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Durngrun Stonebreaker wrote:

You don't get those feats for free, you can take them in place of a discovery.

Quote:
Bonus Feats: An internal alchemist can select Alertness, Extra Ki, Great Fortitude, Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Iron Will, Lighting Reflexes, Stunning Fist, or Weapon Focus (unarmed strike) in place of an alchemical discovery.

I meant this, but I plan on taking a lot of them (on top of Breath Weapon Bomb)


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)


avr wrote:

The internal alchemist trades out very little and adds almost nothing. Add a melee alchemist archetype - vivisectionist and winged marauder are both compatible - and yes, you can mix it up in melee effectively. Vivisectionists can find a use for shuriken too.

If you want to use alchemical weapons though, you have the problem of drawing them rapidly and the problem that their damage/saves tends to be unimpressive, and you can't add precision damage to them. Even making them yourself you won't often use them past ~level 3. The grenadier archetype gets some use out of these but is not compatible with internal alchemist.

The Vivi is banned ofr PFS (and my group isn't fond of it either), I have to disagree about alchemical weapons, tangleburn bags, gel shards (AoE caltrops), liquid blades (you can pre poison them!), pellet grenades, holy water, those all seem pretty useful for awhile (we are currently level 9)


Durngrun Stonebreaker wrote:
A melee alchemist is very viable but that doesn't appear to be what you're building.

You have a point, I just have a hard time figuring a good melee weapon for an alchemist, should I go with reach or will a simple sword do, fists? I should note that I'm not super into the vivisectionist (it's also banned). Extra arms kind of break the flavor of the character as well.

Thank you in advance!


I'm into the idea of playing an Internal Alchemist as a melee/thrown weapon fighter using mainly shuriken and alchemical items (liquid blade, gel shards, pellet grenades). I assume I should carry an actual melee weapon for when the fighting gets real. I was thinking of the Ripsaw Glaive or another two handed weapon, to use once I pop a mutagen?

Half-Elf Internal alchemist
Str 12, Dex 16, Con 14, Int 14, Will 10, Cha 8.