| Gunhaven |
So I searched the forums and found 45 pages with both Alchemist and Barbarian. Still, I'd like to ask y'all for pointers/tips for a backup character in a game I'm currently in.
Stats: Point Buy 36 pool, max 16 before racial modifiers. 18 14 16 16 14 7, all level up advances to Strength?
Race: Oni-Blood Tiefling with the Hoofed, Claw, and Tail ARFs.
Traits: I get 4 of them. Accelerated Drinker, Reactionary, Birthmark? Any help here is appreciated.
Classes: Elemental Kin Barbarian 3 / Beastmorph Vivisectionist 10 / Master Chymist 7. Currently at level 7 (Barb 3/Alch 4)
Gear: Level appropiate wealth. Belt of Strength, Amulet of Vicious Fists, Rhino Hide? The only thing set in stone (unfortunately) is a bag of holding instead of a handy haversack. I have a need to lug around a 150 pound statue until a certain point in the game and don't want to physically do so for roughly fourty years.
Build Progression:
Barbarian 2 RP: Lesser Fiend Totem
Barbarian 3 F: Power Attack
Alchemist 1
Alchemist 2 F: Corugon Smash D: Tentacle
Alchemist 3
Alchemist 4 F: Leadership D: Feral Mutagen
Alchemist 5
Alchemist 6 F: Intimidating Prowess D: Tumor Familiar
Alchemist 7
Alchemist 8 F: Weapon Focus (Claw) D: Spontaneous Healing
Alchemist 9
Alchemist 10 F: Dazzling Display D: Lingering Spirit
Master Chymist 1
Master Chymist 2 F: Shatter Defenses D: Greater Mutagen
Master Chymist 3
Master Chymist 4 F: Die for your master D: Furious Mutagen
Master Chymist 5
Master Chymist 6 F: Extra Discovery (Grand Mutagen) D: Growth Mutagen
Master Chymist 7
Any advice is once again appreciated. The general idea is to use "Leadership" (actually a homebrew feat that runs off your choice of mental stat instead of Charisma) to get a cohort to lob bombs while I fight, splashing a little on me so that I can rage thanks to Elemental Kin. Advice like "This is a horrible idea! Stick to Alch 20 for best results!"
| Mortalis |
Potions don't extend rage when they are drunk by drunken brutes.
Raging Drunk (Ex): While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol's normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition to the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement.
Also be careful with the Vestigial Arm concept, as it's a controversial topic to many people. Not me personally though.
Weirdo
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However, Drunken Brute is still a good idea for an Barbarian/Alchemist because you do drink extracts like potions and this makes them easier to chug.
The general idea is to use "Leadership" (actually a homebrew feat that runs off your choice of mental stat instead of Charisma) to get a cohort to lob bombs while I fight, splashing a little on me so that I can rage thanks to Elemental Kin.
Your cohort would also have to be an alchemist - or else use alchemist's fire or acid instead of bombs. Alchemists can't give others their bombs.
An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.
| Gunhaven |
Took both of the suggestions into consideration and updated the build progression to reflect it. I also reached the conclusion this afternoon that a greatsword is unnecessary when I have 6 primary natural attacks (and thus 6 intimidate chances and 6 chances for Shatter Defenses to trigger). Should I keep with the Corugon Smash then Shatter Defenses plan or should I switch it up? Also: Intimidating Prowess is necessary to the plan, right? Or would dropping points every level and Monstrous Mask be enough to beat DCs?
The cohort in question is a normal Tiefling (with the Soul Seer ARF) Grenadier Alchemist. Free martial weapon is a shortbow. Feats are PBS, Precise, and Rapid. Discoveries are Infusion and Spontaneous Healing (with level 6 being Healing Touch). The general idea currently is ranged support with the left over elixers being handed out like candy to the other party members.