Help Making a "Shoot you with Healing" Alchemist


Advice


So the original concept was I wanted to play a Doctor and the best fit for that I felt was Alchemist. So I wanted to try and make a healing and utility/support focused Alchemist.

Then I found the Gun Chemist.... and I realized healing bomb works with their bullet instead of bomb ability. Meaning I could shoot people with healing.
Single target, use exploding bullet for splash, or use a shotgun for scatter.

All these things seemed super fun and now I want to try and make "Shoot you with healing" a viable/fun play style. Though I'm still quite new to most things Alchemist.

So that's where you guys come in~

Basic set up as per the DM:


The system is Pathfinder(1st ed). Characters for it will be level 5, 20 point buy for stats, 10,500 GP starting funds, using the “Guns Everywhere” Pathfinder ruleset(Guns are simple weapons and at 10% cost, Gunslinger gets Gun Training @ level 1.) and the PFS HP track.

The campaign will be running from level 5-12(Hopefully).

Non-sorcerous Spellcasters may also only choose spells from core books. Enchantment and Necromancy spells are also heavily discouraged, if you do take them be aware that their use is frowned upon even among mage supporters. Classes with spellbooks will want a way of hiding or securing them as well.

The setting is Empire City AKA New Amsterdam in an alternate 1920s New York where arcane magic has been mostly outlawed following a terrible magical plague in WWI. If you need to know anything else about the setting, do ask. However, most assumptions about the 20s will be true (This also includes prohibition, but only on the hard stuff at a state level). Everyone is a furry of some form or another and magical creatures do exist like Unicorns and Dragons and Kirin, but they are kind of rare.

The story starts on May 11th, 1928 in the office of a washed up PI by the name of Edgar Hamilton. He died of alcohol poisoning and everyone in the party has just been read out his will, which gives them a small sum of cash and instructions to hand out more ($5500) to anyone who cares to wrap up his affairs and any cold cases he has left on his desk.

Only big restrictions on character backgrounds to mention is no cops or mobsters (Ex-cops are okay. Ex-Mobsters not so much) and you must be mentioned in the will and want to pursue the extra payout.

Small Rules Clarifications as well: 1. Detect Magic will not detect illusion spells such as invisibility. 2. Enchantment spells will have the effect of being apparent after they have worn off. IE If you cast Charm Person and it wears off they will know you cast Charm Person on them.

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So, with this all in mind I'm playing a German Doctor who defected during the Great War, to America. (Badger person probably, actual race does not really matter beyond the mechanics, so my Badger dude can be slapped with any race template, though try to keep it under 15 RP, was probably thinking just human to keep it simple and free feat. Though Wayang and Elf seemed pretty good options as well)

Current thoughts on Stats:

STR 8
DEX 15
CON 12
INT 17
WIS 8
CHA 12

Since we're starting at level 5 I'll probably pump my dex to 16 as the 4th lvl ability bump. Then at level 8 later I'll raise my int. My race template will most certainly want to be an INT based race so 19 starting INT most likely.

I want him to be focused around healing and shooting. With utility and buffing being secondary options.

I think I'm pretty sold on Gun Chemist and Inspired Chemist as archetypes.

I'm taking Infused discovery for sure. Other abilities I was thinking about was spontaneous Healing then later Healing Hands.

Numerical Alchemy and Applied Engineering all seemed pretty fun.

Oh I should mention those are Investigator Talents, which I can access thanks to the Inspired Chemist archetype (2 talents for the price of one discovery! pretty nifty). Though the downside is any such talents are only usable while suing my Cognatogen, which the archetype replaces my mutagen for.

(there's a bit of a, probably unintended, exploit where you can take the "Two Talents in-place of a discovery" choice and then take one talent and one "Alchemist Discovery" , or 2 discoveries (which is limited by the investigator list of allowed discoveries to take). They would still be limited only when using the Cognatogen, but still that seems like an exploit and won't be used, sadly. But extra discoveries via feats still work to get 2 talents.

Haven't even thought of items yet really either.


It seems to me that the combination of Infusion + Healing Bomb is good for creating the effect you want almost regardless of what Alchemist Archetype you pick.

Bombs are Ranged Touch Attacks. If you take the Explosive Missile Discovery, you can put your Bombs in arrows and shoot them, and Marker Dye Arrows are also Ranged Touch Attacks.

I'm thinking Grenadier, myself, but like I said, I think it's hard to go wrong.


You'll want point blank shot and precise shot because your patients will often be in melee. Extra alchemist discovery will likely be your last feat. You're going to want one discovery at least going to those talents, gun chemist wants their chemical stability discovery and you're talking about taking spontaneous healing.

Note that those two archetypes both change the options available as discoveries and so aren't technically compatible. Check with your GM.


Scott Wilhelm wrote:

It seems to me that the combination of Infusion + Healing Bomb is good for creating the effect you want almost regardless of what Alchemist Archetype you pick.

Bombs are Ranged Touch Attacks. If you take the Explosive Missile Discovery, you can put your Bombs in arrows and shoot them, and Marker Dye Arrows are also Ranged Touch Attacks.

I'm thinking Grenadier, myself, but like I said, I think it's hard to go wrong.

Since I'm going Gun Chemist, I actually don't use Bombs, but rather Alchemical Ordnance. It's basically bomb on a bullet with some restrictions.

Can't take Grenadier with this archetype, which I'm fine with. If I need large area of effect splash I'll just use 30' cone scatter shot of a shotgun.

But ya, wanna use guns with my abilities so gonna stick with Gun Chemist.


avr wrote:

You'll want point blank shot and precise shot because your patients will often be in melee. Extra alchemist discovery will likely be your last feat. You're going to want one discovery at least going to those talents, gun chemist wants their chemical stability discovery and you're talking about taking spontaneous healing.

