| Krell44 |
Greetings!
My Mindchemist (Alchemist) has reached level 6 while adventuring through the Emerald Spire and I have about 1300gold remaining from my purchases and would like to know what should be on my next for future purchases. This is my current list of gear:
+1 Lamellar Leather Armor
Amulet of Natural Armor +1
Ring of Protection +1
Headband of Intellect +2
Belt of Dexterity +2
Boots of the Cat
Cloak of Resistance +1
I focus on bombs as my primary weapon and will most likely pick up a Spiked Gauntlet (perhaps even magical) so I threaten as well and can do melee damage in a pinch.
I imagine I will want to upgrade my current items eventually, but what other items should I being looking into?
| Anonymous Visitor 163 576 |
I disagree on the swarm bane clasp, an alchemist is the one character who should be able to do well with swarms.
I'm guessing as to your feats, but probably the ones that help you throw bombs? Many of those are archery feats. Why not grab a bow? Allows you to do silver and cold iron damage too, which isn't shabby.
I'd stock up on smaller things, personally. Holy water, for one, followed by alchemical items, sunrods, and a few 'get out of jail' items like a potion of remove blindness or oil of daylight.
Add to your formula book? Versatility is really nice to have as well.
| Krell44 |
This is for PFS, and I am a bit hesitant to expand my formula book until after the next adventure in the Emerald Spire because I will be adventuring with a Wizard who theoretically I can copy spells from their spellbook. So, that may be an easy way to expand my formula book.
So, if I equip a +1 magical Buckler I would get an increase to AC and suffer no penalty to hit? Then, I can throw an additional chant onto the buckler at a later date if there is anything useful? Seems a good option especially if I can pick up multiple formulas from the Wizard on Friday.
Firebug
|
Hybridization funnel. 200GP.
Currently your bomb does 3d6+int.
Hybrid alchemist fire + acid will do 2d6+2(int) +1d6 next round. Since you are an alchemist (even in PFS) you can craft alchemical items at 1/3rd cost. So 10gp per toss. It feels expensive but compare that to a +1 weapon. You can go acid + alkali for a little cheaper (8.33) all acid damage but no next turn damage. Throw all day.
Other cons: a lot of your bomb discoveries wont apply, and half the range (increment 10 vs bomb 20). The hybrid concoction only lasts 24 hours and takes 10 minutes and a dc 25 craft check to combine.
Others: potion of heroism (750gp) to go with alchemical allocation. Level 2 formula slot for 50 minutes of +2 to saves, skills, attacks.