Beastmorph Alchemist build


Advice


Well as it goes right now in the session that I'm playing we hit lvl 2 and I'm really not sure what I should do as I continue to level up. Like if I want to multiclass and if I do into what other class.
I am new to the game so I really haven't chosen anything good
At level 1 as the feat I got was "Quick Draw"
Then at level 2 my discovery was Vestigial Arm
I'm not sure what to continue with, any help would be great, thanks!

By the way right now my stats are
Str:17
Dex:15
Con:14
Int:19
Wis:13
Cha:9


Well you should ask what your GM allows and what he/she recommends.
If you wish for more power grab a few levels of barbarian - rage stacks with mutagen. You could also go for enormous full attack - get Feral mutagen discovery or Beast Totem and Animal fury rage powers then you can make following attacks: weapon in your vestigial arm and all your natural attacks as secondary - 2 claws and bite. Though your GM might not allow it. Just think what you want yourself out of this build. As you are are newbie I wouldn't recommend to multi class.


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Feral Mutagen is great, so is mummification. I'd suggest taking 10 lvs in alchemist to get pounce. Also the master chymist prestige class was made for that type of character.

Here's the stat block for a 15th lv beastmorph alchemist/master chymist I played in PFS. I'd say he is quite powerful and hard to kill off.

Spoiler:
Human Beastmorph Alchemist 12/Master Chymist 3
Traits: Reactionary, Indomitable Faith
Racial Trait: Heart of the Wilderness

Str 18
Dex 16 (with a +2 belt)
Con 16 (with a +2 belt)
Int 20 (with a +4 headband)
Wis 12
Cha 7

Stat increases went into str, int and dex

FEATS

1 Iron Will, Toughness
3 Power Attack
5-15 Extra Discovery

DISCOVERIES

2 Feral Mutagen
4 Spontaneous Healing
5 Lingering Spirit
6 Healing Touch
7 Infusion
8 Wings
9 Preserve Organs
10 Mummification
11 Fast Bombs
12 Greater Mutagen
13 Force Bombs
14 Evasion (Advance Mutagen from Master Chymist)
15 Holy Bombs

GEAR

+2 Belt of Physical Might (Dex/Con)
+4 Belt of Vast Intellect
+1 Holy Courageous Bodywrap of Might Strikes
Celestial Chainmail (+3 Chain Mail)
Deliquescent Gloves
+5 Cloak of Resistance
+2 Ring of Protection
Necklace of Adaptation
Admixture Vial
Wayfinder with Clear Spindle Ioun Stone

ABILTIES
8d6 Bombs
Greater Beastform Mutagen
Mutate
Brutality

OFFENSES
Now since he fights with natural attacks, I have included the +6 str bonus from greater mutagen.

MELEE (without buffs)
Claws(x2) without PA: +20 hit, 1d6+10 +1d6 acid +2d6 holy damage
Bite without PA: +20 hit, 1d8+10 +2d6 holy damage

Claws(x2) with PA: +16 hit, 1d6+18 +1d6 acid +2d6 holy damage
Bite without PA: +16 hit, 1d8+18 +2d6 holy damage

RANGED (without buffs)
Bombs +18/+13/+8, 8d6+5 fire damage, 13 splash
Force Bombs deal 8d4+5 force damage and target falls prone if they fail a reflex save
Holy Bombs deal 8d6+5 holy damage to evil creatures and makes the target staggered on a failed save

MELEE (with bulls str/heroism combined extract)
Claws(x2) without PA: +25 hit, 1d6+12 +1d6 acid +2d6 holy damage
Bite without PA: +25 hit, 1d8+12 +2d6 holy damage

Claws(x2) with PA: +21 hit, 1d6+20 +1d6 acid +2d6 holy damage
Bite without PA: +21 hit, 1d8+20 +2d6 holy damage

The combined extract will also give +2 to hit with each bomb.

DEFENSES
HP: 183 (+2d10+14 Greater False Life), dies at -33 hp or -5 Con
AC Unbufed: 24 (+9 Armor, +3 Dex, +2 Deflection)
AC Buffed: 39 (+9 Armor, +5 Dex, +2 Deflection, +9 Natural Armor [Barkskin+Mutagen], +4 Shield)

Saves (with only +6 str/+4 dex mutagen)
Fort: 18, Reflex: 20, Will: 13 (Immune to possession and mind control)

Saves (with mutagen and heroism)
Fort: 20, Reflex: 22, Will: 15 (Immune to possession and mind control)

Immune to frost and nonlethal damage as well as paraylsis and sleep effects
Ablative Barrier effectively gives me DR5/- to the next 10 attacks that hit me.
With stoneskin that becomes DR10/Adamatine, DR5/- to the next 10 attacks that hit me.


