Pathfinder 1E Alchemist Moonshiner: Chaos Brewmaster

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Article-At-A-Glance

  • The Moonshiner[1] is designed for unique Pathfinder Alchemist Builds strategies.
  • This article explores character class multiclass options for optimized gameplay.
  • Detailed guides on gear, feats, and mystic sustainment provided.
  • Role playing tips enhance gameplay through creative alchemical exploits and powerful combos.
Moonshiner

Click on the level for more information

The funny use of alcohol in fighting and crafting is the main theme of this Moonshiner[1] build. The Dwarf Alchemist character establishes the foundation for a challenging multiclass route at level 1. Early achievements emphasize endurance and potion making, with qualities that favor alchemy and stealth. A robust constitution and alchemical abilities prepare the character for future adventures.

Stat Block Level 1:

Unnamed Dwarf: male, Dwarf Alchemist 1; CR 1/2; Medium humanoid (dwarf); HD 1d8+3; hp 11; Init +2; Spd 20 ft.; AC 14, touch 12, flat-footed 12; Base Atk +0; Grp +0; Atk Light crossbow (+2 ranged, 1d8/19-20) or Bomb (+2 ranged touch, 1d6+2 fire); Full Atk Light crossbow (+2 ranged, 1d8/19-20) or Bomb (+2 ranged touch, 1d6+2 fire); SA Bomb 1d6+2; SQ Xenophobic, Slag Child, Wanderer, Alchemy, Brew Potion; AL Neutral; SV Fort +5, Ref +4, Will +1; Str 10, Dex 14, Con 17, Int 15, Wis 12, Cha 5.

Skills, Abilities, and Feats:

Craft (Alchemy) +8, Stealth +6, Perception +3; Drunkard’s Recovery, Endurance, Brew Potion.

Special Attacks and Qualities:

Bombs deal an additional +2 damage when alcohol is consumed, Alchemy allows crafting of potions and extracts.

Possessions: Alchemist’s Lab, Light Crossbow, Alchemical supplies.

By level 5 the characters structure provides unique abilities like alchemical crafting and spell preparation through potions. The build allows dual use of potions and melee weapons, enhances physical resilience and spells through mutagens, and offers surprising stealth capabilities due to the Silent Hunter trait. At this level, they can stave off damage via Drunkard’s Recovery and increase combat versatility with the Drunken Brawler feat.

Stat Block Level 5:

Moonshiner[1]: male, dwarf Alchemist 5/Monk 1; CR 6; Medium humanoid (dwarf); HD 5d8+1d8; hp 45; Init +2; Spd 30 ft.; AC 18, touch 12, flat-footed 16; Base Atk +3; Grp +4; Atk light crossbow +5 ranged (1d8/19–20) or unarmed strike +4 melee (1d6+2); Full Atk light crossbow +5 ranged (1d8/19–20) or unarmed strike +4 melee (1d6+2); SA bombs (3d6 fire damage), Drunkard’s Recovery; SQ alchemy (alchemy crafting), Brew Potion, Bomb bump (Firebug), mutagen (self-enhanced potion); AL N; SV Fort +10, Ref +4, Will +5; Str 14, Dex 14, Con 17, Int 15, Wis 12, Cha 5.

Skills, Abilities, and Feats:

Craft (Alchemy) +10, Profession (Brewer) +10, Stealth +8, Perception +7, Knowledge (Nature) +8; Drunkard’s Recovery, Endurance, Brew Potion (Alchemist bonus), Throw Anything (Alchemist bonus), Drunken Brawler.

Special Attacks and Qualities:

Can stabilize by consuming alcohol, enhance self via mutagen, create and throw bombs.

Possessions: Alchemist’s Lab, light crossbow, brewing supplies.

At level 10, this Moonshiner[1] Alchemist excels with a unique blend of classes, it handles melee and ranged combat effectively, thanks to bombs and Monk abilities. The character can stabilize when downed with Drunkard’s Recovery and benefits from an extended potion duration. Its discovery in Bottled Ooze adds comedy and danger.

