Can anyone give me some advice on this "Alchemic Knight" Build I'm working on?


Advice

Silver Crusade

I like how its turning out so far, but i would like some extra help, and i am willing to consider just using an investigator instead

Grenadier(Alchemic Knight)

2.Fire Brand
4.Spontaneous Healing
6.Explosive Bomb
8.Healing Touch
10.Syringe Stirge
12.Greater Mutagen

1.Iron Will
3.Power Attack
5.
7.
9.
11.
13.

Weapon of Choice(Greatsword)


A black earth knight, I like it.

Furious Focus helps your accuracy by removing the Power Attack penalty on the first attack. Never a bad choice if you like hitting what you attack.

Point Blank Shot isn't bad if you actually want to throw your Bombs, or have a bow as back up. Being able to deal with flying enemies is helpful.

Combat Reflexes because not being able to act in the surprise round is for amatuers.

Did you grab the Armor Expert trait so you can wear a Mithral Breastplate? If no, then Additional Traits is the feat for you.

Silver Crusade

VoodistMonk wrote:

A black earth knight, I like it.

Furious Focus helps your accuracy by removing the Power Attack penalty on the first attack. Never a bad choice if you like hitting what you attack.

Point Blank Shot isn't bad if you actually want to throw your Bombs, or have a bow as back up. Being able to deal with flying enemies is helpful.

Combat Reflexes because not being able to act in the surprise round is for amatuers.

Did you grab the Armor Expert trait so you can wear a Mithral Breastplate? If no, then Additional Traits is the feat for you.

I actually wondered if point blank shot works when you're fireing your bomb in a cone?


Honestly, I totally forgot that Explosive Bomb extends the range of Directed Blast... I figured you would want something to help with enemies more than 20' away... but an Explosive Directed Blast has the same range as throwing Bombs/Point Blank Shot. So my advice for PBS was mistaken from the start.

Silver Crusade

VoodistMonk wrote:
Honestly, I totally forgot that Explosive Bomb extends the range of Directed Blast... I figured you would want something to help with enemies more than 20' away... but an Explosive Directed Blast has the same range as throwing Bombs/Point Blank Shot. So my advice for PBS was mistaken from the start.

Yeah no just a nice big Cone AOE with a wave of my hand


Combat Reflexes is my go-to level 1 feat... pretty much regardless of the rest of the build.

Greatswords and Furious Focus are literally a divine matchup. They are meant to go together. Praise be to Gorum.

Additional Traits is a wonderful feat, and should probably appear in way more builds than I see it posted in on average. And even without proficiency, wearing Mithral Breastplate without penalty is just a trait away. You can even wait to take Additional Traits/Armor Expert until you can actually afford a Mithral Breastplate.

Deific Obedience at level 13, so you get the first boon. The rest of the boons will show up as you level, which is rare for a single feat. Some boons can be quite powerful, too. I just really like Deific Obedience for flavor, though. Any time I don't know what to put in a late level feat slot, I look to Deific Obedience (even if I have to find a decent deity for a build that otherwise didn't involve one).


So do you want a bunch of feats stacking to make vital strike bearable? It's doable with a greatsword, Gorum has skillz.

Or you do want some fancy feats? Brilliant planner can show off your brains. Artful dodge to switch Dex prereqs to Int and redirect attack to set your enemies against each other looks really good even if sometimes hard to arrange.

Alternately there's obviously a lot more discoveries you could use. Taking extra discovery a bunch of times couldn't hurt.

Silver Crusade

avr wrote:

So do you want a bunch of feats stacking to make vital strike bearable? It's doable with a greatsword, Gorum has skillz.

Or you do want some fancy feats? Brilliant planner can show off your brains. Artful dodge to switch Dex prereqs to Int and redirect attack to set your enemies against each other looks really good even if sometimes hard to arrange.

Alternately there's obviously a lot more discoveries you could use. Taking extra discovery a bunch of times couldn't hurt.

Well i was thinking of something that would put me on the same level as a paladin or a bloodrager in terms of just how much punishment i can take.


Malik Gyan Daumantas wrote:
Well i was thinking of something that would put me on the same level as a paladin or a bloodrager in terms of just how much punishment i can take.

The spontaneous healing discovery and the ablative barrier extract have you well on the way there. You already have that discovery and can get that extract of course.

