| Chance Wade |
I've been wondering if anyone has been able to find a way to make the Ragechemist archetype work. I'm about to join a campaign and I like the RP capabilities of the Ragechemist,especially when in conjunction with the Master Chymist prestige class. The campaign I'm going to join is not made for optimized characters, but I would at least like to not be a liability to my party. Is there any hope for the Ragechemist or is it a lost cause?
ErrantPursuit
|
I'm not sure what the problem is? Ragechemist is perfectly viable mostly because of Feral Mutagen and the broken nature of natural attacks at low levels.
The Int damage save is only once a round no matter how many times you get damaged, so you're unlikely to ever go into a coma.
Furthermore, while under the effects of this mutagen, whenever the alchemist takes damage, his rage grows, with detrimental effects. At the end of each turn that he takes hit point damage, the ragechemist must succeed at a Will saving throw (DC 15, or DC 20 if any of the damage came from a critical hit that turn) or take a –2 penalty on Will saving throws and to Intelligence. These penalties end 1 hour after the mutagen ends and stack with themselves. If the penalty lowers the ragechemist’s Intelligence score to 0, the ragechemist is comatose until 1 hour after the mutagen expires.
Unless your character with +6 Strength is built to avoid melee combat, you will be making this check every round. DC15 is not so bad until you realize the Alchemist has a weak Will save and no Stat encouragement for a high Wisdom. At level 1 you probably have to physically roll a 15 or better to pass. At Level 3 it's only a 14, Yay! 35% success rate is better! Just, not very... When you hit level 6 this gets even more severe with a -4! You'll only have to fail around three times. You only get a +2 bonus from the class, and again no class incentive to raise enough Wisdom to get a higher Will save leaving you with a 40% success rate. Less than half. And no account was made for DC20 Crit saves which you will probably fail.
| Petty Alchemy RPG Superstar Season 9 Top 16 |
Doesn't matter though, unless you have a very long combat. Let's say you have Int 14 to start, decent for an alchemist that isn't using bombs as his main offense feature.
It's going to take 7 failed saves to go into a coma, and then you're fine after a few hours. Even if you fail every save, that is a lot of rounds. If you have time to buff you might not even get hit every round (assuming enemies even target you every round).
If you get crit, I'd be much more worried about the HP damage.
When you hit level 6, you're one level short of making Displacement extracts.
ErrantPursuit
|
Every failure grants -2 Will Save and -2 Intelligence.
You have a poor Will Save to start with as an Alchemist.
Stacking on Will penalties is a great way to end up paralyzed, staggered, Dazed, Dazzled, Unconscious, Asleep, or worse.
Going into a coma is kind of like losing the Roulette of Ruin. Instead of dying in some exotic way, you were just killed by coup de grace. If that doesn't seem like a problem then I'm not sure what would.
ArmouredMonk13
|
I'd probably take levels in a class with full BAB and a good Will save, and put a 14 in wisdom to keep that save up. Warpriest is good [pseudo-full BAB, with Weapon Focus[claw] and a god that grants bite], since it comes free of alignment restriction, unlike paladin, and lets you cast some limited spells for utility. A 3/4 BAB Int-Based class might work too, but IIRC, that is pretty much just Magus, who isn't exactly dip-friendly. Master of Many Styles Monk [with a Feral Combat Training] might work too with Dragon Style.
ErrantPursuit
|
I don't think there's really a problem here.
Then let me explain again....
DC 15 is standard for a lvl 1 spell that could screw you over much worse.
This is the point.
Right hereSee where you said that? That's the point.
Now, that level 1 DC 15 spell you can only save against 30% of the time? That's now 20%, then 10%, then 5%. You get hit once, take the penalty, and then get dropped by a level 1 spell. Even fringe abilities now have a severe chance of succeeding. Charmed out of combat, Dominate person and now 3 attacks per round with your Rage Mutagen is all for your friends.