Stat Block Level 10:

Moonshiner[1]: male, Dwarf Alchemist 6/Monk 4; CR 10; Medium humanoid (dwarf); HD 6d8+4d10; hp 73; Init +2; Spd 20 ft.; AC 20, touch 16, flat-footed 18; Base Atk +7; Grp +9; Atk melee (unarmed strike +10) or Blunderbuss +9; Full Atk unarmed strike +10/+5 or missiles from Blunderbuss +9; SA Bombs, Drunken Brawler; SQ Dwarven racial traits, Fermenter, Flurry of Blows, Drunkard’s Recovery; AL CG; SV Fort +10, Ref +10, Will +9; Str 10, Dex 14, Con 17, Int 15, Wis 12, Cha 5.

Skills, Abilities, and Feats:

Craft(Alchemy) +15, Profession(Brewer) +11, Stealth +11, Perception +12, Survival +11, Knowledge(Nature) +10; Endurance, Brew Potions, Throw Anything, Exotic Weapon Proficiency (Blunderbuss), Drunken Brawler, Combat Reflexes, Catch Off-Guard.

Special Attacks and Qualities:

Bombs deal additional damage with intoxication, Bottled Ooze (summons creatures from potions), can stabilize when downed.

Possessions: Alchemist’s Lab, Blunderbuss, various potions and draughts, Decanter of Infinite Beer.

By skillfully fusing Oracle’s Revelations, Monk’s Drunken Master tactics, and Alchemist Brewer skills, the Moonshiner[1] at level 15 becomes a savvy adventurer who can dominate the battlefield by combining martial combat, spellcasting, and ranged attacks with a Blunderbuss.

Stat Block Level 15:

Moonshiner[1]: Male, Dwarf Alchemist 6/Monk 4/Magus 6/Brewkeeper 4//Oracle (VMC) 3; CR 15; Medium humanoid (dwarf); HD 15d8; hp 126; Init +6; Spd 30 ft.; AC 24, touch 17, flat-footed 19; Base Atk +10; Grp +12; Atk +13 melee (Unarmed Strike, 1d10+2) or +13 ranged (Blunderbuss, 1d12/x2); Full Atk +13/+8 melee (Unarmed Strike, 1d10+2) or +13/+8/+3 ranged (Blunderbuss, 1d12/x2); SA Bombs, Infusion, Bottled Ooze; SQ Fermentation, Drunken Brawler, Spell Recall, Extend Potion; AL NG; SV Fort +15, Ref +10, Will +9; Str 14, Dex 14, Con 18, Int 15, Wis 12, Cha 5.

Skills, Abilities, and Feats:

Craft (Alchemy) +20, Prof (Brewer) +15, Stealth +15, Perception +12, Survival +8, Know (Nature) +10; Drunkard’s Recovery, Endurance, Brew Potions, Throw Anything, Mystery (Nature), Curse (Plagued), Speak with Animals, Catch Off-Guard, Combat Reflexes, Exotic Weapon Proficiency (Blunderbuss), Curse Focus, Amateur Gunslinger, Deadly Aim, Improved Initiative, Extend Spell.

Special Attacks and Qualities:

Bombs deal more damage when consuming alcohol; spontaneous application of Extend and Empower Spell; Unarmed Strikes from Monk and Drunken Brawler enhance melee capabilities.

Possessions: Alchemist’s Lab, Blunderbuss, Decanter of Endless Water (Beer variant), assorted potions, and a Bag of Holding.

With Oracle Variant Multiclassing, this Dwarf Moonshiner[1] build mixes several classes, including as Alchemist, Monk, Magus, and Brewkeeper, and it excels at both spellcasting and melee combat. Through innovative use of alcohol in gameplay, it can bestow special powers like limitless spell extensions and increased bomb damage as a result of intoxication.

