| endomorphious |
I'm not sure why I'm having so much trouble with this character build. I want to create an human alchemist. She is not going to be going Hyde or dedicated bomber; but I'm thinking more of a party buffer and support fire. I have the character's history worked out pretty extensively but just can't seem to fit her into the various builds I see online. Her nickname is Bubbles, due to her thesis on "Volatile Compound Dispersion Utilizing Equalized Surface Tension and Theoretical Delivery Models". She was derisively nicknamed by her fellow students. I really want her to be able to buff the party in support, but I also would like her to be able to craft magical items. Especially in her profession of glass blower. My problem is planning out the various skills and traits to make a viable support character AND crafter. Any suggestions would be appreciated.
| Silkinsane |
I have actually built numerous alchemists and I must say it has become one of my favorite classes.
I would say off the bat that the absolute two most important things you will need for your build are going to be the Discoveries: Infusion and Precise Bombs.
Infusion will allow you to hand out your extracts for party members to carry around as temp potions.
Precise Bombs will allow you to bomb baddies that are in melee with your front liners.
Oddly, you might consider splashing Rogue to pick up trap finding. The extra skill points (tons since Alchemist is Int based) are nice and allows you access to almost every skill the Alchemist does not have, which means you can Aid Another your allies in almost any skill situation.
The only other thing I can think of is to carry around a fair amount of those handy 1st level potions and don't be shy about asking for reimbursement.
A 1st level potion of shield lasts 1 minute (10 rounds) and costs 25 gp to make. It is cheap and a life saver if you are fighting incorporeal enemies or magic missile spammers.
Enlarge Person - Quick way for a Melee person to up their damage output and gain reach (if they are medium sized)
There are many more very handy 1st level potions that are cheep and good to have in a pinch. Go over your available spell list and look to pick those up.
Forgot to add: You can easily make the non-magic alchemical items by the boatload. If you look at the crafting rules you essentially get them 3 for the price of 1. Acid and Anti-toxins for everyone!!
| Silkinsane |
Just remembered something else.
Take the Trait Hedge Magician if you can. It gives 5% off the gp cost of crafting items. Being a successful buff/crafter is all about volume. It may not look like much but 5% of 1000gp is 50gp.
Think of it this way: 500 gp to craft +1 armor (without cost of armor itself), you would save 25gp. 25gp is the crafting price of 1st level potion. You essentially just got a free potion out of that trait.
I played a rogue alchemist one game. I crafted and sold potions during my downtime we had between quests (this was before the downtime system in ultimate campaign). At 8th level, due to the fact that my normal cut of the loot was gold (very few useful items dropped for me so my group gave me an average gold equivalent), and my continual investment of gold into potion sales I had acquired 28,000 gp in addition to the 20,00 gp worth of items I used. My GM cracked up when the mostly munchkin party was dumbfounded by the fact that as a crafter I had turned out to be the most overly powered character. I bank-rolled the purchase of a cathedral for our cleric.
pendothrax
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For party buffing and healing, your highest priority is the infusion discovery. After that is the healing bomb and then precise bomb discoveries. You should be able to use your discoveries for healing and buffing purposes, and your feats for crafting. Be aware that there is some confusion in the rulings as to whether an alchemist would qualify as a spellcaster for the purposes of crafting magic items. You will want to clarify with you DM before investing too much in magic item crafting.
| endomorphious |
For party buffing and healing, your highest priority is the infusion discovery. After that is the healing bomb and then precise bomb discoveries. You should be able to use your discoveries for healing and buffing purposes, and your feats for crafting. Be aware that there is some confusion in the rulings as to whether an alchemist would qualify as a spellcaster for the purposes of crafting magic items. You will want to clarify with you DM before investing too much in magic item crafting.
Thanks.
| endomorphious |
For party buffing and healing, your highest priority is the infusion discovery. After that is the healing bomb and then precise bomb discoveries. You should be able to use your discoveries for healing and buffing purposes, and your feats for crafting. Be aware that there is some confusion in the rulings as to whether an alchemist would qualify as a spellcaster for the purposes of crafting magic items. You will want to clarify with you DM before investing too much in magic item crafting.
