Lol, the build sacrifices a whole lot of flexibility and utility. If I was not going for story motivation I would have chosen a better weapon for this.
HP 43/43 | AC 16 T 11 FF 15 | F+6 R+6 W+2 | Init +1 Perc +8 | CMB +7 CMD 18 | Mutagen 1/1 | Spontaneous Healing 2/2 | Preserve Organs 50% | Loot Sheet
I've been thinking about asking to rebuild Rufus as a Vivisectionist Alchemist. With Gur joining in on the fun, two fighters feels a little redundant. Especially with Gur being such a specialist at 2h damage. Alchemist would add some additional utility, and Rufus's background and persona fit the vivisectionist perfectly. On the other hand, it would be a little jarring transitioning from greatsword-wielding-hulk to sneak-dagger-wielding-surgeon.
I'm not married to this idea but any means, but have been thinking about it for a couple of days and thought I'd get everyone's feedback.
The lack of intelligence is the big issue. Honestly, if he wasn't doing a full rebuild, I would suggest going bloodrager and taking the untouchable archetype so he doesn't have to worry about the lack of charisma. Otherwise his lack of stats makes it nearly impossible to do a good branch out, maybe slayer...
Rufus, I'm definitely fine with a rebuild - part of the fun is seeing your characters evolve throughout the game. This book is a bit different, so you'll definitely have chances to explore other talents. There should be less dungeon crawl in this one and you'll be in a large city.
HP 43/43 | AC 16 T 11 FF 15 | F+6 R+6 W+2 | Init +1 Perc +8 | CMB +7 CMD 18 | Mutagen 1/1 | Spontaneous Healing 2/2 | Preserve Organs 50% | Loot Sheet
Thanks GM! Here's the preliminary crunch. I chose the dual talent alt racial trait to get +2 Int/Str. I'll still be melee combatant, and so I've taken toughness and power attack as feats, and Preserve Organs and Spontaneous Healing as discoveries. The grenadier archetype grants precise bombs as a bonus feat, but vivisectionist loses them entirely in favor of sneak attack. Otherwise I think it's pretty straightforward. If anyone has any suggestions I'm glad to hear them.
Crunch:
Rufus van Hildegoath
Male human alchemist (grenadier, vivisectionist) 4 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex, Pathfinder RPG Ultimate Magic 20)
N Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 35 (4d8+12)
Fort +6, Ref +6, Will +2
Defensive Abilities fortification 25%
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk greatsword +8 (2d6+6/19-20)
Special Attacks sneak attack +2d6
Alchemist (Grenadier, Vivisectionist) Extracts Prepared (CL 4th; concentration +8)
. . 2nd—bull's strength, bull's strength
. . 1st—enlarge person (DC 15), expeditious retreat, shield, true strike
--------------------
Statistics
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Str 19, Dex 12, Con 12, Int 18, Wis 10, Cha 7
Base Atk +3; CMB +7; CMD 18
Feats Martial Weapon Proficiency (greatsword), Power Attack, Throw Anything, Toughness
Traits pragmatic activator, reckless
Skills Acrobatics +8, Craft (alchemy) +11 (+15 to create alchemical items), Disable Device +9, Fly +6, Knowledge (arcana) +8, Knowledge (nature) +11, Perception +7, Sleight of Hand +7, Spellcraft +11, Survival +7, Use Magic Device +11
Languages Aklo, Common, Infernal, Necril, Varisian
SQ alchemical weapon, alchemy (alchemy crafting +4), discoveries (precise bombs [4 squares], preserve organs[UM], spontaneous healing[UM]), mutagen (+4/-2, +2 natural armor, 40 minutes), swift alchemy
Combat Gear alchemist's fire (5), ghast retch flask[UE]; Other Gear +1 lamellar (leather) armor[UC], mwk greatsword, cloak of resistance +1, alchemist starting formula book, alchemy crafting kit[APG], backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, flint and steel, ink, inkpen, masterwork thieves' tools, mess kit[UE], portable alchemist's lab[APG], pot, soap, torch (10), trail rations (5), waterskin, 17 pp, 4 gp
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Special Abilities
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Alchemical Weapon (Move Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Fortification 25% You have a chance to negate critical hits on attacks.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Precise Bombs (Su) Exclude up to 4 squares from splash damage of your bombs.
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
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Healing (10 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
HP 43/43 | AC 16 T 11 FF 15 | F+6 R+6 W+2 | Init +1 Perc +8 | CMB +7 CMD 18 | Mutagen 1/1 | Spontaneous Healing 2/2 | Preserve Organs 50% | Loot Sheet
Gur wrote:
If you can't meet the prerequisites of having bombs, or if you already have the feat normally, you default to just a bonus feat.
Nice. GM, what's your ruling on this? I'm finishing up Rufus (using the same 3,100gp that Rufus was originally built with) and that's my last question. If I get a bonus feat, I'll take Extra Discovery (Infusion).
