Help with building a Vivisection Alchemist


Advice


I'm using a drow vivisection alchemist for a dungeon boss soon and was wondering what feats to take, the discovery and stats.

The character is level 3 at the moment.


Well, for a vivisectionist, poison is probably the way to go for a boss type. I'd suggest drow poison, combined with the Concentrate Poison discovery.

That would give it a DC 15 Fortitude save, or fall unconscious.

Of course, this is assuming that he isn't solo.


Add in internal alchemist and plenty of murky water for him to hide in while the poison ticks and so he can set up another calculated strike. I think doing unarmed > adder strike would be fun flavor -or-
unarmed > dragon style with some difficult terrain (broken glass or whatever) to charge, run, and withdraw through ...


Just try and get the alchemists strength as high as possible with many attacks. That should get you to where you need to be.


Since you are a DM.. Add in re-animator and lower the sneak attack down to d4s. Thematically it makes sense that he is cutting apart people to see what makes them tick and trying to use his perverted medical science to create a new species.

Also, put in lots of animals and other things like that. especially hybrids. Like griffens that cant fly, and are obviously pieces of a large eagle and lion sewn together.

Try watching mad scientist movies.


Re-animator and viv both modify the alchemist bombs class feature and can't be done together.


I would go with beastmorph and sap master feats.
At level 16 he will go insane with pounce but also at the beginning it mixes reasonably well with melee alchemist.


Richard Leonhart wrote:

I would go with beastmorph and sap master feats.

At level 16 he will go insane with pounce but also at the beginning it mixes reasonably well with melee alchemist.

Nevermind my disdain for that idea, but this is for an NPC boss for a dungeon for 3rd level characters.


NeverNever wrote:
Re-animator and viv both modify the alchemist bombs class feature and can't be done together.

If sober was a player, yes.

But sober is a DM.


@Cheapy, sap master still seems like a good idea, after all spiders probably prefer living prey in their nets to feed upon.
(and I'm not talking about the munchking build)

Dark Archive

You're likely getting only one discovery, so I'd suggest the wonderful feral mutagen. Three natural attacks is superior to any weapon he could have at level 3. Have some way for him to be forewarned of the encounter so he can buff up, as alchemist's are all about their buffs.

If he gets a few rounds to drink down his tonics he can grab:

Mutagen
Shield
Expeditious Retreat
Enlarge Person

If you really want to be evil, have him drink a potion of invisibility right before they arrive. Have his mooks fight for a round before he appears behind someone with a 2d6 sneak attack bite.

If you want him to be a tank, give him medium armour proficiency as a feat and have him wear a +1 breastplate. He doesn't really need a weapon as he'll be fighting with his claws and teeth. A potion of greater magic fang would also be pretty evil, especially considering he could be prebuffed with that (lasts for 5 hours).

For stats I'm assuming you're using the elite array:

Drow Noble Alchemist (stat bonuses included)

Str 15 (19 with mutagen) Dex 16, Con 12, Int 15 (13 with mutagen), Wis 12, Cha 10

His attacks with enlarge, greater magic fang and mutagen up will be hitting for +7 (2d6+6) and +7/+7 (1d8+6), bite and claws respectively.

His AC with a +1 breastplate, shield and mutagen will hit 26, but only 24 while enlarged.

If you give him mooks to flank with, there's a good chance there'll be people dropped.

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