There's more you can do with extra discovery; bone-spike mutagen is +2 AC (& armor spikes) for a feat. The quillbreaker defence feat can use those armor spikes. Preserve organs and mummification are creepy but effective. Enhance potion or extend potion are useful assuming that you'll be using alchemical allocation for a buff like heroism, any time that ~doubling the duration of such a buff matters. Wings for non-magical flight doesn't increase your durability but is useful and I just noticed you don't have it.


So, why Grenadier?

I consider the key Discovery of the Grenadier Alchemist to be Explosive Missile, which lets you load an Alchemal Bomb into just about any piece of Ammunition and shoot it as a Standard Action. The Archetype Class Ability lets you do that with stuff like Alchemist Fire and Acid as a Move Action, so you can use both on each arrow, bolt, or bullet. Something to bear in mind with this. Feats like Vital Strike and Deadly Aim don't work with Bombs, but they do work with your Arrows, Bolts and Bullets, so they come back into play for your Alchemist.

For most types of Alchemist, Fast Bombs is really good. That lets you nova and throw lots of bombs at once, doing crazy damage.

The form of melee I consider Alchemists to be best at is Grappling. The Tentacle grants a +4 on Grapple Checks, and the King Crab Tumor Familiar gives you a +2.

Of course Mutagens are great for Melee, but you only need 1 level in Alchemist to use them.

Why a Greatsword? They are lovely, but a Split Blade Sword also does 2d6 Slashing, and is a 1-handed weapon, allowing you to use a Shield. The Earthbreaker does 2d6, but it does Bludgeoning Damage, and I think more creatures have DR/Bludgeoning than DR/Slashing. Also, an Alchemal Silver Earthbreaker does more damage than an Alchemal Silver Greatsword. The Butchering Axe does more Damage. Is there a special reason for using that Greatsword?

I think if you are going for a big, 2-handed weapon, the key feats are Great Cleave for multiple opponents and Vital Strike Feats for single opponents. And if you can sort out some way to get Attacks of Opportunity, that would be really good.

If you take Vestigial Arm, you could use a Shield and wield your Greatsword.

Another thing I think would be a good idea that uses Alchemist would be Feral Mutagen. Alchemist would be just a dip of like 2 levels, and the rest of your levels would be in Unchained Barbarian. The Strength bonus from Rage Stacks with the Strength bonus from Mutagen. Feral Mutagen gives you 2 Claws and a Bite, and Lesser Fiend Totem Gives you Gore. Dip a level in White Haired Witch, and you also have a Hair Attack. There is a Rage Power Stance that gives you +1 Damage/Attack every 4 Barbarian Levels, and you have 5 Attacks/round, that's a lot.

Just brainstorming.

Silver Crusade

Scott Wilhelm wrote:

So, why Grenadier?

I consider the key Discovery of the Grenadier Alchemist to be Explosive Missile, which lets you load an Alchemal Bomb into just about any piece of Ammunition and shoot it as a Standard Action. The Archetype Class Ability lets you do that with stuff like Alchemist Fire and Acid as a Move Action, so you can use both on each arrow, bolt, or bullet. Something to bear in mind with this. Feats like Vital Strike and Deadly Aim don't work with Bombs, but they do work with your Arrows, Bolts and Bullets, so they come back into play for your Alchemist.

For most types of Alchemist, Fast Bombs is really good. That lets you nova and throw lots of bombs at once, doing crazy damage.

The form of melee I consider Alchemists to be best at is Grappling. The Tentacle grants a +4 on Grapple Checks, and the King Crab Tumor Familiar gives you a +2.

Of course Mutagens are great for Melee, but you only need 1 level in Alchemist to use them.

Why a Greatsword? They are lovely, but a Split Blade Sword also does 2d6 Slashing, and is a 1-handed weapon, allowing you to use a Shield. The Earthbreaker does 2d6, but it does Bludgeoning Damage, and I think more creatures have DR/Bludgeoning than DR/Slashing. Also, an Alchemal Silver Earthbreaker does more damage than an Alchemal Silver Greatsword. The Butchering Axe does more Damage. Is there a special reason for using that Greatsword?

I think if you are going for a big, 2-handed weapon, the key feats are Great Cleave for multiple opponents and Vital Strike Feats for single opponents. And if you can sort out some way to get Attacks of Opportunity, that would be really good.

If you take Vestigial Arm, you could use a Shield and wield your Greatsword.

Another thing I think would be a good idea that uses Alchemist would be Feral Mutagen. Alchemist would be just a dip of like 2 levels, and the rest of your levels would be in Unchained Barbarian. The Strength bonus from Rage Stacks with the Strength bonus from Mutagen. Feral Mutagen gives...

