Need advice for alchemist chirurgeon


Advice


Hello, first time poster here.

Since Wizzard of the Coast decided to commit sepuku, our GM wants to switch to pathfinder.
I want to play an alchemist as my first character, more specific a plauge-doctor-style chirurgeon.
I was trying to build my character on pathbuilder2e.com as good as I could, but I always did run in the same issue, the medicine skill.
Since I can use crafting instead of medicine as a chirurgeon, I do not need medicine for anything.
My problem, any background that give me a usefull feat for my build also gives me medicine, which I do not need. And every background that does not give me medicine gives me a feat, that is not too fitting.
I have a simmilar issue with the Medic Dedication, this give me expert in medicine. This would be a + 7 with 10 wisdom at level 2 and +8 in crafting with 18 intelligence. Again no need for medicine.
Just like a wise guy on youtube says: "Every +1 matters."
I get it why the background Secular Medic gives you medicine and I get it why Medic Dedication gives you expert in medicine. It makes sense from a roleplay perspective and from a mechnaical perspective, this may be the only exception mechnical wise.
Is their any rule abiding way to put these 2 skill points into something more usefull?
I know I could ask my GM to houserule it, but it would be nice to have an official rule for this, I could not find any.
At the end could just live with it, expert in medicine would fit the charater naratively. But in back of my head I would always have the feeling I wasted potential.

TLDR:
Is their a rule abiding way for a chirurgeon the spent the points in skill points in medicine from the background and Medic Dedication somewhere else?

Greetings


Ultimately I think it is more optimized to take a background that gives you a skill and skill feat that is unrelated to medicine, medic, and Chirurgeon. It won't really cost you anything, but it will open up new sideline options for your character.

Basically, what did your character do before they became an alchemist?

And yes, the Crafting replacement of Medicine from Chirurgeon is not fully handled in the rules. I expect that it will get officially tweaked in errata at some point. For now, tweaking it yourself in your games would probably be fine.


Ernabos wrote:

TLDR:

Is their a rule abiding way for a chirurgeon the spent the points in skill points in medicine from the background and Medic Dedication somewhere else?

Unfortunately, there's none. For the background, it's still quite easy to choose one that doesn't give Medicine, even if it can delay your access to Medicine feats like Battle Medicine.

For Medic Archetype, on the other hand, there's absolutely nothing you can do. If you want to get it's Medicine related benefits, you'll lose the bonus proficiency to Medicine. On the other hand, it's not the only case where a Dedication doesn't give you all its benefit due to your class. So it's annoying but not that impactful. And Medic Archetype fits the Chirurgeon so well that you will not really feel the loss.

Vigilant Seal

As a tag along on a similar line of thought: sometimes there's an ability that, for example, gives you Nature for Natural Medicine. How does any skills or effect (skill feats I guess I mean) like: Ward Medic, Continual Recovery, etc interact with this? Especially because some are like "Expert in Medicine" etc, how could I get these using my nature?


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Natural medicine is a trap feat, since you still need to increase medicine to get the skill feats and target higher DCs


nicholas storm wrote:
Natural medicine is a trap feat, since you still need to increase medicine to get the skill feats and target higher DCs

Well, not a trap for the right build: if you have a character that's going to raise Nature anyway [say a primal caster], it can make sense to take it. You only have to buy a single item for bonuses [say a Druid's Vestment] and it comes with a free +2 bonus in wilderness. You just have to know the limitations going in.


Thanks to all for the answers.
Maybe I was too focused to get a medicin feat from my background. I will look into the others.

On a side note, I just reread my first post and realised, that it seems my brain gradually did shut down untill it stoped working by the last sentence.
Nice that you could made sence out of it.

Greetings


Natural medicine feat is not to substitute medicine is just a way to give Treat Wounds for builds that don't really want to focus in medicine but find useful to have Treat Wounds. But I agree that once medicine is a Wis based skill and usually those who takes Nature are Wis based classes so it's probably interesting to they to take medicine too what usually inviabilize that Natural medicine investment.
But if you are in a case that you already have Nature due a background or class skill like the Rangers may be interesting to take Natural medicine to have access to Treat Wounds without need to invest in medicine skill. You won't be a full efficient medic but still can be too useful many times.


nicholas storm wrote:
Natural medicine is a trap feat, since you still need to increase medicine to get the skill feats and target higher DCs

It's been errataed, you can now target higher DCs.

As for skill feats, they only need the Expert Proficiency to Medicine. So if you want to be an efficient out of combat healer without having to pay for Legendary Medicine, you can just increase it to Expert (with Human Skilled Heritage for example) and focus on Nature instead.
In my opinion, it's nice, it allows a party to have an ideal out of combat healer without getting higher than Expert Medicine.

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