Odessa333
2015-12-06, 10:22 AM
Hey all! Thanks for stopping in.
As title says, I'm trying to build an alchemist. Let me say that I'm in a low level, low magic, low gold game. Last time our DM did this, we went to level 7 and never found a +1 weapon and scrolls were at a premium. However, I do know that what we can build, we can have. That said, I'm thinking of making an Alchemist with crafting galore. The party has a wizard, cleric, and fighter so far, so as I understand it I can help make the item with help from the wizard/cleric to have a wide selection of items to make. l have a nice backstory in mind for the idea (in short: Elf with the 'darkvision' racial trait suggesting Drow blood, who becomes obsessed with 'fixing' herself).
Much of this I like. Being the tinkerer, making potions and items... Yet the blueprint in my mind has her using guns, and the more I read up them, guns are not that hot unless being a gunslinger.
I've been going over the SRD for hours, trying to find a way to make this concept work. A Pure Alchemist would need at least two feats to get a gun going (gunsmithing and a weapon proficiency) possibly more, which eats up into crafting feats (and I admit I'm not great at understanding crafting, so it looks like I need more crafting feats than I could ever take). I could do a class dip, but starting at level 1 makes that tricky to get off the ground. I debated the steelhound archtype of investigator, getting guns and extracts, but it loses some of the alchemist flavor and makes things weaker for some rogue abilities.
I'm not sure if there is a better way to build this. I know what I'd like to do (tinker! experiment! create!) but getting the mechanics to work with me is proving more difficult than expected. I need a fresh set of eyes, a new perspective, etc, and was hoping someone here could help. I'd greatly appreciate any feedback.
As title says, I'm trying to build an alchemist. Let me say that I'm in a low level, low magic, low gold game. Last time our DM did this, we went to level 7 and never found a +1 weapon and scrolls were at a premium. However, I do know that what we can build, we can have. That said, I'm thinking of making an Alchemist with crafting galore. The party has a wizard, cleric, and fighter so far, so as I understand it I can help make the item with help from the wizard/cleric to have a wide selection of items to make. l have a nice backstory in mind for the idea (in short: Elf with the 'darkvision' racial trait suggesting Drow blood, who becomes obsessed with 'fixing' herself).
Much of this I like. Being the tinkerer, making potions and items... Yet the blueprint in my mind has her using guns, and the more I read up them, guns are not that hot unless being a gunslinger.
I've been going over the SRD for hours, trying to find a way to make this concept work. A Pure Alchemist would need at least two feats to get a gun going (gunsmithing and a weapon proficiency) possibly more, which eats up into crafting feats (and I admit I'm not great at understanding crafting, so it looks like I need more crafting feats than I could ever take). I could do a class dip, but starting at level 1 makes that tricky to get off the ground. I debated the steelhound archtype of investigator, getting guns and extracts, but it loses some of the alchemist flavor and makes things weaker for some rogue abilities.
I'm not sure if there is a better way to build this. I know what I'd like to do (tinker! experiment! create!) but getting the mechanics to work with me is proving more difficult than expected. I need a fresh set of eyes, a new perspective, etc, and was hoping someone here could help. I'd greatly appreciate any feedback.