Gelmir |
Sammy the Bull (Barbarian (Drunken Brute)(2)/Alchemist (Beastmorph)(X))
*please see bottom of post for build progression*
I like alchemists. They are a great utility character. They also can be rather effective in combat (Beastmorph Vivisectionist, may you rest in peace. Signed, PFS).
I decided to try a Hulk-inspired Barbarian/Alchemist build informed by several other threads on this idea from 2012 (kudos to the contributors).
The concept is a Half-Orc Shaman's Apprentice who escapes his cruel life but eventually decides to master the dangerous skills he had begun to learn. Like the Witcher, he combines martial skill with all kinds of ability augmenting potions.
Mechanically, the idea is to add as many strength bonuses and natural attacks as I can find while still being a utility knife for the party.
We start as a Barbarian and take 2 levels both for fluff reasons and because starting with all of those hit points, armor/weapon proficiency and rage abilities is dang handy to include growing horns. We then go straight alchemist the rest of the way.
By level 6 he gets 4 natural attacks along with some rather nasty buffs including: +8 strength, Heroism (for hours and hours), and Arcane Strike (!... hear me out on that one...). Further, Medium Armor Proficiency allows a bump in AC over a standard alchemist.
Additionally, the character has a ton of skill points/class skills and retains access to bombs (which will be weak relative to a bomber... but can cause some neat effects with the right discoveries)and can eventually buff the party through infusing his extracts.
Features:
-Go to Barb 2 for Lesser Fiend Totem. Provides horns while raging for a 4th natural attack
-Arcane Strike at level 1! How? By taking Magical Knack as a trait. Arcane strike boosts damage and makes the attacks magical. By level 6, that is +2 to damage!
Please see the following FAQ and thread:
--http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9qow
--http://paizo.com/threads/rzs2pu9d&page=1?What-races-now-qualify-you-f or-Arcane-Strike
--http://paizo.com/threads/rzs2pt80&page=2?The-term-cast-as-a-part-of-a bilities-and-how#56
In Short: a spell like ability (even from a trait) COUNTS for gaining Arcane Strike. If you have no caster levels, you treat your Arcane Strike level as your hit dice (same as how monsters do it). This came directly from the developers
-Heroism for hours and hours at level 6. How? Buy a Heroism Potion (Wizard level 5) and use the extract Alchemical Allocation to cast it over and over again without using it up. Couple with the Discovery Extend Potion for 100 minutes per use of Heroism! Neat, right? That is +2 to attacks and saving throws!
-With 17 rounds of rage and 40 minutes of mutagen by level 6, we should be able to ensure most fights have a +8 strength boost going
-With Feral Mutagen at level 3, we get 2 claws and a bite attack. Coupled with the Rage gore attack, we should be pumping out a ton of damage with all of these damage bonuses
-Drunken Brute Barbarian Archetype allows drinking potion as a move action and extension of rage through drinking
-Beastmorph Alchemist Archetype allows POUNCE and even flight... eventually...
At level 10 (ignore Enlarge Person, which he can cast repeatedly on himself for 8 minutes a shot... also ignore bulls strength and haste for now):
to hit= +22 from = +8 (BAB) + 8 (str boni) +2 (Belt of strength bonus) + 2 Amulet of mighty fists + 2 (Heroism)
Full attack damage potential= 2d8+2d6+70
1 Bite = 1d8+20 from +15(str)+2(AoMF)+3(Arcane Strike)
1 Gore = 1d8+20 from +15(str)+2(AoMF)+3(Arcane Strike)
2 Claws = 2d6+30 from +10(str)+2(AoMF)+3(Arcane Strike)
(I seem to have misplaced the damage model you fine citizens use to calculate DPR so please excuse me for not properly calculating it... will do so if there is any forum interest in this idea...)
Drawbacks:
-Delays POUNCE by 2 levels to level 12 vs a straight alchemist or barbarian
-Not the best action economy. Peak power requires a bit of buffing
Questions for you:
1. Do you see any mistakes in my understanding of the rules?
2. How does the below compare to a pure Barbarian or pure Alchemist build in terms of effectiveness?
4. He has 17 rounds of rage. That feels like 2 solid encounters a day... which I think is pretty good. What do you think?
4. What can we do to optimize him further?
5. What is the optimum buffs I can cast in a given combat? I am assuming I should delay no more than 1 round for buffing before proceeding to take the nearest foe to gore town...
Thanks for reading and the help.
Race: Half-Orc
Class: Barbarian (2)/Alchemist (X)
Str: 17 (+7)
Dex: 14 (+5)
Con: 14 (+5)
Int: 14 (+5)
Wis: 12 (+2)
Cha: 7 (-4)
Traits:
Dark vision (Orc)
Sacred Tattoos (+1 all saving throws... Orc)
Shaman's Apprentice (Endurance... Orc)
Bezerker of the Society (+3 rage/day)
Magical Knack: Prestidigitation
Level 1: Barbarian (1)
Feats:
-Arcane Strike
-Endurance
Class abilities:
-Rage: 9/day
-Fast movement
Level 2: Barbarian (2)
Class abilities:
-Rage: 11/days
-Uncanny Dodge
-Lesser Fiend Totem (Gore attack)
Level 3: Alchemist (1)
Feats:
-Extra Rage (+6/day)
Class abilities:
-Mutagen (10 min)
Bombs 1d6+2 (3/day)
-Extracts (2/day @1st)
--Enlarge Person (1)
--Expeditious Retreat (1)
--Illusion of Calm
--Disguise Self
Level 4: Alchemist (2)
Discovery:
-Feral Mutagen
Class Abilities:
-Mutagen (20 min)
-Extracts (3/day @1st)
--Comprehend languages
Level 5: Alchemist (3)
Feat:
-Power Attack
Class abilities:
-Alter Self with Mutagen (beast morph)
Level 6: Alchemist (4)
Discovery:
-Extend potion
Extracts:
-Alchemical allocation!!!
Level 7: Alchemist (5)
Feat:
-Extra Discovery: Infusion
Level 8: Alchemist (6)
Discovery:
-Spontaneous Healing
Class abilities:
-Beast shape I with mutagen
Level 9: (Alchemist 7)
Feats:
-Iron Will
Level 10: (Alchemist 8)
Discovery:
-Combine Extracts
Level 11: (Alchemist 9)
Feat:
-Toughness
Level 12: (Alchemist 10)
Discovery:
-Confusion Bomb
Class Abilities:
-Beast Shape II with Mutagen (Pounce!)