Please help me build my "Alchemist, Inventor, Master of Snares and Culinary Extraordinaire"


Advice


Long time 1e GM, new to 2e but I'm a player (formerly a Starfinder group) so I could use some help.

So far I've played a Sprite Primal Sorceror 1-10 called Da'wikk (Outlaws of Alkenstar) and currently playing a BeastPlantkin Fleshwarp Cleric of Arundhat 11-14 called Caesar in Fist of the Ruby Phoenix (he's actually a mutated/fused version of the sorceror and his familiar who was effected by a mana storm when he went on a pilgrimage after Outlaws...he was ashamed about how violent he became was originally just a prankster...basically received divine anger management from Arundhat...learned alot about various religions whilst looking for a new place to belong)

Next Campaign is going to be Extinction Curse and I've ended up making a "Food Truck" operator who is also the circus general "fix-it/builder" guy.

Just wondering if I might have missed anything or mischose something (Note: Battlezoo is allowed, Free access to all ancestries but anything else only common can be used w/o permission unless "access" is fulfilled, DM is pretty strict on using anything other than perception for intiative unless an ability explicitly says so such as Avoiding notice = stealth or gladiator = performance)

"Alchemist, Inventor, Master of Snares and Culinary Extraordinaire"

Ancestry: Draconic Scion Kobold

Exemplar: Toadstool Dragon (Famous for being amazing chefs despite being able to eat rotten food, etc. themselves)

Background: Sewer Dragon (Kobold Background about being born in absalom sewers) he eventually opened a food stall in the city...only served rotten food a few times before realizing others couldnt eat it, eventually got some serious wanderlust and joined the good circus, encouraging circus owner to rescue PCs, animals,etc. from the bad circus (see EC players guide for context)

Skills
Legendary: Crafting (Auto), Cooking Lore (Auto), Alcohol Lore (Auto), Engineering Lore, Stealth and Survival
Trained: Acrobatics, Athletics, Circus Lore, Diplomacy, Performance, Thievery
“Untrained but Trained”: All Other Lores, All Other Skills

Weapon(s): Throwing Knives (Thrown instead of ammunition so misses don't consume poison) and Air Repeater (mainly to make use of perpetual poisons)

Deity(ies): Thisamet (and maybe Brigh)

Research Field: ToxicMixologist (all poisons are refluffed varieties of alcohol...nothing mechanical has changed)

Stats
@1 – Str 10/Dex16/Con10/Int18/Wis12/Cha12
@5 - Str 12/Dex18/Con10/Int19/Wis14/Cha12
@10 – Str 14/Dex19/Con10/Int20/Wis16/Cha12 (Skill: ???)
@15 – Str 16/Dex20/Con10/Int21/Wis18/Cha12
@20 – Str 18/Dex20/Con12/Int22/Wis18/Cha14 (Lore: Vacation)

Free Archetype (Snarecrafter, Trapsmith and Scout)
2 Snarecrafter Dedication
4 Trapsmith Dedication
6 Remote Trigger
8 Recycled Cogwheel
10 Quick Snares
12 Finessed Features
14 Lightning Snares
16 Scout Dedication (at this level Legendary sneak grants me avoiding notice for free so I needed a second exploration activity)
18 Advanced Breakthrough (8 or lower): Ubiquitous Gadgets
20 Giant Snares or Fleeting Shadow

Class feats
1 Alchemical Familiar: Water Booze Elemental: Extra Reagent & ???)
2 Inventor Dedication
4 Brilliant Crafter
6 Basic Breakthrough: Reverse Engineer
8 Advanced Breakthrough: Gadget Specialist
10 Pinpoint Poisoner
12 Powerful Snares
14 Extend Elixir
16 Eternal Elixir
18 Combine Elixirs
20 Improbable Elixirs or ???

Ancestral Feats
1 Toadstool Breath Weapon (15ft cone of Poison Spores)
5 Clever Improviser
9 Snare Genius
13 Vicious Snares
17 Ride the Breath (120ft Line Poison), Spellturning Scales, Incredible Pallette, Spore Breath or ???

General Feats
3 Adopted Ancestry: Human
7 Ancestral Paragon -> Cooperative Nature
11 Unmistakable Lore
15 Craft Anything
19 Legendary Survivalist

Skill Feats
2 Additional Lore: Cooking
3 Skill up = Stealth Expert
4 Additional Lore: Alcohol
5 Skill up = Survival Expert
6 Forager
7 Skill up = Stealth Master
8 Swift Sneak
9 Skill up = Engineering Lore Expert
10 Magical Crafting
11 Skill up = Survival Master
12 Foil Senses
13 Skill up = Engineering Lore Master
14 Canny Acumen: Perception
15 Skill up = Stealth Legend
16 Legendary Sneak
17 Skill up = Survival Legend
18 Supertaster
19 Skill up = Engineering Lore Legend
20 Legendary Professional (Engineering, Cooking and Alcohol)

Thanks in advance for any advice :D

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I don't really have much to contribute other than that this concept is awesome and I am jealous of its creativity! :P


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Archpaladin Zousha wrote:
I don't really have much to contribute other than that this concept is awesome and I am jealous of its creativity! :P

I can't take all the credit the DM and the other players helped me along :D (Free archetype also helps alot for wacky builds like this)

Thanks though, I appreciate the compliment :D


My only concern is you have three Dedications by Level 4. I know that the GMG suggests removing the "get more feats from this archetype before taking another dedication" rule when the free archetype follows a theme (which Extinction Curse does) but I was under the impression that was to allow two archetypes at one time... not three.


ottdmk wrote:
My only concern is you have three Dedications by Level 4. I know that the GMG suggests removing the "get more feats from this archetype before taking another dedication" rule when the free archetype follows a theme (which Extinction Curse does) but I was under the impression that was to allow two archetypes at one time... not three.

In our group we view the class feat line and the free archetype as seperate for the purposes of "no dedication feat until two more feats are taken" clause, as for the two dedications in the free archetype line trapsmith specifically allows itself to be taken after snarecrafter dedication.

"You can select the dedication feat for the trapsmith archetype even if you haven't yet gained three feats from the snarecrafter archetype."

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