RainyDayNinja wrote:
Is this 15-point buy? What do you hope to gain from the Internal Alchemist archetype? You don't seem to have identified what exactly it is you want this character to do.
The obvious option for a melee alchemist is to pick up Feral Mutagen and use a bunch of natural attacks. Alchemists get enough buffs that you can really crank your Str up high. Two levels of Barbarian let you pick up a gore attack through Lesser Beast Totem (not to mention getting Str up even higher, though it may not be worth the delay in your extract progression), and you can get tentacles as secondary attacks through further discoveries as well. Helm of the Mammoth Lord gets you a gore attack for 8,500 gp and your head slot as well.
A reach weapon could also be a good option, similar to a reach Cleric. Spend your standard actions buffing/throwing bombs, then let people provoke AoOs when they come after you.
20 point buy, the Internal alchemist becomes immune to all poisons and diseases at level 10 (thats a big plus for me), gets alertness, improved initiative, improved unarmed attack, great fortitude, Iron will, Extra ki (there is an alchemical tea you can drink to swap out ki points for a recharge on extracts/spells per day/ rage/etc), stunning fist, and weapon focus all as free discoveries!
The main idea behind him is someone like the Witcher/Captain America/Or even spider man(high dex I assume). He has enhanced physical abilities but uses them in combination with his tools and wits to beat overwhelming odds!
I don't really want to cheese it too much with level dips and extreme body mods (no extra arms/eyes/tails).
I've thought about getting feral mutagen and fluffing it as a (feral aura of energy that seems to gather around my hands and feet)