Alchemist - Incredible Hulk Build


Advice


So I was looking at all the Super Hero conversion conversations and I was wondering what would be the optimal "Incredible Hulk" build?

It looks like Ragealchemist is the way to go. Suggestions or builds appreciated.


2 levels of Rage Alchemist, and 2 levels of Barbarian (any barbarian that fits your idea of the incredible hulk.)

Rage powers also to be decided for flavor: Do you want to throw improved weapons (like that huge rock, or that piece of wall you just ripped apart?) then go for Smasher to sunder stuff, or Hurler (or whatever it's called)
You can also take the rage power that gives you improved unarmed strike...or the power that gives you a bite and two claws....

In my opinion, only 2 levels of ragechemist will suffice to get the mutagen. The Master Chymist prestiegeclass is a perfect 'hulk/banner' build, but it's only fluff... If you want to be effective, just take 2 ragechemist and then stack on barbarian.


Something like this...but you can adapt it always :)

Hulk
Male Human (Chelaxian) Alchemist (Ragechemist) 2 Barbarian (Breaker, Beast Totem) 2
CN Medium Humanoid (human)
Init +0; Senses Perception +5
--------------------Defense
--------------------AC 16, touch 8, flat-footed 16 (+7 armor, +1 natural)
hp 51 (2d12+2d8+20)
Fort +12, Ref +5, Will +2; +2 bonus vs. poison
Defensive Abilities uncanny dodge; Resist poison resistance +2
--------------------Offense
--------------------Speed 20 ft.
Ranged Bomb +4 (1d6+1 Fire/x2)
Special Attacks bomb 1d6+1 (5/day) (dc 12), destructive (+1), rage (11 rounds/day), rage powers
(hurling, lesser, smasher [1/rage])
Alchemist (Ragechemist) Spells Prepared (CL 2):
1 (3/day) Shield, Enlarge Person (DC 12), Bomber's Eye
--------------------Statistics
--------------------Str 27, Dex 10, Con 20, Int 13, Wis 7, Cha 7
Base Atk +3; CMB +11 (+13 Sundering); CMD 19 (21 vs. Sunder)
Feats Catch Off-Guard, Extra Bombs, Extra Rage Power, Improved Sunder, Power Attack -1/+2, Throw
Anything
Traits Deft Dodger, Indomitable Faith
Skills Acrobatics +4 (+0 jump), Climb +15, Escape Artist -3, Fly -3, Intimidate +5, Perception +5, Ride -3,
Stealth -3, Survival +5, Swim +12 Modifiers alchemy +2
Languages Common, Draconic
SQ discoveries (feral mutagen), mutagen (dc 12), poisoning (standard action), rage mutagen
Other Gear +1 Agile breastplate, Amulet of natural armor +1, Belt of giant strength +2, Cloak of
resistance +1, Headband of vast intelligence +2 (Climb), 150 GP
--------------------Special Abilities
--------------------Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+1 (5/day) (DC 12) (Su) Thrown Splash Weapon deals 1d6+1 fire damage.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your
improvised weapons.
Destructive (+1) (Ex) + 1/2 barbarian level to sunder damage.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Hurling, Lesser (Ex) Throw large objects while raging.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Mutagen (DC 12) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for
20 min.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (11 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg).
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
p1
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


This is Halfling Barbarians (http://paizo.com/people/HalflingBarbarian) build that I've seen.

"Human

Str 18 + 2
Dex 10
Con 12
Int 14
Wis 10
Cha 7

Titan Mauler Barbarian 1/ Ragechemist Alchemist 7/ Master Chymist 10/You pick 2

Abilities/ Feats by level:

1: Rage (+4 Str/Con; -2 AC; 10 rounds); Big Game Hunter (+1 on attack rolls and +1 dodge to AC vs creatures larger than you); Extra Rage; Power Attack

2: Alchemy; Bomb (1d6, reskin as rocks if you like); Brew Potion; Mutagen (+2 AC, +4 physical ability score – usually strength; -2 corresponding mental ability score – usually intel); Throw anything

3: Discovery (Feral Mutagen, Gain Two claw attacks and a Bite, reskin as Slams and a Headbutt if you like); Poison Resistance +2; Rage Mutagen (Strength Mutagens increase potency by +2, must make cumulative will saves to avoid penalties); Iron Will