Put more simply: "Don't tank saving throws that can kill you and your entire party."
Hope that clears it up better.
Oh...
As for the "Combat should be over in 7 rounds"... If you only plan for what should happen, what does happen will knock you flat on your tush.
N. Jolly
|
If combat isn't over in 7 rounds, you've got another problem (because you've got +6 Str and 3 natural attacks, even better if you also chugged an Enlarge Self extract).
DC 15 is standard for a lvl 1 spell that could screw you over much worse.
I don't think there's really a problem here.
I'm agreeing with Petty here. While I don't personally endorse the Rage Chemist as it's an unneeded risk for most characters, it's not in and of itself terrible. It just doesn't give enough of a boost to offset the penalties. It's the kind of class that's just waiting to be exploited for that weak will save. But it is playable.
| Lemmy |
Yeah... The Ragechemist is likely to be forced into making that save almost every round of every combat... Add that to the occasional spell caster, and you see how much of a problem that is.
Chances are you'll end up in comatose in your 1st or 2nd encounter of the day... It's that bad. If your GM is willing to accept suggestions for house rules, ask him to make it a Fort save or at least to let the save protect you from the comatose effect for 1min or something like that.
And I honestly can't think of many 1st~2nd level spells with effects worse than the Ragechemist's comatose.
| Laif |
Abilities Str 20, Dex 10, Con 14, Int 14, Wis 10, Cha 7
18/14/12/10/10/7 17+5+2+0+0-4=20 I tried to not reduce wis or dex
Human Racial trait Dual talent: Int+Str
Trait: Fast Drinker, whatever u consider nice, I like Omen or bumping my Will.
Archetype Drunken Rager
Lvl 1 Barb-P.Atk
Lvl 2 Alchemist- at this point u can go Mr.Hyde mode, enlarging, entering fury and with mutagen, Hey I got 30STR without bull's strenght.
Lvl 3 Alchemis-Extra desicovery: Vest. Arm+Feral Mutagen.
Well, now we got serious. 2 claws + 1 bite, (bite secondary)
Lvl 4 Barb-Fiend Totem, Lesser. It's my barb and I want him with horns, claws and fangs, making claw/claws/gore as primary and then a bite as secondary.
And.....didn't think after that, maybe continue untill lvl 4 of alchemis to get my 2nd vestigial arm and taking the "spit the potion" formulae.
You can go with any archetype you want with the alchemist ^^ Hope you enjoy.
Be sure to save for an Amulet of Mighty Fury, Furious/Elemental and you got a Giant Raging Beast.
BTW Since I'm not planning on building armor items you can continue to get the next Fiend Totem, growing spikes that hurt when they attack you will make the opponent thinking twice about killing himself faster.
PD: Don't forget to buy a lance, and a light horse if you can make a charge (not enlarged) you will with like a truck....
| Petty Alchemy RPG Superstar Season 9 Top 16 |
Lemmy: Color Spray is one save.
Laif: The Fast Drinker trait no longer works the way you think it does, and I'd assume the nerf is spiritually intended for Drunken Rager as well (because casting as a move action for a trait or level 1 dip is most likely not the intent). But the Barbarian dip certainly does get you to monstrous strength.
As Jolly said, I don't think the +2 Str is worth it. But the penalty takes a long time to put you into a coma, giving you enough time to kill a bunch of dudes (which alchemists are already good at). If you want to take the archetype, go ahead. If you end up comatose and dead, well, it happens. If you've taken 7 rounds of beatings though, you're probably dead anyway!
I mean, let's do some HP math here:
Assume you're level 3 with Int 14 and Con 14, fairly well rounded. Let's say you really don't want to die, and put favored class into HP and take Toughness. Max HP at lvl1, average (4.5) after.
(8+4.5+4.5) from class levels, 2*3 (con), 3 toughness, 3 favored class = 29.