Stat Block Level 20:

Moonshiner[1]: male, dwarf alchemist 6/monk 4/magus 6/brewkeeper 4; CR 20; Medium humanoid (dwarf); HD 6d8+4d8+6d8+4d8; hp 143; Init +4; Spd 20 ft.; AC 24, touch 17, flat-footed 20; Base Atk +15; Grp +21; Atk +21 blunderbuss (1d12/x2) or +19 bomb (6d6+int, explodes); Full Atk +21/+16/+11 blunderbuss (1d12/x2) or +19 bomb (6d6+int, explodes); SA bombs, explosive damage; SQ fermenter, drunkard’s recovery, infusion, extended potion durations, summon ooze, infinite spells, spell recall; AL neutral good; SV Fort +17, Ref +15, Will +13; Str 14, Dex 14, Con 18, Int 21, Wis 14, Cha 5.

Skills, Abilities, and Feats:

Craft (Alchemy) +28, Profession (Brewer) +24, Stealth +22, Perception +22, Survival +18, Knowledge (Nature) +23; Brew Potions, Throw Anything, Drunkard’s Recovery, Endurance, Catch Off-Guard, Combat Reflexes, Exotic Weapon Proficiency (Blunderbuss), Deadly Aim, Improved Initiative, Empower Spell.

Special Attacks and Qualities:

Immune to sickened, unlimited alcohol spells, create potions as draughts, bombs cause prone if intoxicated.

Possessions: Alchemist’s lab, blunderbuss, decanter of infinite beer, various potions and draughts; mutagen supplies, light crossbow (for initial combats)

Milestones Of Character Development

  • Levels 1-5: Focus on setting the foundation by maximizing the use of alcohol related feats. Enhance party support abilities with discoveries like Infusion, and utilize ‘Drunkard’s Recovery’ for survival and damage perks.
  • Levels 6-10: Expand on potion efficacy with ‘Extend Potion’ discovery for longer effects and ‘Bottled Ooze’ for humorous but effective combat options. Reinforce your utility by utilizing your Skill focuses in Stealth and Perception.
  • Levels 11-15: Shoot to bolster versatility and ranged combat abilities with ‘Amateur Gunslinger’ and gain efficiency in situational adaptations using Revelations like ‘Spirit of Nature’ to boost your nature themed spellcasting.
  • Levels 16-20: Attain the peak of spellcasting potential with ‘Infinite Spells’ using the ‘Ki Arcana’ and ‘Decanter of Infinite Beer’ synergy. Master the battlefield with high impact spells like ‘Fireball’ and mobility spells like ‘Fly’, enhancing destructiveness and positional advantage.

Core Abilities & Features

Because of its drunken focus, The Moonshiner[1] Alchemist is a masterful creation that combines high fantasy with a dash of humor. The powerful “Fermenter Archetype” at the heart of this build transforms ordinary potions into strong alcoholic elixirs, suggesting a deeper synergy with the Dwarven racial qualities selected. For any alchemist who enjoys drinking as much as they brew, our Dwarf earns increased resistance and adaptability with the Xenophobic, Slag Child, and Wanderer alternate racial traits. Our Dwarf’s resilience is reflected in our ability scores, which favor Constitution. Intelligence follows closely behind to maintain those mixtures effective and deadly.

This combination of abilities plays immaculately into the Dwarf’s unique playstyle. The “Drunkard’s Recovery” feat is pivotal as it uses alcohol to stabilize the character, reflecting an enduring dwarven stereotype, yet offering strategic depth. While inebriated, the character accesses bonuses like bomb enhancements which cause enemies to go prone. The Bangalore bomb, particularly resonant when you’re tipsy, becomes a formidable weapon. Meanwhile, the extensive use of “Mystery(Nature)”, “Revelation(Speak with Animals)”, and “Curse(Plagued)” combines fantasy with functionality, granting communication with nature and immunity to the sickness effects of binge drinking from Level 1.

