The Alchemist Builds: Dr. Jekyl vs. Mr. Hyde


Advice


So I am also considering an Alchemist. I have two proposed builds: one is a an bomber/archer, the other is a monster. Here are the builds through level 8.

Dr. Jekyl
Traits: Splash Weapon Mastery (extra range on bombs)
Traits: Warrior of Old (+2 initiative)
Str: 14
Dex: 16
Con: 10
Int: 18
Wis: 10
Cha: 8

Skills: Knowledge (arcana), Perception, UMD, Disable Device, Sleight of Hand, Craft (alchemy), Spell Craft, Fly

1. Alchemist (1) +0 BAB
-Feat: Point Blank Shot
-Bombs: 1d6+4 (5/day)
-Mutagen: (+2/+4/-2) 10 minutes
Extracts: Comprehend languages, Cure light wounds, Disguise self, Enlarge person, Shield

2. Alchemist (2) +1 BAB
Feat: -
Bombs: 1d6+4 (6/day)
Mutagen: Mutagen (+2/+4/-2) 20 minutes
Discovery: Precise Bomb
Extracts: Bomber’s Eye

3: Alchemist (3) +2 BAB
Feat: Precise Shot
Bombs: 2D6+4 (7/day)
Mutagen: (+2/+4/-2) 30 minutes
Discovery:-
Extracts: Identify

4: Alchemist (4) +3 BAB
Feat: -
Bombs: 2D6+4 (8/day)
Mutagen: (+2/+4/-2) 40 minutes
Discovery: Explosive Bomb
Extracts: Invisibility

5: Alchemist (5) +3 BAB
Feat: Rapid Shot
Bombs: 3D6+4 (9/day)
Mutagen: (+2/+4/-2) 40 minutes
Extracts: See invisible

6: Alchemist (6) +4 BAB
Feat: -
Bombs: 3d6+4 (10/day)
Mutagen: Mutagen (+2/+4/-2) 40 minutes
Discovery: Smoke Bomb
Extracts: Aid

7: Alchemist (7) +5 BAB
Feat: Focused Shot
Bombs: 4d6+4 (11/day)
Mutagen: Mutagen (+2/+4/-2) 40 minutes
Extracts: haste

8: Alchemist (8) +6 BAB
Feat: -
Bombs: 4d6+4 (12/day)
Mutagen: Mutagen (+2/+4/-2) 40 minutes
Discovery: Fast Bombs
Extracts: Fly

To-Hit… +12 (+6 +3 (Dex)+2 for mutagen+1 haste) to hit with bow/bombs;
Damage: 1D8+2(str)+4(intel) per arrow (X3) +poison= 30+poison (1d6+paralyze)
Bombs: 2-3/turn: 4d6+4 precision everything on them= 12d6 +12 +1d6 fire = 54 +1d6 fire
Weapons: long sword, composite long bow

By level 8 he can conduct carpet bombing campaigns. Also, his bow remains useful.

Mr. Hyde
Class: Alchemist
Race: Elf (I am racist against orcs, sorry)
Trait: Dirty Fighting (+3 damage when flanking)
Trait: Warrior of Old (+2 to initiative)
20pt buy....
Str: 16
Dex: 16
Con: 10
Int: 16
Wis: 10
Cha: 8

Skills: Knowledge (arcana), Perception, UMD, Disable Device, Sleight of Hand, Craft (alchemy), Spell Craft

1. Alchemist (1) +0 BAB
-Feat: Improved unarmed strike
-Bombs: 1d6+3 (4/day)
-Mutagen: (+2/+4/-2) 10 minutes
Extracts: Comprehend languages, Cure light wounds, Disguise self, Enlarge person, Shield

2. Alchemist (2) +1 BAB
Feat: -
Bombs: 1d6+3 (5/day)
Mutagen: Feral Mutagen (+2/+4/-2) 20 minutes
Discovery: Mutagen
Extracts: Bomber’s Eye

