Squealy Nord

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The Alchemist discovery "Lingering Spirit" says "He treats his Constitution as 10 points higher than normal for the purpose of determining when hit point damage kills him".

Mythic characters don't die until negative double their constitution score. The "To The Death" Champion path ability further increases that to triple (and allows me to not be unconscious... am I staggered or just fine and dandy?) .

As written, it would only make sense to me that this constitution bonus is applied before doubling/tripling the score.

I've seen the other threads about To the Death being potentially overpowered, so my main question here is, is there or should there be something preventing the bonus from Lingering Spirit from being multiplied?


Rolling up characters for a new campaign tonight... I'm thinking about doing a vivisectionist/beastmorph alchemist as the topic title suggests.

We're starting at level 5 and probably won't make it any further than 12. DM said we'd level fairly fast until 10ish (likely a little less), and then really slowly from there. No restrictions on what's available, as far as I know, other than ridiculous stuff like Drow Nobles with no LA.

First off, there's nothing preventing these archetypes from working together, right? The beastmorph part isn't absolutely critical if not, but I was imagining a dude who turns into some sort of odd bestial thing when taking his mutagen.

I'll be using feral mutagen for sure. What feats and equipment work well with this? I'll definitely be picking up an amulet of mighty fists, but I'm not sure if I should go for enhancement or something like flame first?

What other discoveries would be good for me? I was thinking about a tumor familiar, but I'm not really sure other than that. No poison or bombs for me, so that rules a lot of them out.

What races would be good? I'm a big fan of goblins and have wanted to play one for a while, but I'm not so sure about the -2 strength and small size damage dice for this. I suppose it's not as big of deal with sneak attack.

Any other tips?

Thanks!


The others already mentioned the big ones that struck me.

Here's a couple of smaller things that came to my mind:

1. Destined/Linnorm:

When casting, spell level added to saves and armor class.

2. Rime-Blooded/Elemental

All of your energy spells have the chance to slow for one round.

2.5 Rime-blooded/Void-touched

0-level ray of frost can silence and slow for 1 round... lol

3. Groveborn/Abyssal

DR, natural armor, extra summons per spell. Add on the normal summoner feats and you should be fairly well off.

I love this archetype... it adds so many fun little ideas!


Hmm... interesting idea.

I'm taking some stuff that works specifically with cold damage, most likely (rime spell and probably sorc bloodlines). I'd prefer not to lose those options.

Good backup if there isn't another solution, though.

Thanks!


Is there a feat,class feature, or other trait that allows your spells to reduce/bypass an enemies energy resistance/immunity? I could have sworn I saw something somewhere that did this, but I'm having trouble finding it... which makes me wonder if I'm imagining things.

I'm working on building a cold/ice focused arcane caster of some sort right now, for reference.