Combining class abilities across Alchemist, Monk (Drunken Master, Menhir Guardian), Magus, and the Brewkeeper prestige class brings a lot to the table. Dual wielding spells and melee prowess becomes a reality, with crossovers from “Amateur Gunslinger” allowing extreme range combat capabilities with the iconic Blunderbuss. Additionally, the infusion discovery and spell acumen like “Haste” and “Fireball” allow output variety, stressing on versatility. With the core strategy hinging on the endless spells from “Spell Recall+Drunken Ki+Decanter of Infinite Beer”, this Moonshiner[1] dances on the edge of chaos with charm, robustness, and barrels of fun.

Equipment Progression

Level RangeEquipmentDetails
L1-5Alchemist’s LabEssential for all early alchemy needs, enhancing Craft (Alchemy) checks.
L6-10BlunderbussSwitches to this for improved ranged combat with support of Grit mechanics.
L11-15Bottle of Infinite BoozeEnhances abilities that key off alcohol consumption, fits the drunken theme.
L16-20Decanter of Infinite BeerPart of the infinite spells combo with Ki Arcana and Spell Recall.

Combat Scenarios

  • Dungeon Crawls:
    • The Moonshiner[1] excels in confined spaces with limited mobility. Utilize Bombs to target clustered enemies effectively, and use Extend Potion to maximize buff durations for you and teammates. Infusion allows you to share critical Extracts like Invisibility for stealth approaches.
  • Open Fields:
    • The open terrain lets you make full use of range with the Light Crossbow or Blunderbuss. Leverage Deadly Aim for maximum damage output. Utilize the Decanter of Infinite Beer to maintain spellcasting as needed, and Summon Bottled Ooze from a distance to disrupt enemy formations.
  • Ambushes:
    • In surprise scenarios, initiate combat with a high damage Bomb or Blunderbuss shot. Use Stealth and Silent Hunter trait bonuses to move undetected pre ambush. Having Imporved Initiative ensures you act first, giving you momentum in combat.
  • Defensive Stands:
    • Hold positions using Alchemist’s extracts to boost defenses, such as Clay Skin for damage reduction. Use Combat Reflexes to make multiple opportunity attacks, preventing enemy breaches. Brewkeeper abilities can strengthen allies’ resolve, maintaining a strong defense line.
  • Urban Encounters:
    • Deploy crowd control with Bombs, making them explosive distractions and using Urban obstacles to your advantage. Perception and Knowledge (Nature) will identify possible high ground or cover. Displacement spells can confuse and scatter foes, ensuring tactical advantage.

Weaknesses & Counters

WeaknessCounter
Low CharismaUtilize items like the Circlet of Persuasion (+3 competence bonus on Charisma based checks) to boost diplomacy or bluff. Rely on team members with high Charisma for negotiations.
Complex MulticlassingPlan your character’s growth carefully with clear goals for each level. Ensure continuous synergy between class abilities and feats, focusing on a primary strategy.
Low DexterityInvest in Armors like the Mithral Shirt (Light Armor with +6 Max Dex Bonus) and Cloak of Resistance to enhance saving throws. Consider spells such as Cat’s Grace to increase Dexterity when needed.
Weapon DependencyAvoid weapon dependency by using versatile spells and potions. Stock up on Alchemist’s Fire or Acid Flasks for additional ranged options. Focus on enhancing other combat abilities, like bombs or unarmed strikes.
Alcohol Addiction ThemeUse items like the Trollbrew Elixir: intoxicates the user without a negative impact on agility. Balance drinking thematically with the mission’s needs, using it as part of personal character development.

Roleplaying as the Moonshiner Alchemist

Picture a Dwarf with a barrel sized zest for life, who sees the brewing process as both art and combat. Your concoctions are not just potions, but personality, a drinkable manifestation of your chaotic creativity. Much like the wild, untamed fermentation processes you manage, your character could be seen as both a creator and a walking party.

Focus on the concept of adaptability and change. Making each drink or potion might be a metaphor for your personal development. You began the adventure as a novice potter, but you have developed into a master of the mysterious arts of mixology. Every circumstance demands a different brew, demonstrating your adaptability—whether you want to console a mourning friend with a soothing lager or intensify a struggle with an explosive mixture. Your bottle’s creative anarchy is your best weapon for every task.

