
c873788 |

What do I mean by the ultimate balanced build? Well, it's a character build that has strengths in nearly all departments so the character can shine in most scenarios. I want to see people's ideas around this concept.
Let's assume 20 point build, standard money for treasure, any PFS legal race, any Paizo published classes and 10th level. Multiclass as much as you want and 2 traits if you like.
Let's explore the concept of departments more closely. The character must be reasonably competent in each of the following:
Offense: The character will have a main form of offense such as tripping, shooting a bow or using colour spray and it performs this reasonably well. The offense could also be having really good battlefield control ability or debuffing. However, the character must have a secondary offensive capability when required. For instance tripping will be no good against flyers and colour spray and other such spells are useless against some mindless opponents.
Defence: The character is obviously able to defend itself. This does not have to come from a high armour class. Other defences that come to mind include Crane Style and Serpent Style or perhaps having the ability to cast Mirror Image, Gaseous Form or Stone Skin. You get the idea.
Skill Set: The build does not require you to have all skills but you would need to contribute outside of combat with some decent skill scores from one or more of these skill sets:
the scout/burgler skill set(perception, stealth, knowledge(local) and perhaps (non magical)disable traps)
the party face skill set with a high score in 1 or 2 of the following(bluff, diplomacy, sense motive, intimidate)
the know it all(several knowledge skills such as knowledge local to help in urban areas or knowledge skills to help to identify and overcome opponents, perhaps spellcraft as well)
the magic item specialist (you have a really high umd so that you can use a scroll, wand or wanderous item to cover most situations)
Healing ability: You don't need to have cure spells but you would need to have some way of healing yourself other than just spending a fortune on potions whether that's through a special healing ability or just relying on a reasonable UMD skill and a CLW wand.
A couple of builds that come to mind are the do-it-all Wizard, a Sound Striker Bard or a Tengu ninja with 3 natural attacks for high sneak attack damage with plenty of ki points and high UMD for healing. What are your ideas and why is it such a good balanced build?

Fredrik |

I love the switch-hitting ranger -- I have two, out of three active PbP games -- but the archeologist bard looks pretty good too.
Ranger
Offense: Go high Str and get the ranged feats through the archer combat style (wish I'd known this sooner). Quick Draw for fast changes. Do they want to stay back? Fill them with arrows. Do they want to get close? AoO with your reach weapon, then draw your close weapon and break their face.
Defense: Good armor, good Dex. Heck, you can even sleep in Medium armor after 3nd level.
Skill Set: Lots of skill ranks, several knowledge class skills, and you're the ultimate go-to guy for surviving in the wilderness.
Healing Ability: You can use a wand of CLW from level 1. No UMD required. (See "Spell Trigger" pg. 458.)
Bard (archeologist)
Offense: Lower BAB than a switch-hitting ranger, but Archeologist's Luck makes up for it a little. Also not as many options, but a dip could help with that.
Defense: Only light armor, but with Uncanny Dodge and Evasion.
Skill Set: Possibly the best in the game, by 6th level. Clever Explorer is just nuts for a scout/burglar. And then of course Bardic Knowledge, Lore Master, and Jack-of-All-Trades.
Healing Ability: Not only a wand of CLW, but actual spells too.
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Hmm. What if you combined them? I'm going to have to think about this.

