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Hello, all. I was posting in an advice thread where it was mentioned again that your character class isn't a description of what your character is. Then the idea of making this thread happened, and then, this thread happened.
So, to all you master builders, I present to you the challenge of thinking of a character idea, and then building it... with an alchemist. Or, for those of you unfamiliar with the Alchemist, simply giving a concept and asking for someone to build it is also an option. I'll be paying attention to the posts and if someone has a concept that needs to be built, I'll gladly help.
Suggestions as to how spells and abilities work fluff-wise is also a good idea, in order to better make sure that the character fits like an alchemist. Examples:
A magical engineer of sorts, making small bots that affect only him, unless he managed to arcanoprogram them to affect his friends as well (Infusion)
These builds need not to be great power-wise, but it'd be nice if they can at least handle themselves. A whole build is not required, just a mention of feats, traits and I'll start by suggesting two different character concepts:
The Psycho - a normal strength Alchemist that seems to be so ridden with drugs that he can perform stuff that non-drug abusing people would simply not be willing (or able) to do. Such as being able to dodge bullets, carry enourmous weights, sprint like a cheetah, etc.
So, what do you think that you can't build with an alchemist? What do you think that you can? Go ahead and experiment!

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Just to give everyone a little help with everything an alchemist can do...
I'd like to get into this more later, since I do loves me some Alchs.

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Build:
Human Chirurgeon [1-10]
Str10
Dex16
Con14
Int16
Wis10
Cha10
Feats:
1:Point-Blank Shot
1:Precise Shot
3:Extra Discovery[Spontaneous Healing]
5:Extra Discovery[Tumor Familiar]
7:Rapidshot
9:Two-Weapon Fighting
Discoveries:
2:Healing Bombs
4:Precise Bombs
6:Healing Touch
8:Fast Bomb
10:Sticky Bomb
This is really the bones of the build. The idea is to be able to spam out healing bombs so you can manage to still be a good blaster, but also get 2-4 cure spells "cast" in one round. Pump up Int with all levels after this. Not a particularly strong build, but looks good to me. If you can get your GM to say Breath of Life works with Healing Bombs, and are willing to change feats around a bit, you can do a neat trick of Breath of Life Bomb+Implant Bomb to give the party each 1-ups [when they die, BoL activates, and they [might] come back to life, but you probably want to pay to have it be a permanent effect, or not depending on the frequency of death/near-death]. But since it's not RAW I left it out of this.

Third Mind |

Not going to post a build, just the concept.
Hulk Build
- Largely Strength (Melee) Based Stats.
- Pick up the Catch Off-Guard feat.
- Pick up the Discovery that allows you to mix 2 infusions. (Mixing Enlarge Person & Bull's Strength)
- Wear Heavyload belt and Muleback Chords.
- Find ways to drink quicker without leaving alchemist. (believe there's something that can make pills out of alchemist infusions)
- Drink mutagen picking STR, drink your mixed infusion.
Pick up the biggest inanimate object around and beat enemy to death with said object. If you need range, you still have bombs available as well as throw anything. Either chuck a bomb, or toss whatever it is that's in had.
Note: I'm still trying to figure out how best to make this effective. Always wanted to play a hulking improvised weapon user though.

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Terrorist
Key Skills
Craft (alchemy)
Knowledge (engineering)
Knowledge (local)
Slight of Hand
StealthKey Formulae
Illusion of CalmKey Discoveries
Chameleon
Demolition Charge
Explosive Bombs
Immolation Bomb
Plague BombKey Feats
Remote Bomb
You forgot one skill. Profession[Terrorist].

Zwordsman |
I enjoy the alchemist with a penchant for fireworks.
Grenadier
Focuses on alchemical items for fun (not that strong but fun)
Main weapon flask thrower, hybridization funnel, explosive missle discovery.
normal ability points and such. Profession fireworks maybe... tons of craft alchemy for various items.

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EvilPaladin wrote:You forgot one skill. Profession[Terrorist].Nice, but I say no to that. Generating income for this kind of criminal activity would be an entire adventure itself! Wouldn't want to mess that up by just rolling.
Just don't use it until you have a large enough bonus, and then take 10.

Zwordsman |
Ciaran Barnes wrote:Just don't use it until you have a large enough bonus, and then take 10.EvilPaladin wrote:You forgot one skill. Profession[Terrorist].Nice, but I say no to that. Generating income for this kind of criminal activity would be an entire adventure itself! Wouldn't want to mess that up by just rolling.
and make up a cool calling card to leave behind on each thing

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Casting Thread of Life, since Chirurgeon Alchemists can do that at level 10.
I think that the paladin-y accountant is possible as a Grenadier focusing on either Tanglefoot Grenade crowd-controlling shenanigans, in order to use his god's weapon efficiently?
Use the Trap Breaker in order to focus on having the right key to every situation? (Key being the right approach, lockpicking, grenade-launching, or even maxing Diplomacy as one of your skills, since alchemists get lots of skill points)
If you want to support your team in melee combat, you can grab the vivisectionist archetype, which stacks with everything.
And, as far as capstones go, there isn't a better one for Abadarans than Philosopher's Stone.
Please note that I'm not saying that every concept should be made with an alchemist, only that it COULD.