| Alchemii |
So it's been a long time since I've played, and I suddenly had an urge to play again. More so I wanted to revisit a character I didn't get a chance to really flesh out and play much of it, which was a Dwarven Alchemist (Rage Chemist) Barbarian (Drunken Brute). I found someone willing to GM and got to work revamping the character, and I need some help.
See since I last played, and even more so since I last played this character, some new stuff has come out. Most importantly for this a few new drinking related feats, and the Brew Keeper Prestige Class.
So my thought is to have him do up close fighting as needed, but otherwise throw bombs and act as support. All while keeping to the theme of Brew Master.
This is what I've come up with so far:
Class by Level
01)Alchemist 1
02)Fighter 1
03)Alchemist 2
04)Alchemist 3
05)Alchemist 4
06)Brew Keeper 1
07)Brew Keeper 2
08)Brew Keeper 3
09)Alchemist 5
10)Brew Keeper 4
11)Alchemist 6
12)Brew Keeper 5
13)Brew Keeper 6
14)Alchemist 7
15)Brew Keeper 7
16)Brew Keeper 8
17)Alchemist 8
18)Brew Keeper 9
19)Alchemist 9
20)Brew Keeper 10
Feats
01) Brew Master, Throw Anything, Brew Potion
02) (Fighter Bonus Feat) Sword and Tankard Style
03) Accelerated Drinker
05) Drunkard's Recovery
07) Quick Draw
09) Two-Weapon Fighting
11) Improved Two-Weapon Fighting
13) Combat Expertise
15) Point Blank Shot
17) Precise Shot
19) Greater Two-Weapon Fighting
Discoveries
02) Precise Bomb
04)
06)
08)
My problem comes in with the fact that it has been a long time since I last played. So I'm not sure if that's really a good order to pick those feats in, or a good selection of feats outside of the ones that are picked for rp reasons, and I'm having trouble picking Discoveries that match the build.
I'm partly thinking Healing bomb to help with the support aspect of the character, and Breath Weapon Bomb to fit the Alcohol theme, but I'm really not sure.
Edit: I realized I never explained this anywhere. The 1 level of Fighter... I was talking to the GM about Sword and Tankard Style, and he said he'll let me take it, but I have to be able to wield a shield. I looked through all the Dwarven options, and all the Alchemist Archetypes, and I couldn't find a single option to give the character access to a shield... So yea, 1 level of fighter, but hey at least I got a bonus feat out of it, which was used Sword and Tankard Style.
| avr |
The actual name of the 'sword and tankard style' feat is divine fighting technique, and the exact technique you're getting is 'Cayden Cailean's blade and tankard'.
Be warned: ragechemist is a bad archetype. The penalties lasting an hour, being unhealable and stacking mean that this is an easy way to get yourself knocked out, especially at 6th level and above. If you're getting the brewmaster feat then you might not want to trade out the poison-related class abilities either.
Quick draw isn't the best of feats unless you have something that builds on it specifically. I don't think you do there. That goes double for combat expertise. Point blank shot and precise shot are coming a bit late in the build to be useful.
Breath weapon bomb is something for those alchemists who have no normal melee abilities, so who want to use bombs in melee instead. I think that's not you.
For your concept I'd suggest the fermenter archetype instead. Drop the brewmaster feat unless you intend to poison people. Feats might go
1: Divine fighting technique, throw anything, brew potion
2: TWF
3: Accelerated drinker
5: Point blank shot
7: Precise shot
9: Improved TWF
11: Dirty fighting
13: Improved dirty trick
15: Greater dirty trick
17: Greater TWF
19: Drunkard's recovery? Or whatever.
For discoveries, maybe
2: Precise bombs
4: Healing bomb
6: Tanglefoot bomb (useful for support, and for an effect on enemies immune/resistant to fire)
8: Fast bombs
10: Infusion (so you can buff friends)
12: Greater mutagen
14: Force bomb (to avoid energy resistance)
16: Grand mutagen
18: Elixir of life
20: Extend potion, eternal potion, whichever grand discovery you like.
| Alchemii |
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I see where your going with it. Brewmaster is pretty useless, and was only really on the list for RP purposes, but I can get around that by taking the racial trait Brewmaster which is just for buff potion and brewing.
Drunkard's Recovery is one of those feats that should be taken early on, as it stabilizes from death.
Quick Draw, your probably right. In the past I usually took at it as a staple feat to juggle weapons around quickly in a battle. Probably not something I need this time around.
I actually had no plans on making the new version of the Brewmaster a Ragechemist. But, I also completely looked over Fermenter, and your right it would be a perfect fit for the character.
Finally the Divine Fighting Technique has to be taken at level 2 as that's when I'm taking the 1 level of Fighter to make this work. Since Alchemist doesn't have any proficiency with a shield.
So reworking it a bit
1: TWF, throw anything, brew potion
2: Divine Fighting Technique
3: Drunkard's Recovery
5: Point blank shot
7: Precise shot
9: Improved TWF
11: Dirty fighting
13: Improved dirty trick
15: Greater dirty trick
17: Greater TWF
19: Dirty Trick Master
So I swapped TWF and Divine Fighting Technique, replaced Accelerated Drinker with Drunkard's Recovery, and I just made the last feat Dirty Trick Master. Accelerated Drinker was nice and all, but I would have had to finish a round with a potion in hand. Not difficult to do, but tedious.
For discoveries, maybe
2: Precise bombs
4: Healing bomb
6: Fast Bombs
8: Force Bomb
So after taking out the ones that I simple couldn't take do to level restriction, since I was taking Brewkeeper.
The reason I didn't choose infusion is because Brewkeeper already gets a better version of Infusion as part of the class.
Tanglefoot Bomb wasn't choosen as I can already gain that ability from the Brewkeeper Harmful Homebrew ability.
| Alchemii |
So I realized I was being an idiot when I said the bit about starting a round with a potion in hand, and totally forgot about about the advanced version of Divine Fighting Technique.
1: TWF, throw anything, brew potion
2: Divine Fighting Technique
3: Drunkard's Recovery
5: Point blank shot
7: Precise shot
9: Improved TWF
11: Dirty fighting
13: Improved dirty trick
15: Accelerated Drinker
17: Greater Dirty Trick
19: Dirty Trick Master
I removed Greater TWF, because while a 3rd attack is nice the -10 was not. The reason Accelerated Drinker is so far down is because to get the benefits of the advanced version of the Divine Fighting Technique I needed a BaB of +10 which I wouldn't have until level 14.
| avr |
Fast bombs and force bomb both require alchemist level 8. Not caster level or BAB or anything like that, just 8th level in the class. And brewkeeper isn't going to advance the bomb damage or the save against that damage so changing the damage type isn't going to be a big deal, come to think of it. You still might want fast bombs because harmful homebrew is applied after you know whether it hits, so you can throw a couple of bombs and if only one hits, apply it to that one.
Since that could leave you with a spare discovery you might pick up spontaneous healing, or perhaps cognatogen to give you the option of thinking better when under the influence, or even vestigial arm to help with juggling weapons and bombs though that doesn't obviously fit the image I'm getting of the character.
Otherwise that looks good to me.
| Alchemii |
I had completely forgotten that Fast Bombs were level 8. So yea, that's gonna move to where Force Bombs are. Force Bombs were really just to bypass enemies that don't take damage from energy types.
I think the third one will be Cognatogen. Having the ability to raise one of my mental stats really has some benefits with this kind of character.
So it's gonna end up looking like:
2: Precise Bombs
4: Healing Bomb
6: Cognatogen
8: Fast Bombs