Please critique my mythic alchemist / rogue build


Advice

Dark Archive

This goblin is for the Wrath of the Righteous AP, where by lottery I have to be the Marshall. The build and is built around the Mounted Marshal mythic ability, the point being that I will always be flanking whatever I'm fighting thanks to the fact that I hang underneath my bat.

I haven't picked my alchemical extracts yet though I've quoted myself as having Shield up since that seems the most obvious one to use.

I also have just over 1K gp to spend for wbl, though of course I have no idea where I will be at the end of the first adventure in terms of wealth actually gained.

My 2 points of Fire Resistance come from the Alchemist class Goblin favoured class option. I intend to continue as Alchemist from now on.

The only disadvantage that I can think of is that I might be mistaken for something that's come out of the WorldWound.

Richard

Flus
Male goblin alchemist (internal alchemist, vivisectionist, winged marauder) 2/rogue (unchained) 4/Marshal 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 156, Pathfinder RPG Monster Codex, Pathfinder RPG Ultimate Magic 18, 20, Pathfinder Unchained 20)
CG Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +9
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Defense
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AC 28, touch 18, flat-footed 22 (+5 armor, +1 deflection, +6 Dex, +1 natural, +4 shield, +1 size)
hp 49 (6d8+16)
Fort +7, Ref +14, Will +5; +2 bonus vs. poison
Defensive Abilities danger sense +1, evasion, fortification 25%, hard to kill, uncanny dodge; Resist fire 2
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Offense
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Speed 20 ft., climb 10 ft.
Melee +1 cold iron dagger +10 (1d3+4/19-20 plus 2d6 sneak attack and 1d6 sneak attack) or
. . +1 mithral dagger +10 (1d3+7/19-20 plus 2d6 sneak attack and 1d6 sneak attack)
Ranged light crossbow +11 (1d6/19-20 plus 2d6 sneak attack and 1d6 sneak attack)
Special Attacks advance[MA], mythic power (5/day, surge +1d6), sneak attack (unchained) +2d6, sneak attack +1d6
Alchemist (Internal Alchemist, Vivisectionist, Winged Marauder) Extracts Prepared (CL 4th; concentration +6)
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Statistics
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Str 5, Dex 22, Con 14, Int 14, Wis 10, Cha 5
Base Atk +4; CMB +0; CMD 17
Feats Blind-fight[M], Boon Companion, Brew Potion, Two-weapon Fighting, Weapon Finesse
Traits child of the crusades, magical knack
Skills Acrobatics +10 (+6 to jump), Appraise +6, Climb +12, Craft (alchemy) +6 (+8 to create alchemical items), Diplomacy +1, Disable Device +19, Disguise +1, Escape Artist +10, Handle Animal +6 (+10 to force this mount into an Unnatural Aura.), Heal +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +6, Linguistics +6, Perception +9, Ride +19 (+23 to force this mount into an Unnatural Aura.), Sense Motive +4, Sleight of Hand +10, Spellcraft +6, Stealth +23, Survival +4, Swim +1, Use Magic Device +1; Racial Modifiers +4 Ride, +4 Stealth
Languages Abyssal, Common, Gnome, Goblin
SQ alchemy (alchemy crafting +2), breath mastery, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, discovery (preserve organs[UM]), mounted marshal[], poison use, rogue talents (pressure points[UC], slow reactions), trapfinding +2
Other Gear +1 mithral chain shirt, +1 cold iron dagger, +1 mithral dagger, crossbow bolts (10), light crossbow, amulet of natural armor +1, cape of free will +1/+2[MA], ring of protection +1, masterwork backpack[APG], masterwork thieves' tools, 2 gp
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Special Abilities
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Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Blind-Fight [Mythic] As a swift action, use 1 power to ignore concealment miss chance for 1 rds.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Climb (10 feet) You have a Climb speed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Energy Resistance, Fire (2) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fortification 25% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mounted Marshal (Ex) You and mount are treated as flanking any opponent you both threaten.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Preserve Organs 25% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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Animal Companion
Dire bat (Pathfinder RPG Bestiary)
N Medium animal
Init +4; Senses blindsense 40 ft., low-light vision; Perception +6
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Defense
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AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 30 (6d8)
Fort +4, Ref +9, Will +4 (+4 morale bonus vs. Enchantment spells and effects); +4 morale bonus vs. fear and emotion effects.
Defensive Abilities evasion
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Offense
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Speed 20 ft., fly 40 ft. (good)
Melee bite +4 (1d6)
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Statistics
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Str 11, Dex 19, Con 9, Int 3, Wis 14, Cha 6
Base Atk +4; CMB +4; CMD 18
Feats Toughness, Valiant Steed, Wingover
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Stay
Skills Acrobatics +8 (+4 to jump), Fly +14, Perception +6, Stealth +8; Racial Modifiers +4 perception for blindsense
SQ attack any target, combat riding, devotion, stay
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Special Abilities
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+4 Perception for Blindsense +4 to Perception checks while using blindsense.
Attack Any Target [Trick] The animal will attack any creature on command.
Blindsense (40 feet) (Ex) Sense things and creatures without seeing them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fly (40 feet, Good) You can fly!
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Stay [Trick] The animal will stay where it is.
Valiant Steed +4 vs. fear/emotion effects & to push you into unnatural aura. Wounds don't increase push DC.
Wingover (1/round) Can turn up to 180 degrees as a free action without a Fly check.

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 Inc.®, and are used under license.


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A mythic goblin with firebombs? Oh, this will not end well.

...

For the demons. XD

Being concerned about how others view you is a very legitimate concern, depending on how your GM runs that sort of thing. In some games NPCs will just kind of nod and accept it. In others they might constantly be questioning you. Consider being religious and wearing some obvious iconography of your faith.

Otherwise, it seems solid enough. ^^

Dark Archive

GM Rednal wrote:

A mythic goblin with firebombs? Oh, this will not end well.

...

For the demons. XD

Being concerned about how others view you is a very legitimate concern, depending on how your GM runs that sort of thing. In some games NPCs will just kind of nod and accept it. In others they might constantly be questioning you. Consider being religious and wearing some obvious iconography of your faith.

Otherwise, it seems solid enough. ^^

Actually, he has no bombs - which is a shame really because you're right - the imagery is wonderful.

Richard

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