I understand if you want to RP Rufus as a secretive or private sort of alchemist. However the fact that both Rufus and Leeoli use extracts and there is no real limit to the number of formulas that can be recorded in their formulae book, it would be beneficial if Rufus and Leeoli share their formulae lists.
Leeoli's Formulae Book
1. Long Arm
2. Heightened Awareness
3. Shield
4. Reduce Person
5. Detect Undead
6. True Strike
7. Alchemical Spittle
8. Blurred Movement
Derived from spellbook:
8. Comprehend Languages
9. Levitate (2nd Level)
10.False Life (2nd Level)
HP 43/43 | AC 16 T 11 FF 15 | F+6 R+6 W+2 | Init +1 Perc +8 | CMB +7 CMD 18 | Mutagen 1/1 | Spontaneous Healing 2/2 | Preserve Organs 50% | Loot Sheet
Ink costs to scribe: 1st level 10gp/formula; 2nd level 40gp/formula
I scribed 4 1st level formulae (reduce person, detect undead, adhesive spittle, blurred movement, 40gp) and 2 2nd level formulae (false life, levitate, 80gp). I have 35gp left. Plus 500gp from clearing Harrowstone, this brings me to 535gp. I'll be glad to "pay" for Leeoli's scribing by giving him the appropriate value of ink; just let me know how many formulae you scribe.
Good point about the ink costs. I will scribe all I can afford (or take the charity).
I am unsure if Leeoli can actually scribe 2nd level extracts yet, or if he has to wait until next level..the cost of taking a 1 level dip in Swash buckler for my Swashigator.
I will scribe:
bull's strength
cure light wounds
enlarge person
expeditious retreat
identify
although bulls strength and enlarge person generally don't buff Leeoli that well for his build
F Human Oracle-5 HP 32/32 | AC 20 (T15 F16) | F+2 R+6 W+4 | CMD17, Init+4, Perception+6 | Active Effects:bless
they may not buff you to the greatest extent, Leeoli, but once you have extracts that can affect others, toss one down Gur's throat and watch him split bad guys in two
As long as GM doesn't consider it too meta games, we can also coordinate extracts as we level. This could make for some fun mad scientist rp. I plan on taking up alchemical allocation next level, for example.
HP 43/43 | AC 16 T 11 FF 15 | F+6 R+6 W+2 | Init +1 Perc +8 | CMB +7 CMD 18 | Mutagen 1/1 | Spontaneous Healing 2/2 | Preserve Organs 50% | Loot Sheet
Leeoli Maleye wrote:
Yeah I'm pretty jazzed!
Good point about the ink costs. I will scribe all I can afford (or take the charity).
I am unsure if Leeoli can actually scribe 2nd level extracts yet, or if he has to wait until next level..the cost of taking a 1 level dip in Swash buckler for my Swashigator.
I will scribe:
bull's strength
cure light wounds
enlarge person
expeditious retreat
identify
although bulls strength and enlarge person generally don't buff Leeoli that well for his build
Subject to GM approval, I'll deduct the requisite 80gp from my inventory to represent the consumed ink (that's some really expensive ink), and this should be no cost to you.
@GM: (1) is crafting allowed? (2) if so, do you prefer core or unchained crafting rules?
Alchemical Allocation. Such an awesome spell.
I think its not even meta for them to coordinate. Two smart guys would not needlessly duplicate their research efforts.
Cat's Grace will definitely be his first 2nd level formulae. He'll get a new 1st level also, which will probably be monkey fish.
Rufus, I'm quite cool with all of this, I'm enjoying the interaction. I'm okay with crafting, certainly, and should be with unchained as well, but need to research it a bit more. Can you tell me what you're looking into doing with said unchained crafting - a rough idea is fine.
HP 43/43 | AC 16 T 11 FF 15 | F+6 R+6 W+2 | Init +1 Perc +8 | CMB +7 CMD 18 | Mutagen 1/1 | Spontaneous Healing 2/2 | Preserve Organs 50% | Loot Sheet
Great!
I honestly don't know. The unchained crafting rules are supposedly simpler. Probably creating alchemical items for reduced cost. Beyond that, I'd have to research it myself.
Rufus..wow that seems better than detect undead. Unfortunately, that is not part of the alchemist spell list, so looks like it is special to Vivsectionist..
The loot is really a mess now with all the changing of characters in the first chapter, treasure unliquidfied and unsure of how to split.
I'd like to do like Rufus and go with a clean slate: starting wealth guidelines + couple items/events acquired since level 4 began. In terms of artifacts we could either drop them, or if relevant to the story, keep.
I'd also propose that we periodically liquidate our unwanted loot at 50% name value (if story allows) to keep things clean going forward. The chapters take too long to do it once per chapter, so maybe every month or so real life time.
F Human Oracle-5 HP 32/32 | AC 20 (T15 F16) | F+2 R+6 W+4 | CMD17, Init+4, Perception+6 | Active Effects:bless
I'm gonna suggest hanging on to the bane dagger (the third module in the AP is a werewolf one). And does no one want the ring of protection? I'll take it if no one else wants it
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