4: Bomb (2d6); Swift Alchemy

5: Discovery (I like Lingering Spirit here); extra rage or extra rage power (strength surge)

6: Bomb (3d6), Poison Resistance +4

7: Discovery (wings, reskin as a jump, or dispelling bomb); Extra rage or whatever

8: Bomb (4d6)

9: Mutagenic Form (You’re personality when using mutagen is completely different from you); Mutate 2/day; Pick a feat

10: Bomb (5d6); Advanced mutagen (Burly or Dual Mind)

11: Brutality (+2 Damage with natural attacks or simple weapons); Pick a feat

12: Advanced Mutagen (Furious mutagen is nice here); Bomb (6d6)

13: Mutate 3/day; Pick a feat

14: Advanced Mutagen (Greater Mutagen; +8 Str, +4 Con, -2 Int and Cha); Bomb (7d6)

15:Brutality +4, Pick a feat

16: Advanced Mutagen (Burly or Dual Mind); Mutate 4/day; Bomb (8d6)

17: Brutality +6; pick a feat (extra discovery, grand mutagen +10 str, +6 con, +4 Dex, -2 All Mental)

18: Advanced Mutagen (growth mutagen); Mutate 5/day; Bomb (9d6)

19 and 20: Finish with Alchemist or Barbarian ( I like alchemist and picking up eternal potion)

Breakdown of Str by level

1: 24 (Rage)
2: 28 (Mutagen)
3: 30 (Rage Mutagen)
4: 33 (Ability Increase, Belt 2)
6/7: 35 (Belt 4)
8: 36 (Ability Increase)
9: 38 (Belt 6)
11: 39 (Manual 1)
12: 41 (Ability Increase, Manual 2)
13: 42 (Manual 3)
14: 45 (Mutagen, Manual 4)
15: 46 (Manual 5)
16: 47 (Ability Increase)
17: 49 (Mutagen)
20: 50 (Ability Increase)
"

Thoughts/comparison?


While I like Halfling Barbarians build a bit better (no offense), I was thinking of switching Titan Mauler for Hurler or Drunken Brute. Leaning way more Hurler.


Bump for extra input


Did you seriously just bump the thread after an hour? Have another, then.

The Exchange

I think hurler is borderline required for a true hulk build =)


I'd say that you should be a Rage Chemist Alchemist that takes levels in Master Chymist. Master Chymist has everything you need to be The Hulk, from changing at will, changing when in danger, growing in size, using simple weapons (with Catch Off guard, that means anything as a weapon), and even the "Other Guy" being a different personality.


Will the damage of a Master Chymist build be comparable to other barbarian builds? Would kinda suck if a character as huge as the hulk gets outdamaged by a smaller barbarian ;)


Ender730 wrote:
Will the damage of a Master Chymist build be comparable to other barbarian builds? Would kinda suck if a character as huge as the hulk gets outdamaged by a smaller barbarian ;)

No idea, but flavor wise it is spot on.


Yeah based on Halfling Barbarians build, I was going to go 1 Hurler Barb, 7 RageChem, then 10 Master Chymist. I've yet to figure out the last 2 levels, maybe more in RageChem.


The build up to Mastyer Chymist will be less effective in my eyes. Less survivability and damage and all that.
Master Chymist only gives you the very best flavor and RP options.
In my eyes the build with barbarian levels gives you the acual hulk style fighting/toughness. I was sad to see that. If you really look at the Master Chymist, it doesn't give you anything really functional compared to the barbarian levels, since you have to stack multiple alchemist levels to get to the Master Chymist, which are better used on barb levels for functionality/survivability/toughness.


I don't know if I completely agree with that.
With the all the Str from the mutagen bonuses and Con bonuses Id say it's better than most of the wasted Barb utility rages.
Plus, MC makes your transform at will. And you get inherint buffs with Advanced Mutagens.

If anything i think it adds significant Hulk toughness and fighting style. Barb levels i see as being the fluff characteristics for flavor.


I ment taking only 2 levels in the alchemist for the mutagen....the rest in barbarian.

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