| Rafim |
I want to create an Aasimar that was sad of his celestial heritage and and always play with a mask. He decide the alchemist way to change in appearence cause of the years of sadness and loneliness due to the stupidity of the townfolks where he lived. (I love the Nualia story)
But he decided the alchemist way:
Here is the rpg material..
The idea is to maximize the use of natural attacks + SA with 2claws and Bite from feral mutagen and the 2 additional wings attacks with the aasimar feat.
The second idea about this PG is the use of unarmed strike + the NON-lethal SA route when he is not under the effect of the mutagen... when he drinks the mutagen he become more violent and aggressive and stop with the non lethal way..
i'm sorry for english, it's not my mother language and I'm not sure to have explained exactly what I mean.
Can you suggest me something?? I dont Alchemists very well.. i usually play wizards or barbarian :)
lantzkev
|
when you saying "go with them wings and also use a trait to turn the aasimar into human, then use a feat to let the human take a kobold feat so you can maximize the number of natural attacks to 6"
Dirty munchkin actually does sound pretty reasonable as there's no RP logic for that at all without molding an absurd plot hole for such an abomination of feat use.
In particular your only option for a tail is to roll a percentile and get an 86 for a fox tail.
Furthermore while you'll technically have the pre-reqs for tail terror (bab +1 and race kobold) If you don't have a tail I'd say you can't anyhow.
Prerequisites: Base attack bonus +1, kobold.
Benefit: You can make a tail slap attack with your tail.
Beardy, cheesy, munchkiny goodness is what you're suggesting, and what you're CONSTANTLY suggesting to people when it comes to natural attacks. The fact that you think it's fine to constantly have half angel humans adopted by kobolds I'm sure makes for a wierd world you play in, but most people consider it just gaming the system purely for mechanical advantage.
lantzkev
|
The idea is to maximize the use of natural attacks + SA with 2claws and Bite from feral mutagen and the 2 additional wings attacks with the aasimar feat.
The second idea about this PG is the use of unarmed strike + the NON-lethal SA route when he is not under the effect of the mutagen... when he drinks the mutagen he become more violent and aggressive and stop with the non lethal way..
I don't recall him asking how to squeeze even more natural attacks in there...
The bomb thrower ability doesn't technically stack, but my GM and I thought it reasonable for it to extend the sneak attack dice, because otherwise it either a) gives no benefit, or b) gives you bombs back.
One thing I'd focus on too that's an incredibly good ability, is the blistering invective. Either you or someone be intimidate focused and use the heck out of that as an opening salvo. Also don't forget it only takes a minute to make an extract, so you can leave some slots open to be made as you need.
lantzkev
|
Better advice? Get extra discoveries and use them for things like hide internal organs to reduce crit/backstab by 25% and up (and maybe even mummify yourself later)
With master chymist you'll want to continue getting discoveries, and increase your saves.
spending two feats to get an additional natural attack from a race you're not really remotely related to and is questionable as RAI, even if it works by RAW is very subpar and mind bogglingly silly.
You'll want to improve your will saves, as you won't have much for wisdom and your classes give you zilch for will saves as well. Nimble when you're a mastery chymist is awesome to increase your ac by half your master chymist level.
Other discoveries like enhance potion are worth it, because now you can buy super cheap potions and cause them to be at your caster lvl, so now shield lasts your lvl in minutes, not just 1 minute.
Also alchemical allotment is pretty nifty in that now you can buy some odd potion that's expensive and constantly reuse it for the cost of a lvl 2 slot, and combined with enhance potion, you can also make it function much higher than it would be normally.
Between all the options you have as an alchemist you really won't want to spend many feats on anything other than more discoveries, a save boost to will, and in your case the wings. Beyond that and you'll be wishing you could do more alchemical things.
| Rafim |
Thank you for all your suggestion :) I like to know every possibilites so thank you blackbloodtroll for the idea!! The master chymist way is very tied to my character idea and i spoke with my DM about Bomb thrower and he told me 'Ok.. I like this!!" (i'm very happy about this)..
After such gold thing i honestly didn't ask him about the tail :)) he would probably kill me :) ahahahah
Beside this, here's the 'build'..(pc is lvl 7 atm)
Race : Aasimar angel blooded (+2 str +2 cha)
stats (20 point)
str 17 (15+2)
dex 14
cos 14
int 13
wis 12
cha 10 (8+2)
lvl 4 +1str - lvl 8 +1 int and i'm not sure for the others.. I don't know if put everything in strength and live with an headband +2 int..
or pump int by level to 16 base.
Traits:
I'm probably goin on +1 will save and +2 init
Discoveries - Feats
1 - Imp. Unarmed Attack
2 - Feral mutagen
3 - Sap adep / Beastmorph Mutagen
4 - Enchance potion
5 - Sap master
6 - Extend Potion / Impr. Beastmorph mutagen
7 - Angelic Blood
8 - Infusion ??
9 - Knockout master or Iron will
10- Mummification / Great Beast Mutagen
Master Chymist
11- Angelic wings
12- Greater Mutagen
13- Metallic wings
14- discovery
15- Multiattack
and so on.. with those delicious advanced mutagen like nimble - grand mutagen - probably growth mutagen.. i'm looking for space for Power attack... knockout artist could be interesting too.
My question is: Is non lethal attack route good at high levels? i never questioned this cause with my barbarian or with the mage i never used such things..
suggestions/ideas?? thank you for the time :)