Now let's say these will saves are being triggered by longsword swings that deal 1d8+3. That's rather modest damage for anyone that has any business being in melee at lvl3, but we'll roll with it. And you're only getting one of these love taps in any given round, just to bring you closer to a coma.
That's 7.5 damage a round on average, and in 7 rounds (the amount of time it will take your Int to go from 14 to 0 assuming you fail every save), you will take 52.5 damage, well in excess of your 29 hp. The party band-aid is going to have his hands full trying to keep you up and standing before your mind gives out.
| Lemmy |
Eeeh... I dunno... 2~3 failed saves (and the Alchemist will eventually fail his saves) puts its Int below 10 and causes a -4 or -6 to Will saves. The next time any caster targets him, the alchemist will fail his save. The penalty lasts for a whole hour, so in any dungeon-crawling styled adventure, this'll be a serious problem.
It's way too much of a Risk for a very small benefit.
| Dasrak |
If combat isn't over in 7 rounds, you've got another problem (because you've got +6 Str and 3 natural attacks, even better if you also chugged an Enlarge Self extract).
DC 15 is standard for a lvl 1 spell that could screw you over much worse.
I don't think there's really a problem here.
Mutagens last 10 minutes per level and cannot be dismissed, and any penalties you accrue persist for one hour after the mutagen ends. This isn't an effect that lasts one encounter, this is going to last the entire adventuring day.
You don't need a single encounter that lasts 7 rounds. You just need to have a few encounters that add up to 7 rounds, and that's really common. If you end up fighting three encounters while your mutagen is active you're running an extremely high risk of going comatose and likely will need to hang back. This should be a time for the alchemist to rock out, enjoying carrying his mid-duration buffs between fights. Ragechemist, on the other hand, is carrying an accumulating will save penalty and an ever-present risk of falling comatose. This is horrifically impractical, and I'd agree the archetype is effectively unusable for PC's as-is.
| Laif |
Lemmy: Color Spray is one save.
Laif: The Fast Drinker trait no longer works the way you think it does, and I'd assume the nerf is spiritually intended for Drunken Rager as well (because casting as a move action for a trait or level 1 dip is most likely not the intent). But the Barbarian dip certainly does get you to monstrous strength.
------
If you can link me where do they change it would be appreciated, I don't want to misuse the rules...But yes Ragechemist is toooo risky, just mix it with barbarian.
14 Int grants bonus spell on lvl 1 and 2 extracts.
Lvl 4 grants max BA progresion before stagnating again, so it will probably be something like Barb 8/Alch4 and only losing 1 BA and since we are in... u can mix in 1 level of fighter for armor profiency and an extra feat, it's always nice.
Beastmorph grants some nice perks, Hey, Free dark vision as Human!! and not clear about the size bonus, but if you get it doesn't stack with enlarge. (after writing about it I'll pick it)
Fav Option, mixing Barb/Alch instead going straight Ragechemist, so much win with the Rage+Powers.
Pls, links to the changes, thx
| Chance Wade |
Petty Alchemy would be right if we're doing a single encounter, but unfortunately my DM enjoys dungeon crawls, so the will saves would add up too quickly. The other choices, as far as I can tell, would be to stand back and use an adaptive bow or focus on multiclassing to mitigate the weak will.
Using a bow would probably spread my abilities too thin considering I'd need Int, Str, and Dex, along with a decent Con. Mutliclassing would probably work, but I was hoping to stay primarily in the alchemist class if possible.
I do like beastmorph as well, so I might just have to settle on that.
I have another question though. So assuming I have my first iterative attack and the feral mutagen discovery, is it better for me to keep using my three natural attacks at full BAB or would doing two manufactured attacks and then my natural attacks as secondary be better?
| Lemmy |
I have another question though. So assuming I have my first iterative attack and the feral mutagen discovery, is it better for me to keep using my three natural attacks at full BAB or would doing two manufactured attacks and then my natural attacks as secondary be better?