Opportunities for unique interactions abound.

Perhaps your Alchemist often trades stories or drinks with NPCs to gather information, seeing each transaction as a chance to gather rare ingredients or secrets from far lands. Utilize your Variant Oracle Multiclassing by predicting future events for your group, acting as the cornerstone of wisdom when all seems lost. Your drunken antics make for a convenient façade; no one suspects the keen mind behind the staggering steps.

Keep in mind that this persona feeds on a good mix of hubris and comedy. A drunken joke or an overblown toast to the odds can lighten the mood during high-stress situations and make a grave situation manageable. Accept the variety of qualities you decide to use to improve your tale. Your demeanor permeates the gathering, facilitating diplomatic negotiations or generating boisterous distractions that would make even the most cunning Rogue envious. Allow the spirit of alcohol to lead you as a true improviser, filled with passion for both play and potions, rather than just as a drinker.

Moonshiner

FAQ

What is the best way to maximize the Moonshiner[1]’s alchemical abilities?

Concentrate on improving your intelligence to get the most out of the Moonshiner[1]’s alchemical abilities. Bomb damage and alchemy skill checks are increased with higher intelligence. When things become tight, use ‘Draught of the Foolhardy’ to temporarily improve your skills. Combine this with feats that increase the potency and duration of your brew.

Which equipment should early level Moonshiners prioritize?

At the early stages, prioritize acquiring equipment that enhances alchemical crafting. Items like the ‘Alchemist’s Lab’ significantly boost your crafting abilities, letting you create more potent brews. Consider armors like ‘Mithral Shirt’ for light yet effective protection. Focus on boosting intelligence and dexterity through gear to enhance both crafting and bomb accuracy.

How does the Moonshiner[1] integrate into different party compositions?

An adaptable support character, a moonshiner[1] can be used in a variety of settings. Depending on what the group requires, his alchemical mixtures can either strengthen allies or weaken enemies. Go well with tanks that flourish while Moonshiners subdue adversaries from a distance. Spellcasters enhance this build by taking advantage of the flaws that the Moonshiner[1]’s creations have given the enemy.

What are some ideal feats for the Moonshiner[1]?

Invest in ‘Brew Potion’ for increased potion making versatility early on. ‘Point-Blank Shot’ is essential for boosting bomb accuracy and damage. As you level, consider ‘Extra Discovery’ to broaden your alchemical repertoire, ensuring flexibility in combat strategies. ‘Fast Bombs’ allows rapid fire bomb throwing, increasing damage output considerably.

What role does the Moonshiner[1] play in combat scenarios?

The Moonshiner[1] starts by softening enemy lines with potent explosive bombs. Use ‘Chaotic Potions’ to cause unpredictable effects on adversaries, diverting their focus. His role is to maintain pressure through consistent concoction deployment. He prepares the battlefield, giving allies the upper hand when engaging enemies directly.

Join us at Stellar Dragons with the Alchemist Moonshiner!

Experience the chaos and creativity of a Moonshiner[1] in your next game. Join us at the Stellar Dragons Discord server to share your experience: https://discord.gg/uAPvgEq6Z7.

Authors

  • Writer, Editor, GM, Technologist – Andrew’s been playing TTRPGs since as far back as he can recall… at least sometime in the nineties… or was it the early 2000s?

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Terms definitions
1. Alchemist – Moonshiner – Pathfinder 1E ( Moonshiner )

Moonshiner

So, this build is going to be wild but hear me out. Alchemist->Potions, Potions->Drinks, Drinks->Booze.

Still with me yet? Okay good. We will be drinking so much alcohol. When I am thinking of Booze in a Fantasy TTRPG, I am thinking of Dwarves, as such, Dwarf shall be our race.