3: Alchemist (3) +2 BAB
Feat: Power attack
Bombs: 2D6+3 (6/day)
Mutagen: Feral Mutagen (+2/+4/-2) 30 minutes
Discovery:-
Extracts: Identify

4: Alchemist (4) +3 BAB
Feat: -
Bombs: 2D6+3 (7/day)
Mutagen: Feral Mutagen (+2/+4/-2) 40 minutes
Discovery: Concentrate poison
Extracts: Invisibility

5: Alchemist (5) +3 BAB
Feat: Weapon focus: claws
Bombs: 3D6+3 (8/day)
Mutagen: Feral Mutagen (+2/+4/-2) 40 minutes
Extracts: Alchemical Allocation

6: Alchemist (6) +4 BAB
Feat: -
Bombs: 3d6+3 (9/day)
Mutagen: Feral Mutagen (+2/+4/-2) 40 minutes
Discovery: Sticky Poison
Extracts: See Invisible
7: Alchemist (7) +5 BAB
Feat: Iron Will
Bombs: 4d6+3 (10/day)
Mutagen: Feral Mutagen (+2/+4/-2) 40 minutes
Extracts: haste

8: Alchemist (8) +6 BAB
Feat: -
Bombs: 4d6+3 (10/day)
Mutagen: Feral Mutagen (+2/+4/-2) 40 minutes
Discovery: Smoke bomb
Extracts: Amplify elixer
9: Master Chymist (9)

Weapons: long sword, composite long bow

To hit: (+6+3(str)+2(mutagen)+1(wep focus) +1 (greater magic fang) = +13
Damage: 1d6+5(Str) +2(pwr attack), 1d6+5 +2, 1d8+5 +2, 1d8+5+2 (from haste) +poison on all 3 attacks (tears of death and black lotus … +2d6 con and paralyze) +3 if flanking = 43+poison(7/turn+paralysis)+3 (if flanking due to trait)

AC=+14... +4(mithral Shirt)+4 (shield extract)+3(Dex)+2(Mutagen)+1(haste) Is this good enough for meleers in level 8 encounters?

Craft: +3+3+8(alchemy)+8(levels) = +22 (so can create poisons easily)

This guy is also entertaining.

So are these builds going to be helpful to an 8th level party? Which one is more tactically sound? The stickied poison claws are amusing. I am somewhat leaning towards Mr. Hyde for RP reasons.


Why take unarmed Strike? Your Feral counts as armed anyway. And concentrate poison is iffy, it only lasts one hour.


I guess the idea was to have unarmed available even out of the mutagen. But I agree with you.

So instead I could take "Discovery: infusion" at level 1. Or perhaps improved initiative?

Caught an error on the bomber (dr. jekyl) build. Splash Weapon Mastery is a feat, not a trait. So delete that trait for now. Maybe I take it at level 9?


Can't take discovery at level 1 as you don't have the class feature until level 2. Try combat reflexes when enlarged your reach is better. I went with the Dex mutagen W/ heirloom weapon as a trait & took Aldori Dueling sword which allowed me to used it 2 handed with weapon finesse. heirloom weapon is the best trait I think (adventurer's armory I believe)


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*Throws food into OGRE's cave..*

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*shakes fist*


Darkthorne68 wrote:
Can't take discovery at level 1 as you don't have the class feature until level 2. Try combat reflexes when enlarged your reach is better. I went with the Dex mutagen W/ heirloom weapon as a trait & took Aldori Dueling sword which allowed me to used it 2 handed with weapon finesse. heirloom weapon is the best trait I think (adventurer's armory I believe)

1) Man, I think I would go with the Elven Curved blade as an heirloom weapon instead if I was doing the wep finess route, no? But I see the idea: go for the dex/bomber build and work in the curved blade? But am I not better off going with Archer feats, using the Elven longbow proficiency and forget melee?

2) Seems like for the Mr. Hyde build the plan would be to focus on the claw and bite attacks and I would want high strength of for that... so I would focus on feats with that plan in mind. Seems like wep finesse would be a poor idea there.

Can you elaborate a bit on how you are playing the character?

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