
Death Dealer Rex |

The restrictions= 25 point buy,Human,lvl 1 feats are precise shot and point blank shot.
The goal= Eventually to become a master chymist that goes nova for 2 or 3 rounds with bombs then drinks mutagen and gets up close and personal. The difficult part is that I would really love for him to use natural attacks. I know that splitting my focus into 2 different types of attacks will make each a bit weaker and Im ok with that. I would like to get rapid shot at lvl 3 and precise bombs for my first discovery. I have never built an alchemist before or a character that uses natural weapons. Please advise on stats, feats , discoveries up to about level 10. Thank you in advance for any input.

SuperUberGeek |

Rapid shot does not become important until lvl 7, because you can not take fast bombs until lvl 8. If you are going to bomb then melee, I would suggest either far shot or splash weapon mastery for attacking from further away. Precise bombs is less important if you are not going to be bombing into melee but meleeing yourself. Targeted bomb admixture (an extract) also makes precise bombs useless.
If you can, use mutagen before the combat begins. At 10 minutes per level, it will last the entire combat and more. Make good use of any other 10 min per lvl extracts. I can not think of any 1st lvl, but starting at 2nd, you will have barkskin, which is great and will free up your amulet slot for an AMF.
If your GM lets you, Arcane strike is a great way to add damage to your natural weapons.
Feral mutagen.
Not sure what other advice to give you. I have always played a blaster alchemist, not a switch hitter.

Death Dealer Rex |

Rapid shot does not become important until lvl 7, because you can not take fast bombs until lvl 8. If you are going to bomb then melee, I would suggest either far shot or splash weapon mastery for attacking from further away. Precise bombs is less important if you are not going to be bombing into melee but meleeing yourself. Targeted bomb admixture (an extract) also makes precise bombs useless.
If you can, use mutagen before the combat begins. At 10 minutes per level, it will last the entire combat and more. Make good use of any other 10 min per lvl extracts. I can not think of any 1st lvl, but starting at 2nd, you will have barkskin, which is great and will free up your amulet slot for an AMF.
If your GM lets you, Arcane strike is a great way to add damage to your natural weapons.
Feral mutagen.
Not sure what other advice to give you. I have always played a blaster alchemist, not a switch hitter.
Thanks this is a good start.I forgot to mention that resources in this campaign are limited (most likely for at least the first 3 levels). No magic items will probobly be given out until 4th or 5th and even then may not be something I need. What would you do for stats on this switch hitter on 25 point buy?

jesse day 12 |
personally alchemists are my fav. class all around but i find they relay suffer when you try to make them an all around character but on the other hand they (in my experience) tend to be overpowered if you focus them into a carpet bomber or a monster, i have done both and the safer bet is the bomber... but the funner bet is the Monster.

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Well, the one problem with this is pretty simple: You need to wait till 9th level before going Master Chymist. You need Alchemist 8 (and specifically the Fast Bombs Discovery) to Nova with Bombs, so take that, definitely. Go Alchemist 8/Master Chymist 10, that oughtta work.
I'd go with something like this for stats:
Str 16
Dex 14
Con 12
Int 16
Wis 12
Cha 7
With the Human bonus in either Str or Int.
You're aiming at Touch AC so Dex isn't that important in and of itself. Int and Str, meanwhile, are, for bomb damage and melee hit and damage respectively.
Feats and Discoveries/Advanced Mutagens should probably go a little like this:
2: Acid Bomb (So you have something to do to fire-immune ore resistant stuff)
3: Medium Armor Proficiency or Iron Will
4: Feral Mutagen
5: Power Attack (IMO, totally worth it)
6: Precise Bombs
7: Rapid Shot
8: Fast Bombs
9: The other of Medium Armor Proficiency and Iron Will.
10: Extend Mutagen
11: Extra Bombs (to extend the Nova)
12: Greater Mutagen
13: Maybe Extra Discovery? There are several you might want
14: Furious Mutagen
15: Whatever you want, really
16: Grand Mutagen
17: Again, whatever you like.
18: Growth Mutagen
19: And again
20: Any Discovery you like.