Hmmm... Difficult to say... If you give me your attack/damage/crit threat range/crit multiplier for each attack/weapon, I can calculate it in my DPR calculator spread sheet.
N. Jolly
|
I have another question though. So assuming I have my first iterative attack and the feral mutagen discovery, is it better for me to keep using my three natural attacks at full BAB or would doing two manufactured attacks and then my natural attacks as secondary be better?
I'd stick with your natural attacks. They're all coming out at full BAB, instead of one attack at full BAB, and two coming at a -5 (and the natural attack getting only half strength bonus.
| Chance Wade |
I'm still working on my character so I don't have all those variables yet. If I were to use a manufactured weapon, which one would you recommend?
I might take weapon finesse to increase my accuracy and leave strength relatively low, so it would have to be finesse compatible. Also, if I prestige in Master Chymist then the brutality feature only applies to simple weapons.
But if I follow those two guidelines then I'm essentially left with simple light weapons, and nothing among those would really justify losing accuracy with my natural weapons.
| Laif |
http://www.d20pfsrd.com/feats/combat-feats/eldritch-claws
Silver/magic bypass
http://www.d20pfsrd.com/feats/monster-feats/multiattack-combat
I think this one is ilegal, but worth checking if you can obtain other sources of natural attacks (magic items/multiclass)
If you don't fancy this, just go with a 2Hweapon and use your bite for a nice extra.
http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/amule t-of-mighty-fists
Flaming/shock/ice/acid/vicious/furious pick whatever for 4k and enjoy it in all your natural attacks ^^
High str 2hweapon
High dex scimitar and derviche (play it high str and retrain before playing lvl 2)
I can't give you advice on the iterative because it depends if you're multiclassing or not, sorry
| Chance Wade |
I would prefer to use my natural attacks instead of manufactured weapons. Do you guys know any way to add additional natural attacks? I've been checking for a while but I can't find anything of value. Also, my race is Tiefling so I can either get two claw attacks or a bite attack as a racial feature (a bit redundant with feral mutagen, but I'll take it).
ErrantPursuit
|
I would prefer to use my natural attacks instead of manufactured weapons. Do you guys know any way to add additional natural attacks? I've been checking for a while but I can't find anything of value. Also, my race is Tiefling so I can either get two claw attacks or a bite attack as a racial feature (a bit redundant with feral mutagen, but I'll take it).
There are a LOT of ways to finagle natural attacks. Look up Druid and Monk/Druid and pretty much any Wildshape or Eidolon thread ever. Also, the Barbarian Beast Totem optimization threads will provide ideas. If you're going to do this and risk becoming the victim of Murderous Command, please invest in some Will Save items like Thinking Cap and maybe a feat for Iron Will...just...something.
| Chance Wade |
Chance Wade wrote:I would prefer to use my natural attacks instead of manufactured weapons. Do you guys know any way to add additional natural attacks? I've been checking for a while but I can't find anything of value. Also, my race is Tiefling so I can either get two claw attacks or a bite attack as a racial feature (a bit redundant with feral mutagen, but I'll take it).There are a LOT of ways to finagle natural attacks. Look up Druid and Monk/Druid and pretty much any Wildshape or Eidolon thread ever. Also, the Barbarian Beast Totem optimization threads will provide ideas. If you're going to do this and risk becoming the victim of Murderous Command, please invest in some Will Save items like Thinking Cap and maybe a feat for Iron Will...just...something.
I've been looking at the Barbarian's totems, but the only natural attacks they seem to add are claws and bite, which I already have, and gore, which uses the same limb as a bite attack so I couldn't use both of them in the same round anyways.
As far as the summoner is concerned, I looked at the synthesist, but considering that they are still limited by natural attacks as the normal eidolon is, I would have to invest fairly heavily into the summoner class to raise my maximum number of natural attacks.
