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Indeed. Although ferocity has some nice flavor text to it, the simple fact is that if you don't have someone around already prepared to heal you, lagging on for an extra turn might just get you outright killed (This can vary from campaign to campaign depending on just how encounters are done of course) but that is my general consensus. Again, Ferocity is actually useful in my eyes for support characters who have access to their own swift healing. Otherwise, all you are really doing is a revenge blow or delaying the inevitable for an extra turn.

Sacred tattoo is not situational. Its useful all around with luck based bonuses that are exceptionally nice to have.


As Wolfsnap just pointed out, you can make a fighter int as a decent stat (at least 13) for a fighter that specializes in combat maneuvers. This type of fighter is actually VERY viable, if not extremely efficient, especially if you have a decent point buy to offset the other stat losses a fighter should always have like dex, con, and most importantly, strength.

One example I have is a half orc pole arm fighter archetype. Did a few tests with him, and in most basic encounters where the opponent was in melee, enemies have to plan around the party versus directly engage them... And if they directly engage them, such a fighter can pick off quite a few foes before his turn even begins. With the proper feats, your battlefield control will basically make encounters extremely one-sided, but you do in fact need an int score for such things. However, it won't be the highest stat you have if you optimize. Perhaps second or third highest, as you will want strength and con take ultimate precedence. 13 or 14 should be fine in most cases.

So yes... You can make an int fighter. Or at least a fighter with some int. May not have as much potential con or dex as the next guy, but you will be able to manipulate how the battles are played a lot more, especially if you plan and form tactics with the party as a good, military minded soldier should do.


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Hey! I am building a reserve character for potential campaigns. The idea I had was a ratfolk, since I was intrigued by the concept of a communal, rodent race of nomadic traders and scavengers. Although looked down on in city settings, the ratfolk none the less eke out an existence based on their determination and team work.

The class is a hybrid of plague bringer and vivisectionist (both sub class options replace different aspects of the base alchemist, mutagens and bombs respectively). I love the flavor, as ratfolk have long dealt with disease, so much so they are probably one of the few races who understand and sterilize against potential outbreaks within their colonies.

The character is Ninnek. He is an apprentice by one of the tribe's 'healers', being born of white fur and red eyes that marked him as connected with death and life by the shamans. He would consider himself a doctor in the most pragmatic sense (To fight disease, you have to understand its workings). He experiments and studies diseases and the body as a scientist, medical professional, or mortician would today. As a result, many of his practices may seem unusual or even potentially evil by other party members or npcs, despite the fact that he is actually very gregarious and generous to those that respect him. He wants to help people with his findings (To better educate about disease and how to prevent/heal against it), but he is extremely pragmatic and community minded. Threats to him or those that he cares about are fair game to test diseases on that he cultivates within himself. Like a poisoner, Ninnek will backstab, play dirty, and infect foes with his brand of 'poison'. Its not a sadistic glee that he does so with, but what he views as his best skills to counter threats to his own life. A sword cleaving someone in half kills all the same, and doesn't offer as much insight in his mind. He respects arcane and divine magic as a healing force, but he doesn't like to rely solely on it either. The common folk and those not connected to magical or divine means cannot use such means to better themselves after all. The reason he is adventuring may depend on the campaign background, but essentially, he is traveling to learn more and gain experience/connections for his tribe back home. Naturally, a party of adventurers is very ideal with the safety in numbers and potential riches/influence one can gain.

Flavor text out of the way, I am somewhat lost with the build. As much as I like the surgical aspect of vivisectionist (And stacking sneak attack dice), it sort of conflicts with plague bringer as most of their useful discoveries revolve around the plague bomb... Which is locked out with vivisectionist.

I am willing to do full plague bringer if I have to. And I understand that many of the base alchemists likely are just better mechanically. I don't want to go out of my way to be mechanically superb (I am playing a roleplaying game, not a video game) But I would like to be viable. If I can be good support alone and appreciated in a group, that would be great. Another additional problem with the vivisectionist/plague bringer hybrid is the ratfolk's low strength (No mutagens with plague bringer). Ranged is fine, but getting close is a bit of a problem. Especially if its not my choice. Now, there are agile weapons, weapon finesse feats, and magical equipment that can deal with these problems, but assuming I am in a premade or these items are not otherwise available, I don't want to rely on future potentials when I am just level 1.

My stats are as follows... 18 int, 16 dex, 8 strength, 13 wisdom, 12 con, and 10 charisma.