Champion Alchemist


Advice


For reasons I would rather not get into, I am making an alchemist with the champion mythic path.

stats are 12str 18dex 12con 16int 12wis 12cha

Mythic powers:
Champion Features: Mythic Power 5/day |5| Surge +1d6
Recuperation(Ex) [GM switched hard to kill for this]
Fleet Charge(Ex)
Longevity
Mythic Weapon Finesse

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I'm looking to make a build that focuses on killing monsters (general right?). Any ideas on how to get the most use out of both my class and mythic path?


Take Dual Path for the Trickster path, there are some good path abilities for Alchemists like Assured Drinker, Mirror Dodge and Enduring Elixir.

That being said, why do you go Dex-based? Going Str based is superior for a melee type, because you can dip one lvl in MoMS monk, grab feral combat training for your natural attacks and use dragon style and ferocity with them for tons of damage.

Your high dex and int (and your low con too) leads me to the conclusion that you are better to make a bomb type alchemist. You wil still deal good damage and be able to debuff the enemy at the same time.

Tieflings make it best with their stat adjustment, prehensile tail and favored class bonus. It is better if you drop mythic weapon finesse. Instead, take the Grenadier archetype and take composite longbow proficiency. You will take archery feats for your bombs, so you will be effective with the bow if and when you run out of them. Also, Alchemical Weapon rocks.


I cannot change the Mythic features. Furthermore Dual path is not an option, do to it having to be the first mythic feat you take.


So everything that you posted is set, but anything else (race, class / feat progression) is debatable?


Race Elf and stats are set


A natural weapon build would work best, if only you could substitute Elf with a race that can start with natural weapons (skinwalker, tiefling, lizardfolk, changeling, tengu). As it stands, focusing on them could be risky for the times when feral mutagen will not be available.

That being said, there is no reason not to take advantage of feral mutagen. A bite and two claw attacks will be better than a manufactured weapon for most of your carrer.

You could go like this:

Grenadier Alchemist (Elven curve blade), Sohei / Master of Many Styles Monk

1 Alchemist Dodge
2 Alchemist Discovery: Vestigial Arm, Discovery: precise bombs (bonus)
3 Monk IUS (bonus), Crane Style, Crane Wing (bonus)
4 Monk Crane Riposte (bonus)
5 Alchemist Power Attack (+1 Str at 4th lvl)

Now you have 3 arms and power attack, so you are able to make two-handed power attack with the elven curve blade and still utilize at full extend crane wing and crane riposte. You also have precise bombs for making good use of your bombs when needed.

What do you think of this?


I'd rather not mess with level dipping or archetypes.

I'm building my alchemist by retraining my rogue.

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