In order

1.IMO, if you want to make a powerful effective ranged alchemist, you would go gun chemist instead since due to the fact that they have guns, you're not completely helpless once you run out of bombs.

2. I'm simply not interested in making another grappling build i've done those with unchained monk and bloodrager who imo do it much better.

3.As ive mentioned before I don't like multiclassing on 6th level casters, really dilutes things.

4.With the exception of the earth breaker every other weapon you mentioned is exotic, and grenadier only allows you go gain proficiency in a martial weapon of your choice.

5. With Grenadiers Directed Blast i can deal with lots of enemies in a wide 30 foot cone making cleave redundant

6. Feral mutagen for unchained barbarian would involve a lot of natural attacks right? I'd rather leave that to the feral champion.

and 7. Alchemists are not proficient with shields


Grenadier makes a fine alchemical knight. Now, in the name of versatility, I probably would start as Half-Orc for their specific weapons. Unlike a lot of races, they are straight up Proficient with Greataxes and Falchions. And treat that beautiful Orc Hornbow as a martial weapon, which you can grab as a Grenadier. Falchion is a fine alternative to the Greatsword, as well.

As a Half-Orc you can of course start with Endurance, Darkvision, and a +2 luck bonus to all your saves if you take the Fate's Favored trait. Endurance will help you sleep in your fancy Mithral Breastplate, too.

But you have Firebrand listed, which I believe is a Goblin thing.

The Exchange

I’m not familiar with the concept of an “Alchemic Knight”, can you give us some details on the theme and combat style you are going for? Or a reference if it is from a piece of pop culture I have not seen?

Malik Gyan Daumantas wrote:
and 7. Alchemists are not proficient with shields

While true, proficiency is almost never an issue with shields. Darkwood or mithral removes the penalties associated with non-proficiency. Arcane spell failure and having enough free hands are definitely still issues for many builds, though.

On that note you can also “buy” your way into heavy armor using just money and your traits. A +1 mithral full plate of comfort is not cheap (16,500 gp) but in combination with the armor expert and Sargavan guard traits your armor check penalty is reduced to 0. You would still be slowed, but no penalties on attack rolls.

Silver Crusade

VoodistMonk wrote:

Grenadier makes a fine alchemical knight. Now, in the name of versatility, I probably would start as Half-Orc for their specific weapons. Unlike a lot of races, they are straight up Proficient with Greataxes and Falchions. And treat that beautiful Orc Hornbow as a martial weapon, which you can grab as a Grenadier. Falchion is a fine alternative to the Greatsword, as well.

As a Half-Orc you can of course start with Endurance, Darkvision, and a +2 luck bonus to all your saves if you take the Fate's Favored trait. Endurance will help you sleep in your fancy Mithral Breastplate, too.

But you have Firebrand listed, which I believe is a Goblin thing.

I checked archives, it isnt.


In that case:
Half-Orc
... Sacred Tattooes
... Shaman's Apprentice

Traits
... Armor Expert
... Fate's Favored

Grenadier(Alchemic Knight)
Martial Weapon Proficiency
... Orc HornBow

2.Fire Brand
4.Spontaneous Healing
6.Explosive Bomb
8.Healing Touch
10.Syringe Stirge
12.Greater Mutagen

1.Endurance (from race)
1.Combat Reflexes
3.Power Attack
5.Point Blank Shot
7.Iron Will
9.Furious Focus
11.Extra Discovery
... Explosive Missile
13.Deific Obedience

Weapon of Choice(Falchion)

Iron Will can be pushed back a little bit because of your +2 luck bonus to saves. The Falchion has a little lower base damage, but higher critical threat range... so meh. Nothing really changes from your original concept, expect you have the ability to whip out a 2D6 composite bow AND attach your bombs to the arrows. Should be useful fighting pesky Flyby-Attack dragons...


Malik Gyan Daumantas wrote:
IMO, if you want to make a powerful effective ranged alchemist, you would go gun chemist instead since due to the fact that they have guns, you're not completely helpless once you run out of bombs.

So, why aren't you a Gun Chemist?

Malik Gyan Daumantas wrote:
With the exception of the earth breaker every other weapon you mentioned is exotic, and grenadier only allows you go gain proficiency in a martial weapon of your choice.