There are also several items that give natural attacks, but again, the permanent natural attacks that they add are claws, bite, or gore, so they aren't useful to me. The Tentacle cloak and Wyvern cloak are both once-a-day, so they're not really worth the investment.
I haven't really looked at the Druid or Monk extensively yet, so I'm going to check them out next.
Jadeite
|
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.
Still a horrible archetype.
Victor Zajic
|
ErrantPursuit wrote:Chance Wade wrote:I would prefer to use my natural attacks instead of manufactured weapons. Do you guys know any way to add additional natural attacks? I've been checking for a while but I can't find anything of value. Also, my race is Tiefling so I can either get two claw attacks or a bite attack as a racial feature (a bit redundant with feral mutagen, but I'll take it).There are a LOT of ways to finagle natural attacks. Look up Druid and Monk/Druid and pretty much any Wildshape or Eidolon thread ever. Also, the Barbarian Beast Totem optimization threads will provide ideas. If you're going to do this and risk becoming the victim of Murderous Command, please invest in some Will Save items like Thinking Cap and maybe a feat for Iron Will...just...something.I've been looking at the Barbarian's totems, but the only natural attacks they seem to add are claws and bite, which I already have, and gore, which uses the same limb as a bite attack so I couldn't use both of them in the same round anyways.
As far as the summoner is concerned, I looked at the synthesist, but considering that they are still limited by natural attacks as the normal eidolon is, I would have to invest fairly heavily into the summoner class to raise my maximum number of natural attacks.
There are also several items that give natural attacks, but again, the permanent natural attacks that they add are claws, bite, or gore, so they aren't useful to me. The Tentacle cloak and Wyvern cloak are both once-a-day, so they're not really worth the investment.
I haven't really looked at the Druid or Monk extensively yet, so I'm going to check them out next.
Tiefling only gives your claws or bite. Add lesser beast totem to the mix and you can have claws and bite, all as primary.
Seriphim84
|
I actually have one that I made. I beleive it will work really well but I haven't found the right game for the character... yet.
Teifling Alchemist 10/Master Chymist 10
Traits, Indomitable faith and whatever you want
1 Rage Chemist Iron Will, Brew Potion, Throw Anything
2 Rage Chemist
3 Rage Chemist Quick Draw
4 Rage Chemist
5 Rage Chemist Power Attack
6 Rage Chemist
7 Rage Chemist Armor of the Abyss
8 Master Chymist
9 Master Chymist Extra Discovery: Frost Bomb
10 Master Chymist
11 Rage Chemist Extra Discovery: Blinding Bomb
12 Master Chymist
13 Rage Chemist Extra Bombs
14 Rage Chemist
15 Master Chymist Extra Discovery Concussion Bomb
16 Master Chymist
17 Master Chymist Extra Discovery Dispelling Bomb
18 Master Chymist
19 Master Chymist Extra Discovery: Confusion Bomb
20 Master Chymist
Powers:
Alchemy, Bomb 1d6, Mutagen
Discovery: Precise Bombs, Poison Resistance +2, Rage Mutagen
Swift Alchemy, Bomb 2d6
Discovery: Feral Mutagen
Bomb 3d6, Poison Resistance +4
Discovery:Wings, Sturdy Rage
Bomb 464
Bomb Thrower, Mutagenic Form, Mutate 2/day
Advanced Mutagen: Dual Mind, Bomb 5d6
Brutality +2
Bomb 6d6, Discovery Force Bomb , Poison Resistance +6
Advanced Mutagen: Greater Mutagen
Bomb 7d6
Discovery Sunlight Bomb, Lumbering Rage
Bomb 8d6, Mutate 3/day
Advanced Mutagen: Grand Mutagen
Bombs 9d6, Brutality +4
Advanced Mutagen: Giant Mutagen
Bombs 10d6, Brutality +6
Advanced Mutagen: Nimble, Mutate 4/day
By the time we got to level 10 he had a +10 will save without magic items. This guy is basically a person who used alchemy to suppress his demonic tendencies except when they came out all at once. He was basically a switch hitter. At lower levels, he was more in the back and bombed the world and at higher, the demon version ripped off faces. I am really looking forward to playing him.
