| Baggler |
Hi guys this is my fist post, and I need help, I was thinking about playing a Vivisectionist in my group after my Cleric dies. (Ranged bow slinging wand using heal bot).
G.M. Rules:
1.Only core races.
2.No dumb Rouge Rat folk( dumb team work combo rats that flanked with each other to do dumb amounts of dmg, and dumb ac.
3.No dumb Gnome Cavaliers ( again team work gnomes to do dumb dmg though charging over and over in the same square and riding baby elephants they also ate pickles and talked in the dumbest voices you have ever heard in a dnd game).
4.Start lvl 5th.
5.low magic campaign.
6. 20 point stat buy.
7. only one dump stat.
I was going to play a titan mauler barb with a large great sword potions of enlarge person, and Impact on my weapon. Then add in vital strike, and death of glory, Ferrous finish, but we never seem to get past level 11.
I play Rouge's a lot and am the parties face most of the time. I kinda like the idea of playing in the background with this one. I need to put up big numbers here because the Combat rating he puts up on us is around 2-5 cr. higher than it should be. If I do not power game I will die because the rest of my party will. I am most so looking for help because I have played almost every class that the alchemist is one that I never could get right.
Dex>Int>Con>sStr>Wis>Cha
I am thinking about dumping cha for more con and str
Human
12 Str (2 points)
16 Dex +2 Human (cost 10 points)
12 Con (2 points)
10 Wiz
15 Int (+1 4th) (7 Points)
9 Cha (-1 point)
Total:20
I am looking in to the twf deal because we have 2 melee fighters. ( A lot to flank with)
I guess the flavor of this Alchemist would be that he was once a Taylor's son. One day the king of the land came to him for a request to make him fine out fit for one of his parties. The king went to said party only to be the laughing stock of the part for his "Horse blanket" that he was wearing. After the king left he ordered the Taylor Dead. Guards took him away and had him beheaded. The boy (me) named Argyle Patchwork after his fathers favorite pattern. Having nothing left and wanting to move from this place he sold the shop and went to work at a potions shop in another town. He was always fascinated by the wholes in the armor that his dad had him fix. He wanted to know more...
I want to thank anyone who would like to help me make this character in advance. :)
| Martiln |
TWF is tough on a vivisectionist since they don't get many things to add to it, but it is doable. have you considered the Feral Mutagen Discovery? When using a mutagen, you grow a bite and 2 claws. that's 3 attacks at level 5 at your full attack and damage bonus. compare that to the 2 attacks you get from TWF which are at your full attack bonus-2, and your off-hand attack only does /strength bonus on damage rolls. an amulet of mighty fists+1 is technically cheaper than 2 +1 weapons, and it applies to all of your natural attacks. As for your other discovery, infusion is a nice way to share your extracts with party members. I'd personally stat the character as follows:
Strength: 16(10pts)
Dexterity: 14(5pts)
Constitution: 14(3pts)+1 at 4th
Intelligence: 14(5pts)
Wisdom: 11(1pt)
Cha: 7(-4pts)
More strength means more to hit and damage, your dex takes a minor hit, you get more HP, and intelligence can be raised later so you can use your highest level extracts. You mentioned being the face? I'd not bother, alchemists don't have any social skills as class skills, but if traits were allowed, I'd say take bully and the intimidating prowess feat, at least then you can scare the bejeezus out of NPCs for information, and demoralize your enemies, but you probably have better things to do with your combat time, like preparing to unload the sneak attacks. What else do you need help with?
| lemeres |
Rather than a +1 amulet of mighty fists, how about just an agile amulet of mighty fists? That item can take special properties like that without the +1 enhancement bonus that most weapons would need.
A favorite discovery for me is spontaneous healing. It gives you 1 round of fast healing 5 per 2 alchemist levels, which is much like an additional 2.5 hp per level. It also means you can cure bleed damage and it activates when you fall unconscious due to your HP going below 0, which should stabilize you. The healing touch discovery at level six would allow you to share these rounds of fast healing with others as a standard action... but I always prefer to use because it boosts the amount of fast healing per day to 5 per level. Hoarding all those sweet HP's makes you very durable.