Mr. Hyde Alchemist Help


Advice

Shadow Lodge

Currently, I'm working on a melee based Alchemist for Society play. As of right now here's what I'm thinking:

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Half-Orc
Alchemist / Barbarian (one level for rage)

Abilities:
Str 20
Dex 14
Con 11
Int 14
Wis 7
Cha 7

Equipment:
Greataxe
Studded Armor

Feats:
Lvl 1 - ???
Lvl 3 - Power Attack

Traits:
Accelerated Drinker (?)
???

Extracts:
Lvl 1 - Enlarge Person and/or True Strike

Discoveries:
Lvl 2 - Feral Mutagen

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That's what I have so far. Looking for any and all recommendations / answers to a few questions I have. I may add more as creation goes on. Any help is greatly appreciated.

- What is the Str bonus on Claw Claw Bite from Feral Mutagen? 1x Str for the bite and 1/2x Str for the claws?

- Would Enlarge Person increase Claw damage to 1d8 and Bite damage to 2d6? Bestiary 2 lists Feral Mutagen's CCB damage the same as a Large monster.

- With Accelerated Drinker, could a Mutagen and an Extract could be imbibed in the same round?

- Would taking the Vivisectionist archetype be a good choice? Can Vivisectionist sneak attacks be made multiple times via Claw Claw Bite, or would it only apply once?

Shadow Lodge

Knuckles Jarvis wrote:
- What is the Str bonus on Claw Claw Bite from Feral Mutagen? 1x Str for the bite and 1/2x Str for the claws?

x1 for all natural primary attacks. But if you use that great axe you can't use the claws and your bite becomes a secondary.

Knuckles Jarvis wrote:
- Would Enlarge Person increase Claw damage to 1d8 and Bite damage to 2d6? Bestiary 2 lists Feral Mutagen's CCB damage the same as a Large monster.

i believe so

Knuckles Jarvis wrote:
- With Accelerated Drinker, could a Mutagen and an Extract could be imbibed in the same round?

no, Accelerated drinker only applies to potions, not mutagens or extracts.

Knuckles Jarvis wrote:
- Would taking the Vivisectionist archetype be a good choice? Can Vivisectionist sneak attacks be made multiple times via Claw Claw Bite, or would it only apply once?

Multiple times, it's not a bad choice at all, check out the beastmorph/vivisectionist, fairly broken


Skerek wrote:
Multiple times, it's not a bad choice at all, check out the beastmorph/vivisectionist, fairly broken

"Fairly" is a bit of an understatement.

Shadow Lodge

Skerek wrote:
Multiple times, it's not a bad choice at all, check out the beastmorph/vivisectionist, fairly broken

Could you explain a little bit more?

Shadow Lodge

well at 10th level you'll be able to use greater invisibility with pounce... i can't exactly remember the details, i just remember how absurdly broken it is. Just keep in mind that at some PFS tables people don't like broken stuff like that, it takes a lot of fun out of it when one person just dominates everything you come up against.

Liberty's Edge

You're looking at very few hps for a front liner and an abysmal (read negative) will save. Drop your strength from 20 to 18, and use those points to shore up your wisdom and constitution. Dead pcs do no damage.


I second ShadowcatX's stat suggestions. Toughness might be a pretty decent feat choice for level one on the "dead pcs do no damage" theme ;)

Shadow Lodge

Beebs wrote:
I second ShadowcatX's stat suggestions. Toughness might be a pretty decent feat choice for level one on the "dead pcs do no damage" theme ;)

Is 12 hitpoints over 12 levels (in PFS) really worth using up a feat slot?


Yes.


Is the beastmorph better than the Ragechemist?

Also if I play a barbarian with a level of Alchemist, does that change the answer between beastmorph and ragechemist?


Is your goal to make everyone else in the party useless? That'll determine which is better.


I agree with what everybody has said so far, it gets very broken later on. Once you get to alchemist lv 10 a beastmorph gains 3 abilities (of your choice) from the beast shape 2 spell whenever they use their mutagen.

Beast Shape 2 Abilities

Spoiler:
climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Pounce allows you to charge + full attack, grab and trip give you a free grapple and trip attempt respectively when your attack hits and with 3+ attacks a round it can get pretty crazy. If you do go with this I would suggest holding back if you seem to greatly overpower everything and everybody.

As already mentioned I would suggest dropping str to 17 or 18 and raising con and wis. Will is already your weakest save, no need to make it go even lower. For your 1st lv feat I would go for either toughness or iron will (or both if you go human) and take the trait to improve your will save even more. Or you could first take a lv in barbarian and take power attack, then go alchemist. Of course you wouldn't get feral mutagen until lv3 that way, but you could use your lv 3 feat for another discovery.

You could take a 2nd lv in barbarian to gain the lesser fiend totem rage power which would give you a gore primary natural attack while raging (so 4+ attacks in a full attack). If you want to be hard to kill you could go for lingering spirit+16 con(14+belt) means you wouldn't die until at least -26 hp. The human alternate racial trait heart of the wilderness gives a bonus to con to determine when you would die if you're not set on orc.


Balin wrote:
Is the beastmorph better than the Ragechemist?

Being a Commoner 12 is better than the Ragechemist; at least the commoner won't spend half the adventuring day in a coma every day.


There are ways to make viable ragechemists sadly most of them involve spending feats to chain stack the will save or spending time and cash crafting items to compensate.

On the other hand a ragechemist can have a very good ac and a frightening str bonus. If you decide to go the ragechemist route tread very carefully. They aren't as bad as most people make them out to be, but their weakness at low levels is somewhat painful and rather hard to avoid.

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