Edit: A wand of Heroism was also planned, both for the save bonus and this to hit
| Chance Wade |
Tiefling only gives your claws or bite. Add lesser beast totem to the mix and you can have claws and bite, all as primary.
The Feral Mutagen discovery already gives me a bite attack and claws, so I'm looking at natural attacks from other body parts like wings, tail, etc.
I don't need to have access to them right from level 1, but I would like to have more than 3 by the time I'm in the upper levels.
ErrantPursuit
|
ErrantPursuit wrote:Chance Wade wrote:I would prefer to use my natural attacks instead of manufactured weapons. Do you guys know any way to add additional natural attacks? I've been checking for a while but I can't find anything of value. Also, my race is Tiefling so I can either get two claw attacks or a bite attack as a racial feature (a bit redundant with feral mutagen, but I'll take it).There are a LOT of ways to finagle natural attacks. Look up Druid and Monk/Druid and pretty much any Wildshape or Eidolon thread ever. Also, the Barbarian Beast Totem optimization threads will provide ideas. If you're going to do this and risk becoming the victim of Murderous Command, please invest in some Will Save items like Thinking Cap and maybe a feat for Iron Will...just...something.I've been looking at the Barbarian's totems, but the only natural attacks they seem to add are claws and bite, which I already have, and gore, which uses the same limb as a bite attack so I couldn't use both of them in the same round anyways.
As far as the summoner is concerned, I looked at the synthesist, but considering that they are still limited by natural attacks as the normal eidolon is, I would have to invest fairly heavily into the summoner class to raise my maximum number of natural attacks.
There are also several items that give natural attacks, but again, the permanent natural attacks that they add are claws, bite, or gore, so they aren't useful to me. The Tentacle cloak and Wyvern cloak are both once-a-day, so they're not really worth the investment.
I haven't really looked at the Druid or Monk extensively yet, so I'm going to check them out next.
No no no no no...not what I was trying to say.
I was not suggesting you take levels in these classes (but that is viable) just look over how they stacked on extra attacks past "I got Claw/Claw/Bite! Now what?". You won't be able to take advantage of everything, but it just might help you along the right direction. There will also be a ton of clarifications on how to use Natural Attacks which might persuade you in or out of the idea.As for the Archer mention earlier, since you can stack so much STR as a class feature, you could go with a more typical looking high Dexterity build and stick with a mere 12 or 14(tops) Strength. Dropping 6 more on top of that gives you +4 or +5 damage per shot. Add the discovery to put bombs on arrows and you can do some scary damage. In essence you would be adding two stats, Str/Int, enhancements and buffs, the chance to use Gravity Bow while a Large Creature and more...It's worth looking into, but make sure you can keep your accuracy up or it won't be very effective.
| Chance Wade |
As for the Archer mention earlier, since you can stack so much STR as a class feature, you could go with a more typical looking high Dexterity build and stick with a mere 12 or 14(tops) Strength. Dropping 6 more on top of that gives you +4 or +5 damage per shot. Add the discovery to put bombs on arrows and you can do some scary damage. In essence you would be adding two stats, Str/Int, enhancements and buffs, the chance to use Gravity Bow while a Large Creature and more...It's worth looking into, but make sure you can keep your accuracy up or it won't be very effective.
Yeah, you do have a good point about the ability scores, especially if I'm tacking on Bull's Strength as well. But at the same time it seems strange that a hulking rage monster would sit back and fire shots from a bow...
