Odessa333
2016-03-31, 06:29 PM
Hey there!
So as topic says, looking for some ideas for my incredibly evil alchemist. She's currently level 3 (nearing 4) and she's been a blast to play so far... and yet I feel like I'm in a slump. I don't think there's anything 'wrong' with her though I'm looking for some ideas to make things entertaining.
Details: So far, she's taken the abilities of Infusion, Extra Discovery: Precise bombs, and Craft: Wondrous item (allowed via re-training her level 1 feat). She's set herself up as a traveling gypsy/apothecary selling potions of cure light wounds to cloaks of the hedge wizard (the one with endure elements, as cold is a significant part of the campaign). She is slowly building a good reputation for her services despite having no ethics and using her people (including party members) as guinea pigs for her research.
Our party's 'quest' (if you will) has us exploring ruins of an old civilization that we've found has heavy use of construct guards. I've had her pulling their remains apart, thinking of taking 'Promethean disciple" at level 6 and building her own creatures. In combat, I've had her using her bombs a lot, so I'm thinking of grabbing explosive bombs at level 4 for a bigger radius. Her fall back is a long bow (elf, drow ancestry) that she uses alchemy arrows to good effect (those holy water arrows have been amazing against undead in the ruins).
So far, it's worked well. Still, I feel I don't use her mutagens as well as I should, and crafting is slow (as always). I'd love to make a construct help me with crafting, though not sure how I'd go about it (soulbound doll of a craftsmen?). I've yet to make proper use of 'craft alchemy' itself which feels criminal, and wondering if I took 'master alchemist' at level five if I could spice things up with poisons or new arrows or something (though I think the party would prefer craft weapons and armor). Her greatest enemy at this point is her low Charisma (only an 8) as I had initially envisioned her hiding in her lab, and yet somehow she's become a 'face' of the party (our bard has a dump stat of wisdom and roll plays being dumb really, really, well so we kind of have to talk our way out of a lot of messes).
Anywho, I'm rambling enough. She's fun to play, but I'd love some ideas of new things to try to keep it that way. Thanks for reading!
So as topic says, looking for some ideas for my incredibly evil alchemist. She's currently level 3 (nearing 4) and she's been a blast to play so far... and yet I feel like I'm in a slump. I don't think there's anything 'wrong' with her though I'm looking for some ideas to make things entertaining.
Details: So far, she's taken the abilities of Infusion, Extra Discovery: Precise bombs, and Craft: Wondrous item (allowed via re-training her level 1 feat). She's set herself up as a traveling gypsy/apothecary selling potions of cure light wounds to cloaks of the hedge wizard (the one with endure elements, as cold is a significant part of the campaign). She is slowly building a good reputation for her services despite having no ethics and using her people (including party members) as guinea pigs for her research.
Our party's 'quest' (if you will) has us exploring ruins of an old civilization that we've found has heavy use of construct guards. I've had her pulling their remains apart, thinking of taking 'Promethean disciple" at level 6 and building her own creatures. In combat, I've had her using her bombs a lot, so I'm thinking of grabbing explosive bombs at level 4 for a bigger radius. Her fall back is a long bow (elf, drow ancestry) that she uses alchemy arrows to good effect (those holy water arrows have been amazing against undead in the ruins).
So far, it's worked well. Still, I feel I don't use her mutagens as well as I should, and crafting is slow (as always). I'd love to make a construct help me with crafting, though not sure how I'd go about it (soulbound doll of a craftsmen?). I've yet to make proper use of 'craft alchemy' itself which feels criminal, and wondering if I took 'master alchemist' at level five if I could spice things up with poisons or new arrows or something (though I think the party would prefer craft weapons and armor). Her greatest enemy at this point is her low Charisma (only an 8) as I had initially envisioned her hiding in her lab, and yet somehow she's become a 'face' of the party (our bard has a dump stat of wisdom and roll plays being dumb really, really, well so we kind of have to talk our way out of a lot of messes).
Anywho, I'm rambling enough. She's fun to play, but I'd love some ideas of new things to try to keep it that way. Thanks for reading!