If you don't want to invest Feats in your character's melee capability, then you should probably focus on being a really good Ranged Alchemist. I'm not seeing a lot of investment in melee. The Fire Brand Discovery is cool. Grand Mutagen, and extra +1 Attack and Damage from Strength, or maybe +4 ST and Dex, which is differently nice.

Malik Gyan Daumantas wrote:
grappling build i've done those with unchained monk and bloodrager who imo do it much better.

I find it difficult to believe that your grappling builds would not have been much more powerful without a 2 level dip in Alchemist. Those 2 Discoveries give you a +6 on your Grapple Check between them. Then there's also the Infusion Discovery. You can use Share Spells and Touch Injection to give your Familiar an Infusion of True Strike, then put True Strike on yourself. Then Initiate a Grapple as a Standard Action with an extra +20, have your Familiar Inject you with the Infusion of True Strike as a Readied Action, then use Greater Grapple to Grapple them again as a Move Action. I like to dip 2 levels in Cavalier, Order of the Penitent, so that 2nd Grapple Check will actually Tie Up an opponent, and not just Pin them.

But,

Malik Gyan Daumantas wrote:
I'm simply not interested in making another grappling build

That's the real issue. If you don't want it, you don't want it, so we should move on.

Malik Gyan Daumantas wrote:
As ive mentioned before I don't like multiclassing on 6th level casters, really dilutes things.

You don't multiclass willynilly. You multiclass if there is something you want, and multiclassing is the way to get it. Like with the natural attack build I outlined: a 2 level dip to get 2 claws and a bite, another dip to get another Natural Attack and a +2 Will Save, then a Range Power to get a Gore Attack, then the rest you Single Class, with 5 Attacks/round (more, actually) multiplied by a +8 Strength (more, especially if you want to use Wands and Stuff), and +1 Damage every 4 levels. That was, admittedly a Barbarian with a Dip in Alchemist and not an Alchemist with a dip in Barbarian, but the result would be a very powerful melee character.

But,

Malik Gyan Daumantas wrote:
a lot of natural attacks right? I'd rather leave that

If you don't want it, you don't want it.


Malik Gyan Daumantas wrote:
IMO, if you want to make a powerful effective ranged alchemist, you would go gun chemist instead since due to the fact that they have guns, you're not completely helpless once you run out of bombs.

But for some reason, you want to be a Grenadier. That means you can put a flask of Acid or Alchemist Fire or something into your ammunition as a Move Action. If you take Explosive Missile, you can add a Bomb to your Flintlock Pistol Bullets and shoot them as a Standard Action, and the Alchemal Weapon Class Ability gives you and extra +1d6. This would stack with the Goblin Feat Burn! Burn! Burn! which gives you an extra +1d4. This would also work with a Heavy Crossbow, a Composite Bow, or an Orc Hornbow, as well. From time to time, you can switch things up and use Marker Dye Arrows, which do no Damage themselves, but they can still carry your Acid and Bombs, and they hit as Ranged Touch Attacks at longbow ranges.

Malik Gyan Daumantas wrote:
Greatsword... With the exception of the earth breaker every other weapon you mentioned is exotic, and grenadier only allows you go gain proficiency in a martial weapon of your choice.

It's worth the Feat to use the Butchering Axe. It's an extra 1d6 Damage. You are investing a Discovery to take Fire Brand to do an extra 1d6 Damage, why not invest a Feat to do 1d6 more? And for that matter, why not start with a level in Fighter with the Titan Fighter Archetype, allowing you to use a Size Large Butchering Axe to in an yet 1 more 1d6? If your first level were in Fighter and the rest in Alchemist, you would go from using a 2d6 Greatsword to using a 4d6 Butchering Axe, and then when you take Firebrand, you do 5d6.

I know you don't like multiclassing, but you should really think about it.

Malik Gyan Daumantas wrote:
With Grenadiers Directed Blast i can deal with lots of enemies in a wide 30 foot cone making cleave redundant

I guess that makes sense. So you want to use Directed Blast to wipe out multiple opponents and use your big, 2 handed weapon for single opponents?

Voodist Monk wrote:
Furious Focus

Yes. Do that. Also, it sounds like you should use Vital Strike Feats: Vital Strike when your BAB gets up to +6, Devastating Strike when your BAB gets up to +9, Improved Vital Strike when your BAB gets up to +11, and Greater Vital Strike when your Strength gets up to +16 (Don't hold your breath there, Dolph Lungren.).

See where I'm going with this? If you are using a 4d6 Butchering Axe instead of a 2d6 Greatsword, and Vital Strike Feats double, triple, and quadruple them, the Word of the Day becomes Force Multiplier.

