Okay, here's what I have for Zaia's rebuild.
It's just sticking with the Fire Bomber Archetype, even though there are a couple good additional options he could take, like Trap Breaker or Chirurgeon, if he lost Poison Use. That's too much of a change to his character, however, so those are off the table. I'm not completely opposed to losing Poison Use if ya'll want, though. Both Trap Breaker and Chirurgeon would be nice to have, especially Trap Breaker, since we don't have anyone to fill that niche.
Zaia currently has 3 Traits and 1 Drawback. The Helpless Drawback is a real doozy, and one that we should take this opportunity to get rid of, since it recently made itself a PITA in a serious combat encounter. Losing
Trained Medic in exchange is a fair trade, IMO, because the Trait was mainly there to get Zaia Heal as a Class skill. Heal is already an Alchemist Class skill, however, so we can do without it. This keeps his other two Traits, Artisan and Scholar of Ruins intact.
For feats, Zaia loses Improvisational Healer and Cosmopolitan. Improvisational Healer hurts a bit, but Zaia will be able to brew his own healing potions now, plus his CLW extracts can be used as healing potions as well. It's a net gain in overall function, IMO. Cosmopolitan isn't a huge loss, mainly because Knowledge (Nature) is a Class skill for Alchemists, so it's only really his Knowledge (Astrology) skill which suffers, and it's of marginal usefulness to begin with. We've kept his Linguistics skilled maxed out, so he won't be losing any languages between what he should know from his high Intelligence and the various skill ranks. The new feat I have him slated to learn lets him learn the Infusion Discovery immediately. That is necessary so that others can benefit from his Extracts, otherwise he would only be able to use most of them on himself.
Very little is actually changing in regards to Zaia's skills, at least the important ones he uses regularly. DP has already confirmed that the penalties to most of his Knowledge skills will be going away after the rebuild, so even stuff like Knowledge (Local), which will now have a +5 bonus will still be effectively just as useful at it was before when it was +10 but penalized due to being on a new world. The two skills that are suffering are Diplomacy and Disguise. Neither are Class skills for Alchemists and Zaia hasn't made much if any use of them since coming to this world. That said, I'm trying to address them in the initial Extract Formulae he's learning; Disguise Self to provide a magical disguise better than he could have ever managed through his mundane skills, and Focused Scrutiny to make up the shortfall in Diplomacy, along with providing a host of other bonuses to the user. For now, I'm not maxing his new Knowledge (Arcana) and Spellcraft skills, both because he needs the skill points elsewhere and because they'll still be pretty high between the Class bonus and his INT. It also kinda makes sense that such completely new skills won't immediately be maxed out so soon.
For his Alchemical Discoveries, I explained why Infusion is necessary earlier. For his other Discovery, I believe Tanglefoot Bombs is definitely the way to go. With it, every Alchemical bomb Zaia throws will behave as a
Tanglefoot Bag. That's so good it's damned near ridiculous, especially since enemies in the splash area will also be subject to the Entangling effect in addition to getting doused in magical napalm. Halved speed and a -2 penalty to attacks and -4 to Dexterity (which can also lower attacks depending on the enemy, and will lower AC by 2) is a really painful debuff that can ruin a target's day really quick. And when splash damage is a concern, Zaia can use his Targeted Bomb Admixture Extract to prevent splash damage while inflicting more damage to the primary target.
As for Extracts, I only selected a couple that are purely offensive in nature, since Zaia will have plenty of very effective bombs to throw (plus other Alchemical stuff he creates), and both of them are intended for use with those bombs (
Bomber's Eye and
Targeted Bomb Admixture). The rest are a mix of buffs, healing, and neat utility effects for Zaia and the rest of the party. Just a few days ago, DP was lamenting how difficult it was to write scenes where the language barrier requires multiple translators (and the occasional telepathic Otter-kin). Various solutions were proposed (some more outlandish than others...
), but a simple and effective one would just be Zaia creating a Comprehend Languages Extract for Roland to use when needed (assuming we don't create a small stockpile of Comprehend Languages potions soon). Other goodies, like Tears to Wine which I mentioned a few posts back, or See Invisibility (which would have been really fucking helpful when the ship had been infiltrated) are great quality of life modifiers or life savers, as the situation dictates.
Focused Scrutiny is a 2nd level Extract so won't be available until Zaia reaches 4th level, but it will be a great one to have. Not so much for Zaia, though he could use the bonuses in some instances, but for Roland, who is our chief diplomat and Antonio who conducts most of our trade. A sip of Focused Scrutiny gives the user a lot of really good bonuses against a single target. For example, Ulk probably wouldn't have slipped by Antonio or Roland if either of them were using it.
Whew, that ended up being more writing than I originally intended... 🤓
Any concerns or suggestions ya'll have for the rebuild? We wont' be voting on it until tomorrow, at the earliest, so there is plenty of time for adjustments.
[] Zaia, The Alchemist Rebuild
-[] Class: Alchemist [Fire Bomber] 3
-[] Class Bonus: +3 Hit Points
-[] Traits: Artisan (Alchemy), Scholar of Ruins (Knowledge Geography)
-[] Feats: Extra Discovery (Infusion), Skill Focus (Alchemy), Skill Focus (Heal)
-[] Skills (27 points):
--[] Cross-Class Skills: Knowledge (Astrology) 1, Knowledge (Local) 1
--[] Class Skills: Craft (Alchemy) 3, Heal 3, Knowledge (Arcana) 1, Knowledge (Geography) 2, Knowledge (Nature) 2, Linguistics 3, Perception 3, Profession (Herbalist) 3, Sense Motive 3, Spellcraft 1, Use Magic Device 1
-[] Alchemy
--[] Discovery: Infusion, Tanglefoot Bomb
--[] Extract Formulae:
---[] 1st Level: Bomber's Eye, Comprehend Languages, Crafter's Fortune,
Cure Light Wounds, Disguise Self, Endure Elements, Heightened Awareness, Shield, Targeted Bomb Admixture, Tears to Wine
---[] 2nd Level: Focused Scrutiny, Human Potential, See Invisibility