat in Kobold Press' Complete Advanced Feats called Improved Caster Level that does what practiced caster did in 3.5 .


Takhisis wrote:
If I played, say, a mute, I could get away with it because most of the -low wis- stuff I tend to do IRL is make dumb comments/speak before I think....so if I make a character who -rarely- or -never- talks I could, potentially, make up for the fact I am prone to regularly making low-wis comments.

That could be roleplayed as low Charisma, opening up some other possibilities.


For me, that party makeup screams "Summoning Druid."

Gives you full column caster plus melee potential, many of the divine support spells you're lacking, as well as spontaneously cast summon fodder for the Bard to buff and to provide flanking for the Paladin. Plus, you know, all the other broken druid stuff.

And you can please all these weirdos looking for tiny PCs in their "tiny party thread" by wildshaping into tiny sized animals.


Man can I suggest a giant target?

Be a skinwalker or Tiefling with stone giant lineage (Be large)

then get the money to permanency Enlarge person on yourself.

Pretend everyone else is a flea


I favor going the alchemist route with the mindchemist archetype, focusing on bombs. Their doubling of int bonus to knowledge skills is very nice; favor intelligence of dexterity to get the bomb saves up.

Here is a 1st and 8th level build

Race: Elf! Dex and Int are good for a bomber, better resistance vs. mind affects.
Feats: Point Blank (1), Precise Shot (3), Extra Discovery(Smoke Bomb) (5), Iron Will (7)
Racial Traits: Envoy, Fleet-Footed
Traits: Pragmatic Activator (int used for UMD), Trap Finder (disable device on magical traps)
Discoveries: Precise Bomb (2), Infusion (4), Stink Bomb (6), Force Bomb (8)

The Smoke -> Stink bomb combination is amazing for crowd control (in most cases). Force bomb works for everything.

Levels 9+, all extra feats are Extra Discovery.

Level 1 mindchemist:

Tirfalas
Male Elf mindchemist 1
CN Medium humanoid (elf)
Init +5, Senses low-light vision; Perception +5
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 ((1d8)+2)
Fort +3, Ref +5, Will +1, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +3 (1d4/19-20)
Ranged light crossbow +3 (1d8/19-20)
Ranged bomb +4 (1d6+4)
Special Attacks Bomb (5/day, 1d6+3 plus splash 5, DC 14)
Innate Spell-Like Abilities comprehend languages (1/day), detect magic (1/day), detect poison (1/day), read magic (1/day),

Prepared Spells
Alchemist (CL 1st)
1st-jump, shield

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STATISTICS
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Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Armor Proficiency (light), Brew Potion, Point-Blank Shot, Run, Simple Weapon Proficiency, Throw Anything
Skills Craft (Alchemy) +8, Disable Device +8, Knowledge (Dungeoneering) +5, Knowledge (Nature) +8, Perception +7, Spellcraft +8, Survival +5, Use Magic Device +8
Traits Pragmatic Activator, Trap Finder
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ alchemy (+1), brew potion, cognatogen, elven immunities, envoy, fleet-footed, low-light vision
Combat Gear potion of cure light wounds, antitoxin, potion of touch of the sea
Other Gear outfit (traveler's), leather, crossbow bolts (10) (2), waterskin, formula book, pouch (belt), flint and steel, dagger, light crossbow, backpack, ink (1 oz. vial), inkpen, mule, saddlebags, alchemy crafting kit, bedroll, mess kit, pot (iron), soap (per lb.), rope (hemp/50 ft.), bit and bridle, torch (8), rations (trail/per day) (5), 10.34 gp
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SPECIAL ABILITIES
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Alchemy (Su) Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su) In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Bonus Feats A mindchemist may select Skill Focus (Disable Device, Disguise, Heal, any Knowledge skill, Sense Motive, or Spellcraft) in place of a discovery.

Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.

Cognatogen (Ex) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Envoy (Ex) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level.

Fleet-Footed (Ex) While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Languages A mindchemist may learn three languages in place of a discovery.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Pragmatic ActivatorPragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

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Formula Book
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Alchemist Spells
1st -bomber's eye, cure light wounds, expeditious retreat, jump, shield, touch of the sea

Level 8 Mindchemist:

Tirfalas
Male Elf mindchemist 8
CN Medium humanoid (elf)
Init +6, Senses low-light vision; Perception +17
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DEFENSE
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AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 natural)
hp 56 ((8d8)+16)
Fort +9, Ref +12, Will +7, +2 vs. enchantment spells and effects, +6 vs. poison

