Building Hulk - Master Chymist or Abyssal Bloodrager?


Advice


Hello pathfinders,

long story short, in a campaign I'm playing we had few PCs deaths during the last session. The GM asked me to help some of mine fellow players to build their new characters. One player asked me to help him building a Hulk (we already have a Thor PC and a Captain America and Iron Man NPCs in the campaign for the Avengers theme).

His new rolled ability scores are (4d6 drop the lowest, re-rolls the 1): 16, 15, 13, 13, 12, 11

Race: He said Half-Orc but the player is open to other possibilities.

Current level 10, no traits, no 3rd party books.
Also, this is a multiple PCs (currently 8 players) and Cohort NPCs campaign, so no need for the classic party roles division. His role will purely be a Melee assault.

I'm toying with 2 different ideas for his PC.

The classic Alchemist/Master Chymist path or the ACG bloodrager ones.
In the first case I was thinking of avoiding the "trap" of the Ragechemist archetype, but probably taking the Vivisectionist one.

On the Abyssal Bloodline Bloodrager, should the Untouchable Rager archetype be viable?

In both cases the player said he is interested in an Intimidate focused build, using the Hurtful and Cornugon Smash feats.

Do you have any better advice about this?

Scarab Sages

The Giant Hunter Handbook has a new option: The Goliath Druid. You can wildshape into various Giant forms up to Giant Form 2, and you can take the growth domain to further enlarge while wildshaped.


I was under the impression that size increasing effects do not work on someone in wild shape. Am I incorrect? Because that would make me very, very happy.

Scarab Sages

Polymorph spells do not work while wildshaped. The growth domain ability is a Supernatural ability that is a separate effect. It works RAW.

Polymorph wrote:
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.


Enlarge person doesn't stack with Wild Shape. Polymorph effects can't add additional size effects. Granted some spells increase the damage of weapons as non sized upgrades.


"as if you were the target of the enlarge person spell"

In addition, the basic rule is "Multiple magical effects that increase size do not stack."
Both the Growth Domain power and Wild Shape are magical effects that increase size.

Goliath Druid is still nice later on, but at 10th level it doesn't help you much more than enlarge person.

Scarab Sages

If the Growth domain ability were Sp, "as if you were the target of the enlarge person spell" would matter. It's Su, so it doesn't. And wildshape doesn't increase size, it polyporphs you into another creature that is a larger size. Different thing.

RAW they can both be used.

Many GMs may choose to houserule it so they dont.


I missed the Goliath Druid, but since we already have one druid in the party (mine PC) I don't know if the player would like to play another one. I'll ask him.


Got a massage from mine friend, he said he would like to not be a druid. So this re-opens the question: is it better to be an Alchemist/Master Chemyst, an Abyssal Bloodrager or even anything else I'm not considering?


Abyssal Bloodrager/Mutagenic Mauler would seem to be the best of both worlds.


I found Alchemist/Master Chemyst to be a great option for my Hulk character in Runelords. I also had two levels of barbarian in there for rage. It was quite fun and made for quite the powerful character and with the stats you have would probably turn out better than mine as it was built using point-buy.


T.A.U. wrote:
Got a massage from mine friend, he said he would like to not be a druid. So this re-opens the question: is it better to be an Alchemist/Master Chemyst, an Abyssal Bloodrager or even anything else I'm not considering?

There is the possibility of Mutagenic Mauler which could be used to fit the Hulk fist fighting theme or the Mutation Warrior which could more for a somewhat sturdier Hulk than the Bloodrager.


Don't forget to take Eldritch Heritage feat tree and pick the Abyssal Bloodline. You technically have the bloodrager bloodline for the increased strength in a rage, make sure that you pick the sorcerer bloodline to get the additional +6 STR that comes with it.

Sample build:

12 Bloodrager / 4 Brawler / 4 Alchemist

Primalist (Rage POWERZ!!!)
Or go Crossblooded if you can stomach the WILL SAVE HURTZ (Aberrant + Abyssal)

Mutagenic Mauler (Mutagen + Stacks with Alchemist!)