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Male Human Alchemist 20
N Medium Humanoid (human)
Init +15; Senses Perception +35
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Defense
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AC 37, touch 23, flat-footed 27 (+6 armor, +9 Dex, +8 natural, +5 deflection, +1 dodge)
hp 323 (20d8+220)
Fort +29, Ref +29, Will +19
Immune poison
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Offense
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Speed 60 ft.
Melee Bite (Mutagen (true feral)) +32 (1d8+28/x2) and
. . Claw x2 (Mutagen (true feral)) +33 x2 (1d6+28/x2)
Ranged Bomb +28/+28/+23/+18 (10d6+4 Fire/x2) and
. . Dispelling Bomb (CL20) +28/+28/+23/+18 (Dispel) and
. . Force Bomb +28/+28/+23/+18 (10d4+4 Force/x2)
Special Attacks bomb 10d6+4 (24/day) (dc 24), discoveries (combine extracts, dispelling bomb [cl20], elixir of life [1/day], eternal potion, extend potion [4/day], fast bombs, feral mutagen, force bomb, grand mutagen, greater mutagen, infusion, poison conversion, sticky poison, tumor familiar)
Alchemist Spells Prepared (CL 20):
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Statistics
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Str 38, Dex 28, Con 30, Int 18, Wis 16, Cha 11
Base Atk +15; CMB +29; CMD 52
Feats Brew Potion, Extra Discovery, Extra Discovery, Extra Discovery, Improved Familiar, Improved Initiative, Iron Will, Lunge, Master Alchemist, Power Attack -4/+8, Throw Anything, Toughness +20, Weapon Focus (Claw)
Traits Indomitable Faith, Reactionary
Skills Acrobatics +11 (+23 jump), Appraise +19, Bluff +2, Climb +16, Craft (alchemy) +33 (+53 to create alchemical items), Diplomacy +2, Disable Device +36, Disguise +2, Escape Artist +11, Fly +34, Heal +28, Intimidate +4, Knowledge (arcana) +24, Knowledge (nature) +24, Perception +35, Ride +11, Sense Motive +7, Sleight of Hand +39, Spellcraft +29, Stealth +11, Survival +28, Swim +16, Use Magic Device +25 Modifiers alchemy +20
Languages Abyssal, Celestial, Common, Draconic, Giant, Goblin
SQ arcane familiar nearby, deliver touch spells through familiar, determination (1/day), empathic link with familiar, fast poisoning (immediate action), ghost touch, grand discoveries (true mutagen), instant alchemy, persistent mutagen (dc 24), poison use, scry on familiar (1/day), share spells with familiar, speak with familiar
Combat Gear True Feral Mutagen: +8 Physical, -2 Mental, +8 AC; Other Gear +5 Determination, Ghost touch Haramaki, Amulet of mighty fists +4 Holy, Belt of physical perfection +6, Boots of speed (10 rounds/day), Bracers of falcon's aim, Cloak of resistance +5, Elixir of life, Gloves of larceny, Headband of mental superiority +6Fly, Heal, Helm of teleportation, Manual of gainful exercise +4, Ring of freedom of movement, Ring of protection +5, Alchemist's kit, Alchemist's lab, Thieves' tools, masterwork, 124660 GP
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Special Abilities
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Alchemy +20 (Su) +20 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Bomb 10d6+4 (24/day) (DC 24) (Su) Thrown Splash Weapon deals 10d6+4 fire damage.
Boots of speed (10 rounds/day) Affected by haste
Combine Extracts When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest level formulae placed in the extract. An alchemist
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Determination (1/day) Breath of life spell when you reach 0 of fewer HP.
Dispelling Bomb (CL20) (Su) When the alchemist creates a bomb, he can choose to have it dispel magic effects instead of deal damage. Creatures that take a direct hit from a dispelling bomb are subject to a targeted dispel magic spell, using the alchemist's level as the caster l
Elixir of Life (1/day) Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eternal Potion (Su) If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent. An alchemist must be at least 16th level and must possess the extend potion discovery before select
Extend Potion (4/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fast Poisoning (Immediate Action) (Ex) Apply poison to a weapon as an immediate action.
Feral Mutagen (Su) Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist’s full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and
Force Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict force damage. Force bombs deal 1d4 points of force damage, plus 1d4 points of force damage for every odd-numbered level, instead of 1d6. Creatures that take a direct hit from a force
Ghost touch Enhancement and armor bonus count against incorporeal creatures.
Grand Mutagen (Su) The alchemist’s mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ab
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalty on
Immunity to Poison You are immune to poison.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s d
Instant Alchemy (Ex) Constructing alchemical items only requires a full-round action.
Lunge -2 to AC for +5' reach
Master Alchemist You may create 4 doses of poison in the time it would normally take to create one, and may create alchemical items 10x as fast.
Persistent Mutagen (DC 24) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 hrs.
Poison Conversion Convert poisons to a different type.
Poison Use You don't accidentally poison yourself with blades.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Sticky Poison (4 uses) (Su) Any poison the alchemist creates is sticky–when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist's Intelligence modifier. An alchemist must be at least 6th level before selecting this di
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
True Mutagen (Su) The alchemist's mutagen now grants a +8 natural armor bonus and a +8 alchemical bonus to Strength, Dexterity, and Constitution. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen).
Offense: Base character is a switch hitter. You've got 4 attacks when hasted, each has over a +30 to hit, and deals about +28 damage. You have Lunge to get you more reach. If you enlarge yourself, you get more damage and more range. You also have holy, so you deal an additional 2d6 of damage to evil creatures.
You also have bombs! You can throw many bombs in a round, and if you run into a resistant or incorporeal creature...screw that guy, you can do FORCE damage. About 60 dmg a bomb on average! And you can throw like 4 when hasted...AND TARGET TOUCH AC!.
Oh and poisons. Did I mention poisons? Yeah. You're immune to them...so slather them all over your teeth and claws. And since they're sticky...they last a long time. Go with something truly nasty, like purple worm poison. But don't worry too much about crafting time or cost...you're an alchemist with master alchemist feat!
Defence:So you have an AC of 37 with the Mutagen up. That's pretty good. But hey, it gets better. What about Shield? Now you're at 41. But Hey! Don't forget Barkskin, because it certainly stacks with Mutagen. Now you're at 46!
If you wanna be really cheesy, find a summoner to brew you a potion of stoneskin, and combine it with your Alchemical Allocation! Infinite DR/10 Adamantine!
Oh and how bout those Fort and Reflex Saves? Even your Will save is a respectable 19.
Also, don't forget the permanent freedom of movement.
Skill Set: You're a skill monkey galore. You perceive, you disable traps, you steal stuff, you can fly, you can spellcraft, you can UMD (best skill in the game) you are knowledgable, you are the God of craft Alchemy...I could go on.
Healing ability: Well for starters, you have heal potions. Very nice. But you also have UMD, so you have access to any heal spell in the game via items.
ALSO, don't forget your imp-tumor. He's flying around, invisible, preferable with an efficient quiver filled with wands buffing the crap out of the party.