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OFFENSE
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Speed 30 ft.
Melee dagger +6/+1 (1d4/19-20)
Ranged dagger (thrown) +10/+5 (1d4/19-20)
Ranged crossbow +1 (light) +11/+6 (1d8+1/19-20)
Ranged bomb +11/+6 (4d6+6)
Special Attacks Bomb (14 day, 4d6+6 plus splash 10, DC 20), Force Bomb*, Precise Bombs, Smoke Bomb*, Stink Bomb*, Throw Anything
Innate Spell-Like Abilities comprehend languages (1/day), detect magic (1/day), detect poison (1/day), read magic (1/day),

Prepared Spells
Alchemist (CL 8th; concentration +14)
3rd-cure serious wounds(DC 19), fly, resist energy (communal)
2nd-ablative barrier, barkskin, bull's strength, invisibility, lesser restoration, see invisibility(DC )
1st-bomber's eye(DC ), comprehend languages, cure light wounds, enlarge person, jump, shield

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STATISTICS
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Str 10, Dex 18, Con 12, Int 22, Wis 12, Cha 8
Base Atk +6; CMB +6; CMD 21
Feats Armor Proficiency (light), Brew Potion, Extra Discovery, Iron Will, Point-Blank Shot, Precise Shot, Run, Simple Weapon Proficiency, Throw Anything
Skills Appraise +10, Craft (Alchemy) +17, Disable Device +17, Fly +8, Heal +5, Knowledge (Arcana) +23, Knowledge (Dungeoneering) +15, Knowledge (Engineering) +13, Knowledge (Geography) +13, Knowledge (History) +15, Knowledge (Local) +13, Knowledge (Nature) +18, Knowledge (Nobility) +13, Knowledge (Planes) +20, Knowledge (Religion) +15, Perception +14, Sleight of Hand +8, Spellcraft +17, Survival +8, Use Magic Device +17
Traits Pragmatic Activator, Trap Finder
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ alchemy, brew potion, cognatogen, elven immunities, envoy, fleet-footed, infusion, low-light vision, perfect recall, poison resistance, swift alchemy, swift poisoning
Combat Gear potion of barkskin +2, potion of bull's strength, potion of cure light wounds (3), potion of cure moderate wounds, potion of endure elements, potion of enlarge person, potion of fly, potion of jump, potion of remove blindness/deafness, universal solvent, antitoxin, potion (touch of the sea)
Other Gear amulet of natural armor +1, headband of vast intelligence +2 (knowledge (planes)), eyes of the eagle, ring of protection +1, belt of incredible dexterity +2, outfit (traveler's), cloak of resistance +2, mithral shirt +2, crossbow bolts (10) (2), waterskin, formula book, bolts (crossbow/10/alchemical silver), bolts (crossbow/10/cold iron), handy haversack, boro bead (1st) (2), flint and steel, alchemy crafting kit, bedroll, ioun torch, mess kit, pot (iron), rope (hemp/50 ft.), soap (per lb.), pouch (belt), dagger, backpack, ink (1 oz. vial), inkpen, crossbow +1 (light), , rations (trail/per day) (5), torch (10), masterwork thieves tools, 26.34 gp
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SPECIAL ABILITIES
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Alchemy (Su) Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.

When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below.

Extracts are the most varied of the three. In many ways, they behave like spells in potion form, and as such their effects can be dispelled by effects like dispel magic using the alchemist's level as the caster level. Unlike potions, though, extracts can have powerful effects and duplicate spells that a potion normally could not.

An alchemist can create only a certain number of extracts of each level per day. His base daily allotment of extracts is given on Table 2–1. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an alchemist mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately becomes inert if it leaves the alchemist's possession, reactivating as soon as it returns to his keeping—an alchemist cannot normally pass out his extracts for allies to use (but see the “infusion” discovery below). An extract, once created, remains potent for 1 day before losing its magic, so an alchemist must re-prepare his extracts every day. Mixing an extract takes 1 minute of work—most alchemists prepare many extracts at the start of the day or just before going on an adventure, but it's not uncommon for an alchemist to keep some (or even all) of his daily extract slots open so that he can prepare extracts in the field as needed.

Although the alchemist doesn't actually cast spells, he does have a formulae list that determines what extracts he can create. An alchemist can utilize spell-trigger items if the spell appears on his formuale list, but not spell-completion items (unless he uses Use Magic Device to do so). An extract is “cast” by drinking it, as if imbibing a potion—the effects of an extract exactly duplicate the spell upon which its formula is based, save that the spell always affects only the drinking alchemist. An alchemist can draw and drink an extract as a standard action. The alchemist uses his level as the caster level to determine any effect based on caster level.

Creating extracts consumes raw materials, but the cost of these materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements (alchemist extracts that duplicate divine spells never have a divine focus requirement).

An alchemist can prepare an extract of any formula he knows. To learn or use an extract, an alchemist must have an Intelligence score equal to at least 10 + the extract's level. The Difficulty Class for a saving throw against an alchemist's extract is 10 + the extract level + the alchemist's Intelligence modifier.