The rogue aspect sounds interesting. Do you think there's a case to be made for an alchemist to utilize guns or hand crossbow. I plan to dump most of my money into research and "develop" new potions and crafting magic items.
| Guardianlord |
Have you considered the chirugeon archetype? It gives cure spells as automatic infusions saving you a feat potentially.
For a buff alchemist crafting potions, alchemical weapons should help you give the party plenty of options before a fight. It is good that you plan on crafting as much and as often as possible. I might suggest taking the hedge magician trait (5% cheaper), or the alchemical adept (no loss on a 1, +2 bonus) for even better crafting.
It is a little harder to hand off items mid-fight, (I am not even sure what action those would be), all buffing should be done before the fight or from a distance.
This means during a fight you can rain debuffs and damage on enemies, or use alchemical weapons/items to shape the battlefield (smokesticks, thunderstones, grease, tanglefoot bags, sunrods for light, etc).
Crossbow would likely not be worth it without investing in feats (rapid reload, focus/specialization for to hit, etc). A light/hand crossbow averages as much as a cantrip plus alchemical focus (1d3+1) without feats. Light crossbows do not do much damage, and heavy crossbows are heavy =p
Maybe just get a tube arrow shooter with poison arrows for surprise round action. or spring-loaded wrist-sheath and flasks of alchemists fire.
A dip into gunslinger (DEX+WIS) or mysterious stranger (DEX+CHA) would give you access to ALL guns and the related skills as well as reducing the misfire chance (plus you can already craft the ammunition easily). Not a bad choice there, plus guns are touch at close range, and use the same feats for thrown (splash) weapons, like your bombs. It is a decent choice to dip into, especially since running out of bombs is a constant issue.
| Alexander Augunas Contributor |
Just remembered something else.
Take the Trait Hedge Magician if you can. It gives 5% off the gp cost of crafting items. Being a successful buff/crafter is all about volume. It may not look like much but 5% of 1000gp is 50gp.
Think of it this way: 500 gp to craft +1 armor (without cost of armor itself), you would save 25gp. 25gp is the crafting price of 1st level potion. You essentially just got a free potion out of that trait.
I played a rogue alchemist one game. I crafted and sold potions during my downtime we had between quests (this was before the downtime system in ultimate campaign). At 8th level, due to the fact that my normal cut of the loot was gold (very few useful items dropped for me so my group gave me an average gold equivalent), and my continual investment of gold into potion sales I had acquired 28,000 gp in addition to the 20,00 gp worth of items I used. My GM cracked up when the mostly munchkin party was dumbfounded by the fact that as a crafter I had turned out to be the most overly powered character. I bank-rolled the purchase of a cathedral for our cleric.
Good times. Good times.
The look on Braven's face when Shuriel calmly announced that he could foot the bill for the party to finish building their town's cathedral was PRICELESS.
You were well on your way to owning that fledgling kingdom.
| Cavall |
There is the crypt breaker alchemist that yiu may enjoy.
There's a change in bomb damage that you won't notice of you're out healing your friends and buffing them, and it won't change healing bomb at all.
But you'll be able to skip going into rogue for a level so the extracts won't suffer by a level for it.
In fact you'll actually be better at spotting traps than a rogue! Your "mutagen" will give a great boost to some stats to keep you alive and you can always grab a regular mutagen if you want later on.
http://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo---a lchemist-archetypes/crypt-breaker
Then your bonus against traps will always go up, which is a great thing too, and like I said costs you nothing in extract progression. Perfect for a buffer.
Often over looked but give it a check.
| Otherwhere |
Grenadier gets Precise Bombs for free.
The Chirurgeon's Infuse Curative is limited in application, and wasted if you want to buff you party with other infusions and take the Infusion discovery.
Grenadier also gains a martial weapon proficiency and the ability to apply alchemical mixtures to their weapons.