Goblin rogue / vivisectionist build


Advice


So ive been toying with the idea of making a goblin rogue with a vivisectionist dip to grab a mutagen and perhaps another discovery.any one have any experience with goblin PC's or either classes that could give me some advice ?


If you're going vivisectionist, you don't have a lot of use for the rogue levels. Maybe one level for trapfinding or three for unchained rogue dex to damage, but not more.


Extra discovery feats will cover needing to dip too much if you've an interest in sticking to rogue.


Underground chemist is a good rogue archetype for it. Lets you keep bombs.


For starters, Underground chemists do not get alchemist's bombs. They just have a bit of a boost to splash weapons. What you are saying is that because you're taking an alchemist archetype that gives up alchemist abilities (bombs) to gain rogue abilities (sneak attack), you should then take a rogue archetype that gives up rogue abilities (evasion) to grant alchemist abilities (splash weapon boosts)? Seems really convoluted... Probably makes more sense to just play rogue/alchemist without any archetypes. Loss of sneak attack from the alchemist dips can be made up for with Accomplished Sneak Attacker.


Underground chemists add sneak attack to splash weapons, vivisectionists do not (effectively bombs). Vivisectionists add int to splash damage, rogues do not. Together they make a more whole class than they do separately.


Trekkie90909 wrote:
Vivisectionists add int to splash damage, rogues do not.

Er, yes they do? "[The underground chemist] adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage."


Trekkie90909 wrote:
Underground chemists add sneak attack to splash weapons, vivisectionists do not (effectively bombs). Vivisectionists add int to splash damage, rogues do not. Together they make a more whole class than they do separately.

Underground Chemists do add int to splash weapons. The vivisectionist, in this case, is doing nothing in regards to your splash weapons, and honestly, I think for the OP, he'd be far better off going with an Underground Chemist/Fire Bomber combo, than vivisectionist.


oops I should really not post suggestions or make comments off memory :P.


I was actually going to grab the bomb discovery so that i can add the sneak attack damage, then use the level of vivisectionist for the throw anything and mutagen as well as all the other benefits.


I don't see a need, however, to give up the basic alchemist bombs just to gain some extra sneak attack die, however. Plain Alchemist or Fire Bomber would make more sense to me. You're already getting sneak attack from your rogue, right?


CraziFuzzy wrote:
I don't see a need, however, to give up the basic alchemist bombs just to gain some extra sneak attack die, however. Plain Alchemist or Fire Bomber would make more sense to me. You're already getting sneak attack from your rogue, right?

Going vivisectionist/underground chemist with the bomb rogue talent would let him have full progression on both sneak attack and bomb damage, while dropping either archetype would mean sacrificing most of either bomb damage or sneak attack.

Malefic, you may also want to look into the Grenadier archetype, might help boost your damage and/or switch hitting ability if you are OK with sacrificing the alchemists poison features


Well, you do get everything (bombs, int to damage, sneak attack) from rogue, so I presume going Bivisectionist is purely because Alchemy is way better than enything rogue has to offer.
Ok, so the end result is twice the normal damage progression (for either SA or bombs) once per round, if, and only if, the target is denied it's dex bonus to AC.
Any reason to not go full alchemist? This rogue might get a few bombs with double damage off at levels 4 to 7, but at level 8, the alchemist will completely outdamage the rogue due to Fast Bombs. Is there something I'm missing? Because I don't see a reason to limit myself to 5 bombs per day (plus the whole "must be able to sneak attack" thing) just to have some of them do more damage.

Something that would be funny would be Underground Chemist with Bomber's Discovery -> Void Bomb and then Bludgeoner -> Sep Adept -> Sap Master. Probably thrown VMC Alchemist in the mix to have more than just a handful of bombs per day. Sadly, the whole thing requires the target to be flat footed...


Im pretty sure the rogue can throw bombs even if he can't sneak attack. I think the idea is to have a switch hitter who can throw bombs (with occasional bonus SA damage and debuffs from rogue 4), or get into melee with a pumped up dexterity and sneak attack. So they get all the best parts of a rogue (the first four levels) with most of the alchemist's.


Ok, just remember, the build only has 2-3 bombs per day.


Sumutherguy wrote:
CraziFuzzy wrote:
I don't see a need, however, to give up the basic alchemist bombs just to gain some extra sneak attack die, however. Plain Alchemist or Fire Bomber would make more sense to me. You're already getting sneak attack from your rogue, right?

Going vivisectionist/underground chemist with the bomb rogue talent would let him have full progression on both sneak attack and bomb damage, while dropping either archetype would mean sacrificing most of either bomb damage or sneak attack.

Malefic, you may also want to look into the Grenadier archetype, might help boost your damage and/or switch hitting ability if you are OK with sacrificing the alchemists poison features

The OP was only talking about a couple levels dipping into Alchemist, in which case, the loss of the single sneak attack die that the vivisectionist choice is trying to make up can just as easily be picked up with the Accomplished Sneak Attacker feat, leaving alchemist archetype selection still fully open, so why NOT go with his Goblin theme and choose Fire Bomber to get a little extra splash damage from his bombs. Pick up one of the goblin fire feats (Fire Tamer, Flame Heart, Burn! Burn! Burn!) as your Alch 2 Discovery for more maniacal pyro-fun.

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