An alchemist may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract but not when he consumes it. An alchemist begins play with two 1st-level formulae of his choice, plus a number of additional forumlae equal to his Intelligence modifier. At each new alchemist level, he gains one new formula of any level that he can create. An alchemist can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. An alchemist can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An alchemist does not need to decipher arcane writings before copying them.

Bomb (Su) In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.

Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.

Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.

Cognatogen (Ex) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Envoy (Ex) Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level.

Fleet-Footed (Ex) While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Force Bomb* When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force bomb are knocked prone unless they succeed on a Reflex save.

Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Perfect Recall (Ex) You havehoned your memory. When making a Knowledge check, you may add +6 on the check. You can also use this ability when making an Intelligence check to remember something.

Poison Resistance (Ex) You gain a +6 bonus on all saving throws against poison.

Precise Bombs Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs. If the bomb misses, this discovery has no effect.

Smoke Bomb* When the alchemist creates a bomb, he can choose to have it create a cloud of thick smoke when it detonates. The cloud functions as fog cloud, filling an area equal to twice the bomb's splash radius for 1 round per level.

Stink Bomb* The effects of the smoke created by an alchemist's bomb can duplicate the effects of stinking cloud instead of fog cloud, filling an area equal to twice the bomb's splash radius for 1 round. An alchemist must possess the smoke bomb discovery before selecting this discovery.

Strong Arm Supple Wrist You have been trained in the javelin and the spear, and know how to make the best use of your momentum. Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.

Swift Poisoning (Ex) You can apply a dose of poison to a weapon as a swift action.

Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.

Trap Finder Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test. You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
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Formula Book
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Alchemist Spells
3rd -amplify elixir, burrow, cure serious wounds, fly, remove blindness/deafness, remove curse, remove disease, resist energy (communal), spider climb (communal), tongues, water breathing
2nd -ablative barrier(2), alchemical allocation, barkskin(2), bull's strength, cat's grace, cure moderate wounds, darkvision, delay poison, false life, invisibility, owl's wisdom, resist energy, restoration (lesser), see invisibility
1st -bomber's eye, comprehend languages, crafter's fortune, cure light wounds, disguise self, endure elements, enlarge person, expeditious retreat, identify, jump, shield, touch of the sea, true strike


Takhisis wrote:

Thanks for the advice. In all honesty, I always wanted to -try- an alchemist anyway since there abilites and especially their archtypes just seemed so darn cool to me. Would you recommend a bomber or melee-er, though? I ask because one of the things that seemed pretty cool to me was the idea of vivisectionist and going all Mr. Hyde with the sneak attacks, but if you think the bomber would be better that seemed cool too. Would preservationist be worth it for a ranged alchemist? Turning bombs into summons seems pretty cool at least fluff-wise, and could be powerful, too!

Either would be fine in this group, though since you have a paladin, a ranged character might help more. But certainly it is often a good thing in a small party if everyone is able to mix it up in melee.

Quote:

Also, are there any other classes you would recommend? Also, I am not -TOTALLY- appose to wisdom classes, I'd just -like- to avoid them due to my IRL wisdom being questionable. If I played, say, a mute, I could get away with it because most of the -low wis- stuff I tend to do IRL is make dumb comments/speak before I think....so if I make a character who -rarely- or -never- talks I could, potentially, make up for the fact I am prone to regularly making low-wis comments. High wis is a lot easier for me in PbP to be honest, because I can actually -think through- my characters actions and more importantly speech/comments without having to worry about how long I take to do so, and thus I can -make up- for my lack of IRL wisdom by heavy scrutiny/analysis of my character's actions and words -before then take or say them- Essentially, using my IRL int to fake my character's wisdom. (I'd class myself as high int, middling Cha, low wis IRL in terms of mental stats, so yeah...) In non PbP games, however, I don't have the -luxury- of having the time to analyze my character's actions before they take them as doing so would slow down the game, and as a result RPing high wis believably becomes much more difficult for me, especially in regards to what they say/how they talk/the comments they make. However, if you guys have a way around this RP issue I'd like to here it!

'low wisdom comments' can be a function of a low charisma. Seriously, part of charisma is knowing how to 'say the right thing'. You could build this into your concept. For instance, in one of my groups, the tiefling ALWAYS says dumb things, but that is a function of his low charisma, and it is sort of fun as we all try to brush off his statements in social situations or try to distract him. With a low charisma you can intentionally say insulting or off putting things in roleplay as part of your character's personality. That can easily cover up any propencity you have as a person from saying the wrong thing.


SlimGauge wrote:
I totally misread the title of this thread. I expected a party made up entirely of tiny sized PCs.

Same here. I'm a little disappointed.

The Exchange

It's the capitalization. Here in Pathfinder, a tiny party is not the same thing as a Tiny party. ;)

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