Voodist Monk wrote:

Half-Orc

... Sacred Tattooes
... Shaman's Apprentice
Malik Gyan Daumantas wrote:
Iron Will

Well, that's what you need as Prerequisites for the Living Monolith Prestige Class.

Malik Gyan Daumantas wrote:
I don't like multiclassing

I know, but here me out. 1 level in Living Monolith will give you the ability to Enlarge Person as a Swift Action 3/day. That means your 4d6 Butchering Axe all of a sudden does 6d6! And then that's what gets multiplied by your Vital strike Feats, so that 6d6 becomes 12d6, 18d6, and 24d6! Hell, add Lead Blades, too and do 8d6 Base Damage that becomes 16, 24, and 32d6. While you're at it, Gravity Bow on your Orc Hornbow + Enlarge Person gives you 4d6 which becomes 8, 12, and 16d6. Plus, they explode.

I already hear you saying, "I know, but I already get Enlarge Person as and Alchemal Extract. True, but as an Extract, taking it is a Standard Action--faster than Wizard cast it, it's normally a Full Round Action--and as an Alchemist there are a whole mess of Standard Action Buffs you are going to want to put on yourself. Being able to use EP as a Swift Action is kind of a big deal. Plus, you get the Toughness Feat, and that extra +1hp/level will not go amiss Mr. d8-hit die melee fighter!

Voodist Monk wrote:
Combat Reflexes

I'd only take Combat Reflexes if I also had some way of triggering it, and I haven't seen one offered yet until now. If you Enlarge Person, you gain 5' of Reach, and that means you have an Attack of Opportunity Trigger. I can think of other AoO triggers, but I'm not sure you want to hear about them. I'm sensing Malik Gyan Daumantas considers my ideas to be radical as it is.


I recommend against Syringe Stirge. It does look sexy, but all it really does is deliver a Bomb attack against a single person with no Splash Radius.

As a Grenadier, you already get Precise Bombs and Directed Blast. You already have great capacity to selectively shape your Bomb blasts to keep the hot side hot and the cool side cool.

I recommend against Healing Touch. As an Alchemist, you already gain Cure Light Wounds as an Extract, and presumably as a melee fireblaster, you will be too busy inflicting wounds to bother with healing them. If you really want the capacity to be the party medic, just have the party all chip in and buy you a Wand of Cure Light Wounds: more healing power than Healing Touch and still no Attacks of Opportunity.

The Exchange

Malik Gyan Daumantas wrote:
VoodistMonk wrote:

Grenadier makes a fine alchemical knight. Now, in the name of versatility, I probably would start as Half-Orc for their specific weapons. Unlike a lot of races, they are straight up Proficient with Greataxes and Falchions. And treat that beautiful Orc Hornbow as a martial weapon, which you can grab as a Grenadier. Falchion is a fine alternative to the Greatsword, as well.

As a Half-Orc you can of course start with Endurance, Darkvision, and a +2 luck bonus to all your saves if you take the Fate's Favored trait. Endurance will help you sleep in your fancy Mithral Breastplate, too.

But you have Firebrand listed, which I believe is a Goblin thing.

I checked archives, it isnt.

Unfortunately, it is.

It's from the Advanced Race Guide, specifically page 116 in the goblin section.

ARG page 116 wrote:
The following alchemist discoveries can be taken only by goblins.


Even dropping Firebrand from the build isn't too bad. Just replace it with Infusion, or work in Explosive Missile earlier, or Wings.

Or Spell Knowledge and take Arcane Strike for something relatively similar.


Belafon wrote:
Malik Gyan Daumantas wrote:
VoodistMonk wrote:

Grenadier makes a fine alchemical knight. Now, in the name of versatility, I probably would start as Half-Orc for their specific weapons. Unlike a lot of races, they are straight up Proficient with Greataxes and Falchions. And treat that beautiful Orc Hornbow as a martial weapon, which you can grab as a Grenadier. Falchion is a fine alternative to the Greatsword, as well.

As a Half-Orc you can of course start with Endurance, Darkvision, and a +2 luck bonus to all your saves if you take the Fate's Favored trait. Endurance will help you sleep in your fancy Mithral Breastplate, too.

But you have Firebrand listed, which I believe is a Goblin thing.

I checked archives, it isnt.

Unfortunately, it is.

It's from the Advanced Race Guide, specifically page 116 in the goblin section.

