| tatszico |
Building around the idea of a wandering doctor/healer with the Inspired Chemist/Chirurgeon. Heal skill will be stacked with Precise Treatment (trait), Inspiring Cognatogen (archetype feat), Tears to Wine (extract), and various tools. Additionally, I will have the free infusion for cure extracts to share.
Ultimately, I will roll something like this out of combat: 1d20+9(20 int mod)+1d6(inspire)+2(extract)+3(tools).
Planning to take Healing Bomb and Precise Bombs for in combat healing...but I also want to get Healing Touch at level 6 so I may have to switch around a few things. Maybe get the Signature Skill Heal unlock so I can heal more hitpoints with Treat Deadly Wounds. What do you guys think?
Is there anything I can do to change/add to improve this concept? What about any steps to up my dmg just a little bit more so I don't lack in the battlefield? Thanks in advance!
Here is my build so far: http://www.myth-weavers.com/sheet.html#id=1087452
| avr |
As an alchemist you can use spell trigger items, i.e. wands and staves. Wands of cure light wounds are a much more efficient way of healing HP than your own rather limited number of extracts as a 2/3 caster. Save the extracts for buffs and (lesser) restoration.
Int 20 may be overkill for an alchemist. If you want to be able to beat people up without bombs then higher physical abilities will help. Of course the intelligence helps when throwing bombs but that can't be the only thing you do in combat, you won't have enough.
Orator has a prerequisite of skill focus (linguistics). Humans have an option to swap their general bonus feat for 3 skill focus feats at levels 1, 8 & 16. Self-sufficient is a forgettable enough feat that losing it should be OK.