Inspired Chemist (why not! Mutagenic Mauler gives you the mutagen back you lose!)
Rage Chemist (Freaking HULK!)
Vivisectionist (Sneak attack + 2 discoveries!)

You can end up with 52 STR while in a rage

24 STR (19 Base + 5 Levels)
+8 Morale
+6 inherent
+6 Alchemical
+6 Belt
+2 Size (Monstrous Physique I, 3rd level spell)
-----------
52 Str

Feel free to mix and match the levels as you want. 16 bloodrager givers you another +2 morale strength in a rage as well as allowing Monstrous Physique II. You can get pounce as well... You'll have to sacrifice alchemist and brawler levels.

24 STR (19 base + 5 levels)
+10 Morale
+6 inherent
+6 Alchemical
+6 Belt
+4 Size (Monstrous Physique I, 3rd level spell)
-----------
56 Str


Thanks for all yours advice.
The player told me he would like to try the Bloodrager as class, avoiding multiclass and prestige class.
So to submit him a final build I should need some help.

With his rolled stats (16, 15, 13, 13, 12, 11) what's the best arrangement for them?
Is half-orc a right choice about the race?
Also as I previously wrote, are the Hurtful and Cornugon Smash feats viable for this kind of build?


Here I am again.
Mine friend changed his character concept a little bit, so now he came out with an natural attacks focused Bloodrager. He choose the Skinwalker Wereboar-kin (Ragebred) as race, and the Untouchable Rager archetype too.

I'm not sure if his build is optimal or not. His character will come in at 10th level, replacing the PC he previously lost in battle.
Here is what he wrote me.

Ability: Str 16 Dex 15 Con 13(+2 in Bestial form) Int 11 Wis 12+2 Cha 13-2
1 bloodrage, bloodline power (Claws), fast movement, F: Power Attack
2 Uncanny dodge
3 Blood sanctuary, F: Extra Feature
4 Raging Resistance, bloodline power (Demonic Bulk) (+1 Str)
5 Improved uncanny dodge, F: Hurtful
6 Bloodline feat (Intimidating Prowess)
7 Raging Resistance (+1), DR 1/- , F: Cornugon Smash
8 bloodline power (Demon Resistances) (+1 Str)
9 Bloodline feat (Toughness), F: Multiattack
10 Raging Resistance (+2), DR 2/-

Any thoughts about this idea?


I recently played an Abyssal Blood Reacher, no seriously the reach you can build on a Bloodrager is so funny/

This looks like he is going for a pure Natural Attack build. You should probably check quickly to see if his damage is inline with the rest of the party. Right now he will have...5 or so natural attacks and will thus hit like a truck if he can ever get a full attack off (and he will have 10ft of reach).

But again, will need to get a full attack off. Seems decent and it looks like he is trying to mix in some intimidation tactics in there too.

I see no problems with it.

Might want to suggest that he picks up Raging Vitality so if he is knocked unconscious he is not instant killed by the end of his rage. SBDS is a terrible way to go.


I know this post is a couple years old but I thought I would put in my two cents worth for anybody that has questions about this in the future… If you're going to build an Incredible Hulk you have to remember what makes him special? He is stronger than anybody else he is the strongest person out there… So the question is what way can you make the strongest possible character without magic items? using the stats from the original post putting the 16 in str.
Take abyssal bloodrager and either EH Orc or VMC sorcerer Orc.
Add all ability increases to str
You get +6 from rage ..... you will never get mighty rage because you're also going to take a two level dip for rage chemist… Which gives you +6 strength making you 4 points stronger than if you went straight blood rager For a grand total of strength 51 Eventually you could get a +6 belt bringing it up to a score of 57… And that is how you make the Incredible Hulk

Sovereign Court

Nice work Alwaysangry!


Thank you Emma

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