Critique my Rogue / Alchemist


Advice


Hi All.

So I've been putting together a rogue/alchemist build, and it's gotten to the point where I'd like some feedback. I've only really settled it up to level 6 (since it's for PBP, and I'm starting at level 1, that should keep me through at least the next year or so). I have thought about doing Dazzling Display -> Shatter Defenses starting at lvl 7, but am currently undecided. I'm planning on duel wielding daggers; the River Rat trait bonus is nice to have, and it's nice to get the +1 from Weapon Focus on both hands. Not sure if I should take Magical Knack; I was thinking that it would extend the durations of my summon nature's ally from the preservationist, which would be nice for flanking reasons (although I'm not sure if they'll even last that long).

My reasoning for taking the tentacle is to be able to carry a mutagen/extract/etc, or even a sling, while still being able to carry both daggers if necessary. It'd be nice to take the Infusion discovery earlier, to help make myself more relevant to the part as a whole, but I'm not really sure where I'd fit it in (getting the hedgehog familiar for the +2 Will saves is probably going to be necessary by lvl 6).

Thanks for looking; any thoughts would be welcome.

"Iligo Ojik"

Rogue 2/then straight alchemist

rogue archetypes: rake (if going dazzling display -> shatter defenses)
alchemist archetypes: vivisectionist, preservationist

str: 10 (2) -2 racial
dex: 19 (13) +2 racial
con: 14 (5)
int: 13 (3)
wis: 9 (-1)
cha: 10 (-2) +2 racial

Feats/Talents/Discoveries:
- Weapon Finesse (lvl 1)
- Two-weapon Fighting (rogue 2 - combat trick - *at lvl 2)
- Weapon Focus (Dagger) (lvl 3)
- Discovery: Tentacle (place as tail) (*at lvl 4)
- Piranha Attack (lvl 5)
- Discovery: Tumor familiar (*at lvl 6)
-- Compsognathus (+4 initiative)
--or
-- Hedgehog (+2 Will Saves) (probably this)
- Dazzling Display? (lvl 7)
- Improved Two-weapon Fighting (lvl 9)
- Shatter Defenses? (lvl 11)

Racial Traits:
- Underfoot : +1 Dodge bonus to AC when fighting an opponent who's medium or larger
- Sure-footed: +2 acrobatics and climb
- Keen Senses: +2 Perception
- Small: +1 AC, +1 attack, -1 CMB, -1 CMD, +4 Stealth
- Fearless: +2 against fear

Traits:
- River Rat: +1 Swim, Swim as class skill, +1 damage with a dagger
AND
- Blade of the Society: +1 damage bonus to sneak attacks
OR
Dirty Fighter: +1 damage when flanking
OR
- Magical Knack: CL+2
OR
- Indomitable Faith: +1 Will Saves

Skills: Acrobatics +10 (1), Diplomacy +4 (1 rank), Disable Device +8 (1 rank), Intimidate +4 (1 rank), Knowledge (Local) +5 (1 rank), Perception +5 (1 rank), Sense Motive +3 (1 rank), Sleight of Hand +8 (1 rank), Stealth +12 (1 rank)

Extracts:
- Cure Light Wounds
- Expeditious Retreat
- Shield

Equipment:
- Studded Leather (25 gp): +3 AC, +5 Dex, -1 ACP
- Cold Iron Dagger (4 gp): attack +5 (+4 Dex, +1 small), damage 1d3+2, range: 10 ft
- Two spring-loaded wrist sheaths (10 gp): draw item as a swift action
- Whetstone (2 cp): +1 damage on first use after sharpening a blade for 15 minutes
- Thieves' Tools (30 gp)
- Masterwork Backpack (50 gp): Encumberance=Str+1

Stats:
HP: 10 (d8, +2 Con)
AC: 18 (+3 armor, +4 Dex, +1 small)/19 against larger opponents
Touch AC: 15/16 against larger opponents
Flat-footed AC: 14

Languages: Common, Halfling, Elven

Grand Lodge

I don't think you are going to be happy with the results. Did you really mean to say Rogue 2 / Alchemist x with 13 Inelligence? You are building a melee character with a dip into rogue. And Alchemists are best treated as casters and you have just taken a two level hit in your casting ability.


I agree, a pure Vivisectionnist/Preservationist would do what you want better.


While I appreciate you commenting, that's not much to go on.

13 Intelligence in itself gets me the spell levels up to character level 11; I'll probably use my lvl 8 stat boost on intelligence as well. Besides the extra extract slot, intelligence doesn't have much additional bearing on the alchemist.

I don't really see the alchemist as a caster; more like a ranger, in that the "spells" are supplemental (although they play a bigger roll in the alchemist's case, obviously). With full sneak attack progression, I view this character as basically a rogue, with a bunch of extra goodies: mutagen, expeditious retreat, and shield would all make nice contributions to the PCs combat viability. I don't see losing two caster levels as a big deal.


In my opinion,it would be cool to have a vestigial arm discovery,but it's your character,and that's more fluff for me anyways.

You definitely want the Indomitable Faith trait;low Will is a character killer,and seeing as you have a negative in Wisdom and a slow Will class progression,that +1 will definitely help.

Personally,I would go for a human,as it would give you increased damage(no Strength penalty,and medium sized weapons),in exchange for a -1 to AC and to Hit.As Power Attack proves,+2 to damage for -1 to hit is a good trade,as well as getting an extra feat.You could get TWF at 1st level and save the rogue talent for something else.

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