Tips for a Barbarian multiclassing Alchemist?


Advice

Dark Archive

I've got another PFS game coming up, and I can't use the character I was using, because he's trapped in the First Steps arc. I want to make a Barbarian Alchemist, and I've got him down from 1 - 12, but I was hoping that I could receive some input on good stuff I might have missed, or options that would be better.

The theme is a barbarian who values strength over everything, and using his modest intellect, goes on to find bigger and better ways of becoming bigger and stronger than everything else. The following is without items of any kind.

Half-Elf Barbarian 2/Alchemist 10 (Vivisectionist, Internal Alchemist)

Str 20 (15 +2 racial +3 level)
Dex 14
Con 14
Int 14
Wis 12
Cha 7

Traits:
Reactionary, Indomitable Faith

Alternate Racial Trait:
Dual-Minded (Replacing Skill Focus)

Feats:

1 Power Attack, Skill Focus: Knowledge (Nature) <-- Vivisectionist bonus for not getting Extra Bombs
3 Toughness
4 Iron Will (Discovery)
5 Extra Rage
6 Improved Initiative (Discovery)
7 Cleave
9 Vital Strike
11 Improved Iron Will

Rage Powers/Discoveries:

2 Knockdown
4 Iron Will
6 Improved Initiative
8 Wings
10 Tumor Familiar
12 Vestigial Arm

Haven't decided on skills yet, but Knowledge: Nature, Use Magic Device, and Fly will all play a major part. I'm thinking swinging around a greatsword, and trying to be enlarged, mutagened and enraged for the important fights. Vital Strike, in my opinion, has excellent synergy with enlarge person and sneak attack, as I'm likely to only get one attack per round while I manoeuvre for sneak attack anyway. Dual-Minded on top of Iron Will gives me a Will save of +8 before magic items, with a free reroll per day in later levels; I think that's the best I can do with the Alchemist's major weakness. (Also, +10 while raging)

This post turned out longer than I was hoping to make it, but any help would be appreciated!

Dark Archive

I'm giving this one obligatory bump before I let it die.

I've been thinking of cutting the barbarian right out and just going alchemist 12, swapping internal alchemist for beastmorph to take advantage of natural attacks and pounce. Can a straight alchemist make an effective meleer?


Mergy wrote:

I'm giving this one obligatory bump before I let it die.

I've been thinking of cutting the barbarian right out and just going alchemist 12, swapping internal alchemist for beastmorph to take advantage of natural attacks and pounce. Can a straight alchemist make an effective meleer?

Yes, I've got a level five Vice. going pretty HAM at my table now. The enlarge person for minutes at a time really gives him a good way to do damage.


I made something very similar to this, but focused more on natural attacks while in mutagen form. I haven't played it much yet and I haven't decided on all the feats or discoveries I'm going to take. If you take feral mutagen and fiend totem lesser for your first discovery and rage power you would have 4 natural attacks + power attack and sneak attack on each of those 4 attacks at lv 4.

What is the discovery that gives you a feat?


if you really want to go nuts grab a level or cleric or druid for the growth domain so you can swift enlarge instead of wasting a round buffing.

so ferral mutagen +lesser fiend token +swift enlarge

2d6bite + 2d6 gore +1d8 claw +1d8 claw all at full BAB

If you want to get rid of the fatigued condition after raging take 1 level of oracle and the lame curse as curses improve at 1/2 non-oracle level and you only need oracle level 5 to be immune to fatigue.

If you want a posion bite attack you need CHA 13 and the serpentine bloodline for a 1d2CON DC10+5+CON for 6 rounds 2 saves to end which you can grow as a free action.

you may get a few rolled eyes at the table for playing something like this though.

RPG Superstar 2012 Top 32

I've been having great success with a Alchemist/Barbarian and just hit 12th, so I suppose I'll weigh in. Keep in mind this character was not built, per se, but evolved in play to become what she is.

At this point she's a 1/2 elf Alchemist (Vivisectionist/Beastmorph) 8/Barbarian (Raging Drunk) 1/Master Chymist 3, and so far it's been a pretty brutal combo.

Following the classic 4d6, take best 3 & spread as you will:
Str 14
Dex 16 (15 +1 for level)
Con 12 (11 +1 level)
Int 18 (16 +2 for race)
Wis 14
Cha 10 (9 +1 for level)

Gear stat boosters include a Belt of Giant Str +4, Gloves of Dex +2, and a Headband of Mental Superiority +2 (not included in the stats above).