TheTheos wrote:

Well you should ask what your GM allows and what he/she recommends.

If you wish for more power grab a few levels of barbarian - rage stacks with mutagen. You could also go for enormous full attack - get Feral mutagen discovery or Beast Totem and Animal fury rage powers then you can make following attacks: weapon in your vestigial arm and all your natural attacks as secondary - 2 claws and bite. Though your GM might not allow it. Just think what you want yourself out of this build. As you are are newbie I wouldn't recommend to multi class.

My GM and my whole group are new to pathfinders we started playing Dragon Age RPG then decided to take this up so she is open to any ideas


Some Random Dood wrote:

Feral Mutagen is great, so is mummification. I'd suggest taking 10 lvs in alchemist to get pounce. Also the master chymist prestige class was made for that type of character.

Here's the stat block for a 15th lv beastmorph alchemist/master chymist I played in PFS. I'd say he is quite powerful and hard to kill off.

** spoiler omitted **...

I like this build and will probably look into it more later but for now I want to see some more builds :3


Check this build by Cheapy. He essentially dips MoMS monk for feral combat training (claws), dragon style and dragon ferocity as his main trick. You could utilize a similar dip.

Master Chymst is also great for faster mutagen progression.


Emery1000 wrote:
Some Random Dood wrote:

Feral Mutagen is great, so is mummification. I'd suggest taking 10 lvs in alchemist to get pounce. Also the master chymist prestige class was made for that type of character.

Here's the stat block for a 15th lv beastmorph alchemist/master chymist I played in PFS. I'd say he is quite powerful and hard to kill off.

** spoiler omitted **...

I like this build and will probably look into it more later but for now I want to see some more builds :3

What lvl do you want the dip? Is it ok if I use different 1st and 2nd lvl feats? There are rules for retraining, but your Gm may be even more lenient, as you are all new to it.


XMorsX wrote:
Emery1000 wrote:
Some Random Dood wrote:

Feral Mutagen is great, so is mummification. I'd suggest taking 10 lvs in alchemist to get pounce. Also the master chymist prestige class was made for that type of character.

Here's the stat block for a 15th lv beastmorph alchemist/master chymist I played in PFS. I'd say he is quite powerful and hard to kill off.

** spoiler omitted **...

I like this build and will probably look into it more later but for now I want to see some more builds :3
What lvl do you want the dip? Is it ok if I use different 1st and 2nd lvl feats? There are rules for retraining, but your Gm may be even more lenient, as you are all new to it.

I'm not really sure to be honest I'm pretty much looking to copy a build for where I'm at at the moment


RAW, quick draw only applies to weapons. So I'd ask if you could change that. And vestigial arm is good if you need a 3rd arm to carry something, but is otherwise not so good. That and it just looks creepy.


Some Random Dood wrote:
RAW, quick draw only applies to weapons. So I'd ask if you could change that. And vestigial arm is good if you need a 3rd arm to carry something, but is otherwise not so good. That and it just looks creepy.

and what should i change it to, if she allows it?


Iron will is always useful. The alchemist does have a low will save after all. I don't think there is much else an alchemist would want (and meet all prereqs for) at lv1.


Some Random Dood wrote:
Iron will is always useful. The alchemist does have a low will save after all. I don't think there is much else an alchemist would want (and meet all prereqs for) at lv1.

sp at what lvls would I take master chymist?


The requirements for master chymist are being able to create 3rd lv extracts (so 7th lv alchemist), and either the infuse mutagen or feral mutagen discoveries. If you're going the beastmorph route, feral mutagen should be the obvious choice.

I'd take 1-2 levels master chymist asap. One lv gives you an additional 2 uses of mutagen (called mutate, but works pretty much the same) a day. This should allow you to be in mutagenic form for every combat. A 2nd lv gives you an advanced mutagen (basically like an advanced discovery), from the master chymist list, evasion is a good choice. Or delay the 2nd level to get greater mutagen asap.

Then I'd take levels in alchemist until you're a 10th lv alchemist, which will get you pounce. After that, the rest is up to you, you can continue taking levels in alchemist, master chymist or both.