We will be taking both Variant Multiclassing and Regular Multiclassing as well as take the Alchemist’s Fermenter Archetype, multiclass in Monk with the Drunken Master and Menhir Guardian Archetypes, in Magus and in the Prestige Class Brewkeeper. Our Variant Multiclassing will be in Oracle.

Our leveling should look like the following:

Class

Alchemist 6/Monk 4/ Magus 6/Brewkeeper 4//Variant Multiclassing: Oracle

Race

Dwarf with Xenophobic, Slag Child and Wanderer Alternate Racial Features.

Ability Scores

15Point-Buy

Str 10/Dex 14/Con 17/Int 15/Wis 12/Cha 5

Round up Constitution, then everything else into Intelligence

20Point-Buy

Str 14/Dex 14/Con 17/Int 15/Wis 12/Cha 5

Round up Constitution, then everything in Intelligence

25Point-Buy

Str 14/Dex 14/Con 18/Int 15/Wis 14/Cha 5 Everything into Intelligence.

Traits

Firebug for Bombs reason, Silent Hunter to get Stealth as a class skill.

Favored Class Bonus

We are throwing these into Skills as we have a fairly good Constitution anyway

Skills

Craft(Alchemy), Profession(Brewer), Stealth, Perception, Survival and Knowledge(Nature) are your go to.

Feats by Level and Variant Multiclassing

1-Drunkard’s Recovery Wanderer-Endurance Alchemist Bonus-Brew Potions

Alchemist Bonus-Throw Anything

1-Mystery(Nature)

1-Curse(Plagued)

3-Revelation(Speak with Animals)

5-Drunken Brawler

Bonus 7-Catch Off-Guard Bonus

8-Combat Reflexes

9-Exotic Weapon Proficiency(Blunderbuss)

11-Curse Focus

13-Amateur Gunslinger Bonus

15-Deadly Aim

15-Revelation(Spirit of Nature)

17-Improved Initiative

Bonus 18-Extend Spell Bonus

20-Empower Spell

Drunkard’s Recovery lets people stabilize us by making us sip alcohol, preserving crucial spells early on. Amateur Gunslinger lets us use Grits with our Blunderbuss, and its damage is increased via Deadly Aim. We otherwise get a few Revelations, and our Curse makes us Immune to Sickened which means unlimited alcohol at level one WHOO!

Discoveries by Level

2-Infusion

4-Extend Potion

6-Bottled Ooze

Give our Extracts to allies, make our potions last longer and we can summon Oozes from bottles which is just extremely funny.

Magus Arcanas by Level 13-Familiar(pick any really)

16-Ki Arcana

Spell Recall+Drunken Ki+Decanter of Infinite Beer=Infinite spells. Congratulations.

Extracts by Level

  1. Cure Light Wounds, Tears to Wine, Comprehend Language, Shield
  2. Adhesive Spittle
  3. Expeditious Retreat
  4. See Invisibility
  5. Invisibility
  6. Cure Moderate Wounds

Spells by Level

  1. Corrosive Touch, Grease, Hide Weapon, Shocking Grasp, Ironbeard, Jump
  2. Jury-Rig, Mudball
  3. Touch of Combustion, Stonefist
  4. Alter Self, Fire Breath
  5. Fog Cloud, Glitterdust
  6. Mirror Image, Molten Orb

18-Haste, Beast Shape I

19-Clay Skin, Displacement

20-Fireball, Fly

Equipment

Alchemist’s Lab, a Light Crossbow at first(eventually switched out to a Blunderbuss).

Final Thoughts on the Build

This build is ridiculous. Your Bombs deal more damage when you have drank booze and can make the targets fall prone, you can buff yourself and your allies pretty well, you can grow claws, cast infinite spells, dual wield spells and melee weapons, your potions are the best, you can cast spells as Draughts, and can spontaneously apply Extend Spell and Empower Spell on them, you have a blunderbuss to do some additional range combat, you still can buff yourself with your mutagen, and you are surprisingly sneaky. This build does a lot in a variety of ways and it’s great.

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