Traits:
Lost love (Orphaned)
Rich Parents

Feats (not listed in order received):
Dodge
Eldritch Claws (usable only in conjunction with my Feral Mutagen)
Exotic Weapon Proficiency (Launching Crossbow)
Extra Discovery
Master Alchemist
Toughness

Skill Focus for being a half-elf is in (Craft Alchemy)

Discoveries (again, not in order taken):
Feral Mutagen
Infusion
Sticky poison
Bleeding Attack
Preserve Organs

Advanced Mutagen:
Nimble

I use Acrobatics & Stealth a lot these days. Early on I focused a lot more on Heal & Craft Alchemy (original concept was a half Shoanti/elf Doctor, and before Vivisectionist/Beastmorph archetypes where available), but somewhere along the line I became the party's support tank (honestly didn't see that coming) and began focusing a lot more on combat utility spells/mutagen effects.

If there was one feat I'd drop as being virtually useless, it would be the Exotic Weapon (Launching Crossbow) - I used it once or twice, but have perpetually found better uses for myself in combat since then.

Most of the time I use Feral Strength Mutagen with Heroisim, See Invisibility, False Life & Barkskin up (cycling through Flight, Invisibility/Greater Invisibility, Bear's Endurance, and Shield). Currently armed and armored with a Frost Dragon-bane Greatsword +1 & Mythral Ghost-touched Full Plate +1, Amulet of Nat Armor +1 & Ring of Protection +1 (meaning my AC starts at 28 & can get upwards of 37 when cranked up on Mutagen & spells - a little worse at the moment, actually, since excessive use of a Rod of Wonder has left me tiny for a day).

Dark Archive

Some Random Dood wrote:

I made something very similar to this, but focused more on natural attacks while in mutagen form. I haven't played it much yet and I haven't decided on all the feats or discoveries I'm going to take. If you take feral mutagen and fiend totem lesser for your first discovery and rage power you would have 4 natural attacks + power attack and sneak attack on each of those 4 attacks at lv 4.

What is the discovery that gives you a feat?

That's only applicable to the Internal Alchemist archetype.

Dark Archive

I was on my phone earlier, so I couldn't exactly type out a novel. I've been looking into pure alchemist more and more, but I'm also intrigued by the Vivisectionist/Beastmorph 10/Barbarian 2.

At level 12, pounce with four natural attacks (probably enlarged) would be absolutely vicious. Barbarian provides extra strength, uncanny dodge, and a rage power of my choice. On the other hand, dropping the barbarian levels is better for spell progression, and I could get pounce at level 10 instead, albeit with only three natural attacks. (Maybe a tentacle for a fourth?)


Mergy wrote:

I was on my phone earlier, so I couldn't exactly type out a novel. I've been looking into pure alchemist more and more, but I'm also intrigued by the Vivisectionist/Beastmorph 10/Barbarian 2.

At level 12, pounce with four natural attacks (probably enlarged) would be absolutely vicious. Barbarian provides extra strength, uncanny dodge, and a rage power of my choice. On the other hand, dropping the barbarian levels is better for spell progression, and I could get pounce at level 10 instead, albeit with only three natural attacks. (Maybe a tentacle for a fourth?)

you'll need lesser fiend totem if you want that 4th natural attack the alchemist tentacle and vestigal arm discoveries specifically say they don't grant an additional attacks.

and the intent was never to allow an alchemist to grab the tentacle discovery multiple times and have a ridiculous number of natural attacks

Dark Archive

Well I suppose Bite/Claw/Claw is actually better than what a 3/4 BAB class will normally get anyway. The disadvantage is relying on an Amulet of Mighty Fists.

The problem is I always want to play six different characters at once. While on one hand I would love a brute melee build, I also like the genius alchemist, one who prepares a lot of extracts that he passes around with Infusion, and who has all the weird and clever discoveries to make him into a swiss-army knife.


Mergy wrote:

Well I suppose Bite/Claw/Claw is actually better than what a 3/4 BAB class will normally get anyway. The disadvantage is relying on an Amulet of Mighty Fists.

The problem is I always want to play six different characters at once. While on one hand I would love a brute melee build, I also like the genius alchemist, one who prepares a lot of extracts that he passes around with Infusion, and who has all the weird and clever discoveries to make him into a swiss-army knife.

you can easily spare one feat/discovery on infusion to pass around what extracts you have to the group.

ask yourself do you really need to be ALL POWERFUL ? its really hard to screw up an alchemist its all good when it comes to options, don't feel like you need to max everything possible.