Note that those two archetypes both change the options available as discoveries and so aren't technically compatible. Check with your GM.

Hmm, it's always hard to decide if I want to invest feats in small upgrades to hit or damage. I know damage I'm not super concerned with. I don't have to be killing all the things. My main goal is to make sure others can do that by keeping them healed and buffed.

It was hard though to decide if I wanted point-blank + Rapid shot or if I wanted 2 discoveries. I don't really consider precise shot much as I feel with proper tactics, targeting, and the fact that I hit touch anyways, it's not usually gonna be an issue.

Chemical Stability is hard to decide on.... on the one hand, never really worry about misfires! On the other... my misfires will range from 1 to 3 depending on the type of ammo I'm using. That's not a huge chance of failure.

Plus, I can get reliable or lucky on it later.

In addition, there are plenty of ways to metigate broken guns. The best one I've found is to just have a Scraper's Strap wrapped on my gun at all times. So even when it's broken it'll work with no penalties till I can fix it. (I'll still miss the shot though... which may lead me to getting that discovery at a later level)

As for the archetype compatibility, I believe that giving additional options for abilities does not normally augment that class feature. It be like if two different rouge archetypes had an additional talent they were allowed to take because of their archetype making it invalid for the two to work together.

Also, I'm using Pathbuilder (a really good and reliable app) and it allows them to work together. (usually indicating it's legal to do so)

But I'll certainly double check my build with the GM!

Thanks for the advice.


So, currently this is my idea for this 1920's era "Shoot you and feel better" Doctor. Since it's set in an alternative 1920's america, I'm playing a German Doctor who defected near the beginning of the Great War.

He's got a license to use his alchemy for medical purposes and is respected by many for being a Doctor, but still scorned by many for being German.

Due to his training as a combat medic he knows how to use a gun and has a pistol, a double barrel shotgun, and a swordcane pistol. He's also part spy for an American based organization (still trying to figure out which one.) But Doctors make great spies so I decided to throw that in there and have a few minor abilities that help me slooth.

STR 8
DEX 16
CON 13
WIS 10
CHA 7
INT 20

Human Template
Alternative race trait: Comprehensive Education (replaces Skilled with all Knowledge skills are class skills)

Traits: Clever Wordplay (desguise) Student of Philosophy
Since I'm dumping CHA these help my social skills as INT.

Alchemist Level 5 (Gun Chemist and Inspired Chemist)

Feats are ALL currently going to extra discoveries.

Infusion // Precise Bombs // Spontaneous Healing // Healing Bomb // Bonus Investigator Talents [Numerical Alchemy and Applied Engineering. But I'm also debating nixing NA and taking The Whole Time, for that sweet invisibility perk] // Neutralizing Bomb

My skills will focus mainly on:
Bluff // Desguise // craft (alchemy) // Heal // Disable Device // At least 1 rank in all Knowledge though focuses are: Arcana // Engineering // nobility // Sleight of Hand // Stealth

Weapons:
Double-Barreled Shotgun (MW)
---+7 to hit , 1d8 damage (with alchemical ammo, add INT, which I'll basically always be doing)
Sword Cane Pistol (MW)
Revolver

Armor:
Mithral Chain Shirt (MW)
AC = 17, touch = 13 (14 if bullet), flatfooted = 14

Other items of interest:
Formula Alembic
Scrap Collector's Strap
Boro Bead 2nd level
Oils of Silence
Hat of Desguise
Amulet of Bullet Protection
Beneficial Bandolier
Spring Loaded Wrist Sheath
Various kits
Adhesive Strips
Mending Paste
Firearm oil
Alchemist portable lab

Still need to look up various other alchemical items or magic items I'd want to have. But with only 10,500 starting money it's hard to decide what. I feel I want to actually steer away from generic stat boosters for the time being. They are too expensive right now when I want to afford many other fun toys.

So ya, those are all the various things I've thought up. I still have to determine spells, skills, and such.

If anyone else has more ideas on this build I'd love to hear ideas! I know there's lots of things I probably missed. Especially alchemical items.


Roco wrote:
Scott Wilhelm wrote:

It seems to me that the combination of Infusion + Healing Bomb is good for creating the effect you want almost regardless of what Alchemist Archetype you pick.

Bombs are Ranged Touch Attacks. If you take the Explosive Missile Discovery, you can put your Bombs in arrows and shoot them, and Marker Dye Arrows are also Ranged Touch Attacks.

I'm thinking Grenadier, myself, but like I said, I think it's hard to go wrong.

Since I'm going Gun Chemist, I actually don't use Bombs, but rather Alchemical Ordnance. It's basically bomb on a bullet with some restrictions.

Can't take Grenadier with this archetype, which I'm fine with. If I need large area of effect splash I'll just use 30' cone scatter shot of a shotgun.

But ya, wanna use guns with my abilities so gonna stick with Gun Chemist.

Well, Healing Bombs work just fine with Alchemal Ordinance just like with Bombs.


Quote:
Well, Healing Bombs work just fine with Alchemal Ordinance just like with Bombs.

Kinda. The bullet does do damage. Better stock up on salt rounds when doing that, which in turn requires the exploding bullet discovery to work properly with anything but the default fire bomb.


I would make your "bullet" like a tranquilizer dart filled with a healing syrum, or maybe like a paintball with a fast-absorbing healing syrum, or something to that effect. Then it doesn't need to cause damage.


Ryze Kuja wrote:
I would make your "bullet" like a tranquilizer dart filled with a healing syrum, or maybe like a paintball with a fast-absorbing healing syrum, or something to that effect. Then it doesn't need to cause damage.

Ya, basically my DM is letting me craft something like that, a non-lethal bullet. Does damage but it doesn't matter cus it gets healed over due to non-lethal.

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