Vivisectionist Weapons


Advice


So I'm looking to make a Vivisectionist. Normally for a combat alchemist you'd go with feral mutagen and call it a day. But with the full sneak attack progression, would it be a better idea to go with two weapon fighting? With feral mutagen you could even slap the bite attack on as a secondary, maybe pick up multiattack if there's a spare feat.

At low levels the full BAB for 3 attacks is probably better, but once you hit level 9 or so getting 4 weapon attacks and a bite seems like the gamble might be worth it to maximize the 4d6 sneak attack.

I don't have the D&D math-fu to figure it out, but from a glance it seems like it might be worth it.

Dark Archive

it would be if you were a full BaB class unfortunately you aren't so the penalties on it would significantly reduce the second and third iterative attack from hitting. If you had some other consistent way of getting your third and fourth attack to hit it would be worth it. As it stands 3 attacks at full BaB will do noticeably more consistent damage then 4 weapon attacks + secondary bite at a decreased bab.


you get away with it because +8 alchemical bonus is worth +4 to hit which the fighter wont get putting you only 1 behind a bab20

also if you allow master chymist to continue sneak dmg it also gets brutal dmg. Plus you can take the extra limbs discover giving you 4 arms, 2 to hold weapons and 2 for claws allowing you full TWF plus 2 secondary natural attacks.

that be alot of sneak


Except Fighters DO get +4 to hit/damage (from Weapon Training). And full BAB. And Greater Weapon Focus, as well as the Weapon Specialization line.

Your hit chance may be above that of a Rogue's thanks to Mutagens, but I have to agree that 3 full-BAB attacks for zero feats (or even one feat if you spring for Extra Discovery) probably beats dropping lots of feats (and pumping lots of points into DEX) for a bunch of (significantly) less-accurate attacks.

Shadow Lodge

To me the real beauty of feral mutagen is that it's so self contained.

If you want to be a good two weapon fighter you need:

  • Two Weapon Fighting
  • Double Slice
  • Power Attack
  • Improved Two Weapon Fighting
  • ...

    If you want to be good with Feral Mutagen you need:

  • Feral Mutagen
  • Power Attack

    You are also going to be hitting more often and able to use power attack more often and more effectively with Feral.

    Then you can user those other feats for all sorts of different things which make the alchemist better and more versatile (WINGS!).


  • 0gre wrote:

    To me the real beauty of feral mutagen is that it's so self contained.

    If you want to be a good two weapon fighter you need:

  • Two Weapon Fighting
  • Double Slice
  • Power Attack
  • Improved Two Weapon Fighting
  • ...

    If you want to be good with Feral Mutagen you need:

  • Feral Mutagen
  • Power Attack

    You are also going to be hitting more often and able to use power attack more often and more effectively with Feral.

    Then you can user those other feats for all sorts of different things which make the alchemist better and more versatile (WINGS!).

  • Speaking of the alchemist, when are you updating your most excellent guide, sir?!


    My vivisectionist uses feral mutagen, and has a 2 level dip into barbarian for lesser fiend totem (gore attack)
    Four primary natural attacks is gonna get more hits then 6 iterative attacks :)

    To Ogre:
    The Wings discovery seems really weak to me...
    You can't take it until level 6, but you can make extracts of Fly at level 7!
    An extract slot for the day is WAY less of a cost than an entire discovery.
    If it was permanent I would consider it, but it is the exact same duration as the spell....
    There are way better things you could get.

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