Need some experienced help with combining weapon inventor with surgeon alchemist


Advice


Hello,

I’m deeply studying this new system along with my table and DM since the great migration. However I’m having issues effectively recreating my 5E character. She was an artificer who crafted weapons but also the alchemist subclass. She was max proficient in medicine, arcana, investigation. And was labeled a prodigy genius due to her background. Her core attributes were -9, 17, 20, 18, 14, 16 exceptional rolls because we rolled for stats. She use to be a gunslinger so I was able to give her expert in firearms, but has since gone into inventing. She currently has an item called elemental flux that allows me to absorb 1d4 incoming elemental damage and charge my next spell with that element if I choose. Currently it’s attached to a 2 handed weapon that fires 1 of 4 elements in different ways once a combat encounter. She being an alchemist has recently been studying medicine for the purpose of creating a Mithral prosthetic due to a missing limb. Most of this is home brew I’m aware.

Basically when I try creating a character I get so confused because I can’t understand if the feats or skills I take are made redundant due to my class or not down the road. I’ve also read that dex is main stat for 2E alchemist due to needing to hit with bombs, yet at a certain point I can use my int instead of dex. But then you’re stuck with that high dex as a result, wasting attributes to some extent. My concept was to dip into both inventor and surgeon alchemists by picking the most effective aspects that works is like going through more smoke and mirrors than a strip club locker room. I’m utterly lost, granted I’m new to 2E I’m still very basic in my comprehension despite my research. She is basically the party expertise in terms of medicine, inventions, innovations, and enchanting. I just would appreciate some kinda suggestions on how I can recreate her here. Thanks for whatever can be provided.


Alex Marheaves wrote:
I’m having issues effectively recreating my 5E character.

Yeah, that happens. Not everything has exact parallels.

Alex Marheaves wrote:

She was an artificer who crafted weapons but also the alchemist subclass. She was max proficient in medicine, arcana, investigation. And was labeled a prodigy genius due to her background. Her core attributes were -9, 17, 20, 18, 14, 16 exceptional rolls because we rolled for stats. She use to be a gunslinger so I was able to give her expert in firearms, but has since gone into inventing.

She being an alchemist has recently been studying medicine for the purpose of creating a Mithral prosthetic due to a missing limb.

Class choice is for the core of the character - and primarily for how they work in combat. Skills and other abilities are often able to be chosen through skill boosts and skill feats. Some classes will give abilities like that as part of the class, but usually with a combat focus even then.

What I am seeing is a Dexterity based martial combatant probably using firearms. That is the core to work from.

Fortunately most classes can have at least some types of firearms. Some classes better than others, obviously.

The crafting of weapons and alchemical items and medicine studies are all able to be handled with skills and skill feats. Crafting basic weapons is done with just the crafting skill and maybe Magical Crafting. Crafting alchemical items will need Alchemical Crafting.

So it partially depends on what you consider to be the core of the character.

Focusing on the firearm weapons - Gunslinger would cover that nicely. Use the skill feats for the medicine and alchemical crafting.

Focusing more on the crafting - Inventor might fit better. Inventor can use firearms. You can also pick up Gunslinger archetype if needed.

Focusing more on the medicine and alchemy - Investigator with Alchemical Sciences or Forensic Medicine perhaps. Though Alchemist might fit better. In either case, they aren't as straightforward as a Gunslinger or Inventor - noticeably more difficult of a class to build and play.

Alex Marheaves wrote:
She currently has an item called elemental flux that allows me to absorb 1d4 incoming elemental damage and charge my next spell with that element if I choose. Currently it’s attached to a 2 handed weapon that fires 1 of 4 elements in different ways once a combat encounter.

I'm not sure about absorbing elemental damage to charge and change your own attacks with. I'm not aware of anything that does that.

Though being able to have a 2 handed firearm weapon that shoots elemental damage sounds like a Gunslinger thing to do. Alchemical Shot perhaps.


breithauptclan wrote:
Alex Marheaves wrote:
I’m having issues effectively recreating my 5E character.

Yeah, that happens. Not everything has exact parallels.

Alex Marheaves wrote:

She was an artificer who crafted weapons but also the alchemist subclass. She was max proficient in medicine, arcana, investigation. And was labeled a prodigy genius due to her background. Her core attributes were -9, 17, 20, 18, 14, 16 exceptional rolls because we rolled for stats. She use to be a gunslinger so I was able to give her expert in firearms, but has since gone into inventing.

She being an alchemist has recently been studying medicine for the purpose of creating a Mithral prosthetic due to a missing limb.

Class choice is for the core of the character - and primarily for how they work in combat. Skills and other abilities are often able to be chosen through skill boosts and skill feats. Some classes will give abilities like that as part of the class, but usually with a combat focus even then.

What I am seeing is a Dexterity based martial combatant probably using firearms. That is the core to work from.

Fortunately most classes can have at least some types of firearms. Some classes better than others, obviously.

The crafting of weapons and alchemical items and medicine studies are all able to be handled with skills and skill feats. Crafting basic weapons is done with just the crafting skill and maybe Magical Crafting. Crafting alchemical items will need Alchemical Crafting.

So it partially depends on what you consider to be the core of the character.

Focusing on the firearm weapons - Gunslinger would cover that nicely. Use the skill feats for the medicine and alchemical crafting.

Focusing more on the crafting - Inventor might fit better. Inventor can use firearms. You can also pick up Gunslinger archetype if needed.

Focusing more on the medicine and alchemy - Investigator with Alchemical...

Appreciate the feed back. If the whole aspect of inventing can be supplemented by one simple feat/skill like crafting that would be great. I left her at 10th level in 5E but my DM scaled us down to level 8 in 2E because of how broken we would have been. So I’m working with 8 levels coming into this. Thanks again for the recommendations.


Alex Marheaves wrote:
If the whole aspect of inventing can be supplemented by one simple feat/skill like crafting that would be great. I left her at 10th level in 5E but my DM scaled us down to level 8 in 2E because of how broken we would have been. So I’m working with 8 levels coming into this.

It is more than just one, though it is entirely up to you how far along the path you want to progress.

At level 1 you can get Trained in crafting and by a few formulas. That will let you craft things like basic weapons, armor, or other mundane adventuring gear.

At level 2 you can get Alchemical Crafting which will let you create a bunch of alchemical items such as the non-magical Elixir of Life, or even bombs.

At level 3 you can upgrade your proficiency to Expert. Which just improves your numbers.

At level 4 (or level 3 if you want to spend a general feat on it) you can get Magical Crafting which lets you create magical items such as the weapon and armor runes, wands, scrolls, or held items.

At level 7 you can upgrade your proficiency again to Master. Again, this just improves your numbers initially.

At level 8 (or level 7 for a general feat) you can get Inventor which lets you experiment in order to create formulas instead of having to buy them or reverse engineer items that you get.

And this progression is available for any character that wants to invest in it.

Also, this type of skill based crafting is not something that you do in the middle of battle, or even while resting in a dungeon for a few minutes. These crafting activities take several days and is generally done in town.

But it also costs you very little of your character's combat build power either.

Community / Forums / Pathfinder / Pathfinder Second Edition / Advice / Need some experienced help with combining weapon inventor with surgeon alchemist All Messageboards

Want to post a reply? Sign in.