So you have a couple options available here.

Alchemist 10, master chymist.
I did this before, but wouldn't recommend it. It's just not worth it, unless you must have pounce/mummification at lv 10.

Alchemist 7, master chymist 1, alchemist 3, master chymist 1.
This will get you greater mutagen as well as mutate asap and pounce at lv11. But delays any other advanced mutagen (such as evasion) until lv14.

Alchemist 7, master chymist 2, alchemist 3.
You get mutate asap, and an advanced mutagen at lv9. But delays pounce until lv12 and greater mutagen until lv14.

Whichever route you take, you will want to make sure you can take grand mutagen at lv 16. Grand mutagen requires 16th lv alchemist, but when you get an advanced mutagen, your alchemist and master chymist lvs stack for meeting prereqs. Keep in mind that this doesn't work backwards.

Say you're a 11th lv alchemist/4th lv master chymist and take another lv in alchemist, you can't take grand mutagen because you're only a 14th lv alchemist. But if you're a 12th lv alchemist/3rd lv master chymist and take another chymist lv, you do meet the requirements for grand mutagen.

Silver Crusade

Can you change your race? Do you plan on using extracts to change shape a lot (M. Physique I, II, III, Etc), or is your base form what you'd like to stick with? I think possibly my Harrison Zahhak build could work for you if you want to see it; it's a skin walker that bases around natural attacks. It's a Vivsectionist too, but that's easy enough to take off of it if you really want to.


Some Random Dood wrote:

The requirements for master chymist are being able to create 3rd lv extracts (so 7th lv alchemist), and either the infuse mutagen or feral mutagen discoveries. If you're going the beastmorph route, feral mutagen should be the obvious choice.

I'd take 1-2 levels master chymist asap. One lv gives you an additional 2 uses of mutagen (called mutate, but works pretty much the same) a day. This should allow you to be in mutagenic form for every combat. A 2nd lv gives you an advanced mutagen (basically like an advanced discovery), from the master chymist list, evasion is a good choice. Or delay the 2nd level to get greater mutagen asap.

Then I'd take levels in alchemist until you're a 10th lv alchemist, which will get you pounce. After that, the rest is up to you, you can continue taking levels in alchemist, master chymist or both.

So you have a couple options available here.

Alchemist 10, master chymist.
I did this before, but wouldn't recommend it. It's just not worth it, unless you must have pounce/mummification at lv 10.

Alchemist 7, master chymist 1, alchemist 3, master chymist 1.
This will get you greater mutagen as well as mutate asap and pounce at lv11. But delays any other advanced mutagen (such as evasion) until lv14.

Alchemist 7, master chymist 2, alchemist 3.
You get mutate asap, and an advanced mutagen at lv9. But delays pounce until lv12 and greater mutagen until lv14.

Whichever route you take, you will want to make sure you can take grand mutagen at lv 16. Grand mutagen requires 16th lv alchemist, but when you get an advanced mutagen, your alchemist and master chymist lvs stack for meeting prereqs. Keep in mind that this doesn't work backwards.

Say you're a 11th lv alchemist/4th lv master chymist and take another lv in alchemist, you can't take grand mutagen because you're only a 14th lv alchemist. But if you're a 12th lv alchemist/3rd lv master chymist and take another chymist lv, you do meet the requirements for grand mutagen.

ohh okay i see, well thank you for all the help! I will more than likely pick up on your build.


You can change around most of the discoveries if you want. I just picked whichever ones which made him like a monster. You will want feral mutagen and infusion for sure. And later on greater and grand mutagen, but the rest is up to you.


I will also urge you to check N.Jolly's guide and his Harrison Zahhak build. It is only 5 lvl, but it will give you a great start and if you like ti we can see how to progress with it.


Some Random Dood wrote:
You can change around most of the discoveries if you want. I just picked whichever ones which made him like a monster. You will want feral mutagen and infusion for sure. And later on greater and grand mutagen, but the rest is up to you.

Sp another questiion, how does Toughness work?


If you take it at lv1, it gives you +3 hp. Then starting at lv4, you gain an additional +1 hp per lv. So basically, it gives you +1 hp per lv, with a little bit up front.


Some Random Dood wrote:
If you take it at lv1, it gives you +3 hp. Then starting at lv4, you gain an additional +1 hp per lv. So basically, it gives you +1 hp per lv, with a little bit up front.

once again thank you for your help!

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