johnlocke90 |
Witch. You have save or die/suck abilities that will target all 3 saves at a high dc(icy prison for reflex, ice tomb for fort and sleep for will). All with high save DCs and ice tomb and sleep will scale as you level, so they are always good saves. And even if they save against icy prison, they are still entangled.
You have good healing and debuff removal(cure wounds, restoration poison removal and at level 13 you get heal).
You have strong buffs(Fortune+Cackle means someone(or multiple people) gets to roll twice on everything every round of combat).
You have good AoE damage and single target damage/control between summon monster and if you pick the right patron freezing sphere or fireball.
Even if they silence or grapple you, you can still do your hexes without worrying about concentration checks or attacks of opportunity.
Defenses: You can cast all your hexes even if you are CCed, so you can generally put to sleep an attacker. Your HP will be pretty good between a high constitution and greater false life. High will, decent fort and flight will deal with saves you need to make.
Edit: Forgot to add, you have really high int so your skill checks are going to be amazing and you can roll them twice with fortune. Plus you can take things like charm person as a hex which means you can do it silently without somatic components.

c873788 |

Switch-hitter ranger. Maybe with urban ranger archetype, possibly with dip in bard for knowledge and personality.
I agree that the urban ranger is particularly versatile. You have a character who can deal with traps, has ranged and melee attacks and can use CLW wands. Definitely a contender for best all-rounder.

c873788 |

ALSO, don't forget your imp-tumor. He's flying around, invisible, preferable with an efficient quiver filled with wands buffing the crap out of the party.
The imp-tumor sounds disgusting but anything that improves your action economy is a worthwhile investment. I'm going to have to look into this.

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Elamdri wrote:ALSO, don't forget your imp-tumor. He's flying around, invisible, preferable with an efficient quiver filled with wands buffing the crap out of the party.The imp-tumor sounds disgusting but anything that improves your action economy is a worthwhile investment. I'm going to have to look into this.
But that's what RULES about Alchemists. You're just the GROSSEST character ever.

SmiloDan RPG Superstar 2012 Top 32 |

Druids are pretty versatile too. 9th level spells (buffing, blasting, healing, utility), tanking, skill monkeying, and some people skills. They can spontaneously summon critters with interesting abilities, and their animal companions help with action economy/tanking. Wildshaping is also very versatile.