Do the changes/enhancements to 'stock' Mutagens gained from the Beastmorph archetype carry over to the Mutate ability of the Master Chymist? Only thing that I can see relates to it is this: "the master chymist can now assume a mutagenic form twice per day without imbibing her mutagen. In this form, she gains all the bonuses and penalties of her mutagen..." Cheers.
So: the build. Straight Alchemist 5 (Vivisectionist, possible beastmorph) *Speaking of which, does the choice of Beast Shape enhancing Mutagen carry over to the Master Chymists use of Mutate? Race: Half-Elf with the Dual Mind alternate race feature seems best pick to balance slow Will progression. Discoveries: Still thinking the natural attack gimmick will work once he gets Master Chymist going (three attacks at full BAB/strength/P.A. vs. iterative attacks?)
Feats:
Armour: Chain Shirt +1
(Playing an 'overpowered' game, 25 points w/ 1-1 point buy, nothing over 18) Str 18 + 2 racial
Get a +1 from 4th, put into Con because HP? Thoughts?
Mergy wrote: Otherwise I would just go core alchemist because if you go vivisectionist your sneak attack progression will not increase when you prestige to Master Chymist. Wouldn't it still increase? Master Chymist stacks with Alchemist for purposes of determining bomb damage - wouldn't that translate into sneak attack damage? In the same vein, would the +1/2 bomb damage alternate race feature from the Half-Orc apply to sneak attack damage? I've never tried it but it just came to mind. Beastmorph sounds pretty awesome: I just don't see my guy becoming a wolf/bear/dragon morph.
Hello all: Just wondering what the general view on the melee alchemist is - I'm thinking of using Vivisectionist, just for more damage / day: I know that bombs allow a lot of flavour and utility (stink bombs, force, etc), but I figure that more mileage could be gained via sneak-attack (A single full-round attack could deal more precision/bomb damage than a whole combat). He is planned to be focusing on Natural Attacks; I thought of a two level dip into Urban Barbarian for a Gore attack (primary). This seems necessary for keep damage up lategame (4 primary attacks vs. 3) Internal Alchemist for flavour - holding your breath / suspended animation just sounds awesome. SO, down to the nuts and bolts and main questions: is the Master Chymist viable and if so, when? Extract progression loss, no discovery advancement, etc: do all of these counterbalance the additional mutations/day, buffed damage, etc? Would the progression of 'vanilla' alchemist offer more options? It doesn't gain the benefit of Persistent Mutagen until 14th level - it seems pretty late game. Thoughts?
My thoughts on the matter of "Picking barbarian still needs more rounds of rage", is that eventually (hopefully) he can pick up the feat that grants more rounds of rage the more he kills, as well as Elemental Kin which gives him more rounds every time he'd take 3 or more points of elemental damage... This hopefully would keep the warmachine chugging long enough to mow through several armies... But those three levels do hurt a lot in not getting Master Chymist and higher level extracts faster.
JiCi wrote:
That is what's sort of confusing: Feral Mutagen specifically gives all three (claw, claw, bite) as Primary with full BAB and strength. The confusing part is whether or not the Gore becomes secondary when it's added to the routine. In a related note: Is it worth a two level dip into Barbarian for the Gore attack and strength boost (using Urban Barbarian so I can still use wands/extracts)? Or to continue Alchemist for Master Chymist? Build is going to be a primary damage - High strength, medium dex/con and enough INT for extracts. Feral Mutagen, power attack, etc. Damage wise - he should be racking it up pretty high, as all the attacks get full strength, full BAB and full Power Attack bonuses. The problem will be nearing endgame when he'll need more attacks to even out his damage, ergo the Gore. Master Chymist has some nice damage boosts, but Alchemist gets the near day long Mutagen at 14... Thoughts?
Hello all,
What would occur if a character who (in this case, an Alchemist) has several Primary attacks (via Feral Mutagen) Claw, Claw, Bite - but then adds additional attacks via Barbarian (Fiendist Totem, Gore)? It's listed that the gore attack is a primary natural attack but becomes secondary if the character uses weapons (in which then becomes secondary, as per usual) - I'm taking this to assume manufactured weapons, because stacking Natural Attacks is the only way to gain additional attacks in Pathfinder (for those pursuing natural attacks), as there is no iterative attacks (yet?). SO: to boil it all down - Does the addition of a Gore attack to an already existent sequence of Natural Attacks (claw, claw, bite) make it a Primary or Secondary Attack? The Natural Attack Chart lists Gore as a Primary - so I'd wager that all four would stack as Primary Attacks at full BAB and Str mod. Chart: http://www.pathfinderreference.com/misc/universal_monster_rules.htm#natural -attacks Would love some feedback!
|