ARG page 116 wrote:
The following alchemist discoveries can be taken only by goblins.

If Malik Gyan Daumantas were playing a Human, Half Elf, or Half Orc, he could take the Racial Heritage Racial Feat which would allow him to take Feats and Alchemal Discoveries as if he were a Goblin.


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Scott, for whatever reason I cannot seem to quote what I am talking about. Anyways, the point of Combat Reflexes to to be able to act, particularly make AoO, in the surprise round (and whilst flat-footed)... it has nothing to do with the multitude of shenanigans involving stringing together as many AoO your GM allows before pulling their hair out ans rage-flipping the table before jumping out the nearest window, stripping off their clothes as they run off into the sunset.

Silver Crusade

Scott Wilhelm wrote:

I recommend against Syringe Stirge. It does look sexy, but all it really does is deliver a Bomb attack against a single person with no Splash Radius.

As a Grenadier, you already get Precise Bombs and Directed Blast. You already have great capacity to selectively shape your Bomb blasts to keep the hot side hot and the cool side cool.

I recommend against Healing Touch. As an Alchemist, you already gain Cure Light Wounds as an Extract, and presumably as a melee fireblaster, you will be too busy inflicting wounds to bother with healing them. If you really want the capacity to be the party medic, just have the party all chip in and buy you a Wand of Cure Light Wounds: more healing power than Healing Touch and still no Attacks of Opportunity.

You realize healing touch increases the times i can use spontaneous healing right?


Malik Gyan Daumantas wrote:
Scott Wilhelm wrote:

I recommend against Syringe Stirge. It does look sexy, but all it really does is deliver a Bomb attack against a single person with no Splash Radius.

As a Grenadier, you already get Precise Bombs and Directed Blast. You already have great capacity to selectively shape your Bomb blasts to keep the hot side hot and the cool side cool.

I recommend against Healing Touch. As an Alchemist, you already gain Cure Light Wounds as an Extract, and presumably as a melee fireblaster, you will be too busy inflicting wounds to bother with healing them. If you really want the capacity to be the party medic, just have the party all chip in and buy you a Wand of Cure Light Wounds: more healing power than Healing Touch and still no Attacks of Opportunity.

You realize healing touch increases the times i can use spontaneous healing right?

I didn't, but I still don't think it's worth the expenditure. You already have a lot of defensive options.

Miss Chance
Alchemists get an Extract of Blur: 20% Miss Chance. You can use Alchemal Allocation and use a Potion or Elixir of Blink or Displacement for a 50% Miss Chance. Alchemists can get Displacement as an Extract, but why spend a level 3 slot when you can spend a level 2 slot?

Improve your AC: Carry a Shield!
At the cost of only 1 Discovery, you can get a Vestigial Arm and use a Shield while swinging your Butchering Axe, or, if you insist, a Greatsword. That will increase you AC and keep you from needing Fast Healing to begin with.

Damage Resistance
If you play as a Half Orc with Endurance, you could take Diehard, Stalwart, and Combat Expertise, and then you can use CE to give yourself DR/-. Or you can just use and Extract of Resinous Skin, Fluid Form, or Stoneskin.

Shield Other and Fast Healing
When you get Alchemal Allocation, you can use a Potion of Infernal Healing without actually consuming it, effectively giving you the ability to cast Infernal Healing. If you have a Tumor Familiar, It already has Fast Healing 5. If you can figure out a way to give it the Shield Other Ability, such as Alchemal Allocation and a Potion of Shield Other, you can funnel off half the damage you take to your Familiar who is then healing. You could take Improved Familiar and get a Protector Mephit Familiar. Protector Familiars have a Shield Other Ability, and Mephits have Fast Healing.

Heal thyself
A Wand of Cure Light wounds works well in between combats.

I mean, it's all good I guess, in any event, you spend stuff to get stuff. I would just spend my discoveries on other things than Spontaneous Healing or Healing Touch.


VoodistMonk wrote:
Scott, for whatever reason I cannot seem to quote what I am talking about. Anyways, the point of Combat Reflexes to to be able to act, particularly make AoO, in the surprise round (and whilst flat-footed)... it has nothing to do with the multitude of shenanigans involving stringing together as many AoO your GM allows before pulling their hair out ans rage-flipping the table before jumping out the nearest window, stripping off their clothes as they run off into the sunset.

I see, sorry about my assumptions. I guess you know where my mind is. I do like me my shenanigans. And I do so love the look on a GM's face as it turns from red to purple, like watching the sunrise.

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