
Cyrad RPG Superstar Season 9 Top 16 |

I have a PFS character that's an alchemist that dipped one level into drunken brute unchained barbarian. He carries around a large cask of ale that he uses as an improvised weapon. He drinks his special brews that cause strange buzz effects, like making him feel bigger or being able to understand languages. During combat, he charges into battle in a drunken rage, beating people up with his cask and throwing exploding bottles of unstable grog.

Dread Knight |

So i was thinking a cool alchemist archetype would be some sort of brew-master but besides the concept of magical booze i cant think of any cool special ability to swap out for.
Bombs don't seem appropriate for the archetype so those would be changed but that's as far as i got so far.
Any ideas?
Well I have an idea that you could change Bombs to Molotov Cocktails and they could act like the Fire Bombardier and later gain Fiery Cocktail from the Fire Bomber archetype and maybe something that replaces Mutagen which gives you a bonus to AC or maybe a miss chance along with maybe boosting your attributes like Mutagen or maybe giving you a +2 to all physical scores.
There is also the Moonshiner archetype by ICOSA Entertainment, might be something you might be looking for or give you some inspiration for the archetype you might want to make.

master_marshmallow |

[urlhttp://www.d20pfsrd.com/feats/racial-feats/brewmaster-dwarf]Clearly,[/url] it should be a dwarf archetype.

Devilkiller |

Since the Alchemist uses magic primarily by drinking "extracts" and gets Brew Potion for free I think the class is already well positioned for the magical brewmaster role. If you want other folks to enjoy your beverages the Infusion discovery can help.
If you really want a homemade archetype some abilities I might add include:
#1 - Combine potions and or extracts with alcohol to improve the action economy of various "drunken" powers (like your potions can have an alcohol base and count as a drink)
#2 - the ability to brew more than 1 potion per day, possibly implemented like: 100gp per level of potions per day (minimum 1), 1 potion per level per day, or maybe "big batch" potions which are priced more like wands (brewed in batches of 50 at a time)
#3 - Possibly some drunken powers to replace or augment Mutagen (Str +4 would still make sense, maybe Improved Unarmed Strike or some improvised weapon abilities could work too, a little DR might not be bad)
#4 - Magic Distillation to let you make "the strong stuff" which counts as 2 drinks instead of 1 (once again an action economy benefit). There's already a discovery to combine extracts. That combined with option 1 might be all you need here.
If you're giving up Bombs I think this stuff could get pretty powerful without unbalancing the archetype compared to the regular Alchemist. If you don't want other PCs to go nuts with the Brewmaster's products you could implement some Fort or Will saves for non-Brewmasters who overindulge (preferably something a little comical)