I've actually be toning down my Alchemist for play in my home group, he was just getting too ridiculous compared to the others in the group. so I'm in the process of slowly de-optimising him, and I have to say its resulted in combat being more fun for the group.
Especially not using the best extracts and instead passing them out to others in the group, much more fun ;)


Mergy wrote:
The problem is I always want to play six different characters at once. While on one hand I would love a brute melee build, I also like the genius alchemist, one who prepares a lot of extracts that he passes around with Infusion, and who has all the weird and clever discoveries to make him into a swiss-army knife.

XD I have the same problem, there are multiple characters I'd like to play. I have 2 alchemists planned like you mentioned above, one with high attack (beastmorph/vivisectionist), the other is a bomber (with a bow when not bombing) with high int who can pass out extracts (grenadier).


Step 1) Drink Strength Mutagen
Step 2) Activate Rage.
Step 3) ???
Step 4) "How did all these dead bodies appear around me?"


I would take 2 vestigial arms at the earliest opportunity as melee alchemist.

You don't get extra attacks but, because the extra arm can weild weapons you can switch between combat options quickly in combat.

Examples:

Option 1: 2 arms with a Reach weapon, 2 arms with a one handed weapon and sheild......I keep my sheild bonus throughout, I can choose each round to either attack the person in close combat or at reach. Combined with enlarge person, I threaten distances 5ft and 10ft with the one handed weapon and 15ft and 20ft with the reach weapon. I love attacks of opportunity.

Option 2: 2 arms with missile weapon, 2 arms with a one handed weapon and sheild. I keep my sheild bonus throughout, I get to choose whether I fire a missile or hit someone each round. I make other switch hitting builds look sucky.

Option 2: 2 arms reach weapon, 2 arms sheild and melee throwing weapon (e.g. spear). I also have quick draw. I combine the benefits of option 1 and 2 being able to choose whether to hit close, hit at reach or use a thrown ranged weapon each round.

Combined with the sneak attack options of the vivisectionist, enlarge person either as an extract or a cheap potion and some of the rage powers you can pick up as a barbarian, this is a very useful build.

Dark Archive

peterrco wrote:

I would take 2 vestigial arms at the earliest opportunity as melee alchemist.

You don't get extra attacks but, because the extra arm can weild weapons you can switch between combat options quickly in combat.

Examples:

Option 1: 2 arms with a Reach weapon, 2 arms with a one handed weapon and sheild......I keep my sheild bonus throughout, I can choose each round to either attack the person in close combat or at reach. Combined with enlarge person, I threaten distances 5ft and 10ft with the one handed weapon and 15ft and 20ft with the reach weapon. I love attacks of opportunity.

Option 2: 2 arms with missile weapon, 2 arms with a one handed weapon and sheild. I keep my sheild bonus throughout, I get to choose whether I fire a missile or hit someone each round. I make other switch hitting builds look sucky.

Option 2: 2 arms reach weapon, 2 arms sheild and melee throwing weapon (e.g. spear). I also have quick draw. I combine the benefits of option 1 and 2 being able to choose whether to hit close, hit at reach or use a thrown ranged weapon each round.

Combined with the sneak attack options of the vivisectionist, enlarge person either as an extract or a cheap potion and some of the rage powers you can pick up as a barbarian, this is a very useful build.

Is that only for a non feral-mutagen alchemist?

Progression could look like:

1 Toughness
2 Infusion
3 Power Attack
4 Vestigial Arm
5 Extra Discovery: Vestigial Arm
6 Wings
7 Cleave

etc.?

If I were doing this I'd probably go Half-Orc for falchion proficiency, and just skip the barbarian levels altogether. Falchion in one set of arms and a Longspear in the other would be quite the threat.


I'd probably look at taking one fighter level first, with progression:

1. Power Attack / Cleave / Improved Sunder (bonus fighter feat)

This means I can wear heavy armour, and when I get the much longer reach can use sunder attacks against spellcasters focus items and component bags. Useful in smaller rooms.

3. Discovery: Vestigial Arm//Feat Extra Discovery Vestigial arm
Infusion is nice but doesn't help you in melee. I can now take full advantage of enlarge person and two different weapon combinations available as well as sneak attack for a vivisectionist

5. Discovery: Tentacle//Feat Master Alchemist
I get an additional combat option "grab", something to hold potions, and can make multiple poisons at a time.

7. Discovery: Sticky Poison//Combat Feat of your choice.
I can hit at long reach and poison people at the same time.

This is weaponed Alchemist build, rather than a mutagen build.

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