Alchemist Dip for Melee Inquisitor?


Advice


I've got a 4th-level inquisitor of Desna who is an Oni-Spawn Tiefling, so he has alter self as his spell-like ability. Just as a vanilla tiefling can take the Fiendish Darkness feat to use his darkness 3x/day, my tiefling has a feat that lets him use alter self 3x/day. He likes to change into a troglodyte in melee, so he gets the claw/claw/bite full attack (though he smells a bit).

He also has Precise Strike as his first teamwork feat, and when he transforms, he's got a 20 Str. So when flanking his full attack does 1d4+1d6+5, three times per round. I'm considering taking a dip into Vivisectionist Alchemist, for the following reasons (in addition to the fact that it works pretty well within the story of the campaign):

1. Extra d6 on each attack when flanking.
2. +4 to Str from mutagen would make attack and damage bonus +7 on each attack.
3. +2 to Fort and Ref saves
4. Extracts of shield (his AC is only so-so) and recharge innate magic (which would give him another alter self per day).

Anything I'm missing, good or bad, in this list? Would you do it? Why or why not? Other thoughts on the matter?


*nudge

Anyone?

Scarab Sages

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Don't do it. At level 5 you get bane which will be more useful than the sneak attack and mutagen combined. You will also be forever behind a BAB and in spellcasting.


Imbicatus wrote:
Don't do it. At level 5 you get bane which will be more useful than the sneak attack and mutagen combined. You will also be forever behind a BAB and in spellcasting.

Agreed. My Inquisitor just hit 5th last session and in his first fight with Bane he cleaned up. With Extra Bane he had more than enough for the battle; he killed 3/4 of the baddies thanks to consistently making his paralysis saves.

Great class. Don't dilute it.

Liberty's Edge

Imbicatus wrote:
Don't do it. At level 5 you get bane which will be more useful than the sneak attack and mutagen combined. You will also be forever behind a BAB and in spellcasting.

This. Inquisitor is a bad class to multiclass away from because it keeps giving you wonderful things just about every level.

If you have AC problems grab Shield of Faith, it isn't as good as Shield but it's solid, or just take Heavy Armor Proficiency, and Recharge Innate Magic is an Inquisitor spell, too, and you get to replace an existing 1st level spell at 5th if you want...


Well, that certainly changes my assessment of this plan. And I could pick up a wand of Recharge Innate Magic and just use it all the time to be able to go trog in combat.

One follow-up thought: the Bane ability applies to one weapon, and using my natural attacks I have 3 weapons going, at least on a full attack. So the net damage bonus from the mutagen is +6 DPR (+2 for Str x 3), as well as an additional +2 to hit. I guess if I make one of my natural attacks a Bane attack, I'd get that +2 to hit, as well as an additional +7 damage on average. And Bane is a swift action, rather than the standard action to apply the mutagen. Does that analysis sound right? I don't do a lot of DPR math for my builds.

Thanks for the help on this question, by the way.

Liberty's Edge

Khelreddin wrote:

Well, that certainly changes my assessment of this plan. And I could pick up a wand of Recharge Innate Magic and just use it all the time to be able to go trog in combat.

One follow-up thought: the Bane ability applies to one weapon, and using my natural attacks I have 3 weapons going, at least on a full attack. So the net damage bonus from the mutagen is +6 DPR (+2 for Str x 3), as well as an additional +2 to hit. I guess if I make one of my natural attacks a Bane attack, I'd get that +2 to hit, as well as an additional +7 damage on average. And Bane is a swift action, rather than the standard action to apply the mutagen. Does that analysis sound right? I don't do a lot of DPR math for my builds.

Thanks for the help on this question, by the way.

Actually, Bane adds +9 damage total, since it adds both a +2 enhancement bonus and +2d6. Other than that, that sounds right, and means Mutagen would add slightly more damage...for one fight a day. Not worth the loss of spellcasting progression, IMO.

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