ErrantPursuit
|
ErrantPursuit wrote:As for the Archer mention earlier, since you can stack so much STR as a class feature, you could go with a more typical looking high Dexterity build and stick with a mere 12 or 14(tops) Strength. Dropping 6 more on top of that gives you +4 or +5 damage per shot. Add the discovery to put bombs on arrows and you can do some scary damage. In essence you would be adding two stats, Str/Int, enhancements and buffs, the chance to use Gravity Bow while a Large Creature and more...It's worth looking into, but make sure you can keep your accuracy up or it won't be very effective.Yeah, you do have a good point about the ability scores, especially if I'm tacking on Bull's Strength as well. But at the same time it seems strange that a hulking rage monster would sit back and fire shots from a bow...
It's more like a ballista once you enlarge. So really you're using a primitive weapon to pump javelin sized (or larger) projectiles into people from 100 feet away. With gravity bow I think of them more as small trees. Especially since the damage is something like 3d6+14[2(Str) +3(Mutagen) +2(Bulls Strength) +2(Enlarge) +4(Deadly Aim) +1(Bow) +3d6(Enlarged Gravity Bow)]. A lot of characters are proud to do that in melee with a Two-Handed weapon. (You could also carry an over-sized enchanted bow to use with Enlarge+Gravity Bow to get that dice damage up another step.) The real downside is you lose the accuracy from that enormous strength to get BAB+Feats+Dex to hit. If you can keep your To Hit up enough to stay accurate then you'll be one scary monster.
If there are feats available for the Snapshot chain, then you could even wade right into the middle of the battle like a colossus. Of course, at that point you're asking to get slapped around again for slowly stacking Will negatives, which is like a doomsday clock to the moment you start pouring damage into your party.
| Laif |
2 Levels in Barbarian:
Gain Full BA, Rage power Fiend Totem, Lesser, and you got a gore attack while raging, maybe 2 levels in ranger for style feat.
If you want to maximize the natural attacks multiclassing is an option really interesting, you won't get much more.
Claw/Claw/Gore/Bite
Not worth going Beast Totem, you get the same attacks, claws or bites.
Remember this, yes the mutagen only last X min BUUUUUUUT you need 1 hour to make it, so after combat you can say, let's wait an hour and let me prepare another mutagen.
Options you have:
Straight Alchemist: Going feral and try to gain pounce asap
Barb/alch: already explained
Alch/Ranger: well combat style feats are nice.
Monk/druid: dunno how it works
What will help:
-Try to be more concise about what you want.
-Classes prefered?
-Role intended? Ranged/mele/tank?
PD:@Errant Enlarge doesn't work with ranged weapons, remember that they lose the effect when they aren't in contact with you.
ErrantPursuit
|
PD:@Errant Enlarge doesn't work with ranged weapons, remember that they lose the effect when they aren't in contact with you.
That is true. You just need to buy over-sized arrows. I should have made that more clear. You enlarge, use the big ammo for your enlarged bow. I dunno why I rambled on about that stuff with an over-sized bow, the only thing you need is over-sized ammo. Must be the lack of sleep. Thanks for catching that.
| Chance Wade |
Let me give some info for this campaign. It's starting at level 6 and the character I'm using for it is actually from another campaign we recently ended. The DM is letting me rework the character for the new campaign, but I need to stay the same race and class (Tiefling and Alchemist, respectively). I don't necessarily need to keep 6 levels in alchemist, but I should probably keep that as my "main" class.
I'm trying to stick with natural weapons because the alchemist and Master Chymist have good support for natural weapons (and I like the idea of hulking out and unleashing my primal fury), but I'm afraid that just having a bite/claw/claw won't scale well into the later levels so I'm trying to find additional natural attacks to use.
I've actually been playing around with the idea of using an unarmed strike as my primary attack and using my natural weapons as secondary attacks, with Multiattack and Feral Combat Training.
As far as a class role is concerned, I think all our bases our covered for the campaign (large party) so I'm free to build him however I want.
ErrantPursuit
|
ErrantPursuit wrote:Add the discovery to put bombs on arrows and you can do some scary damage.What discovery is this!!!!! I have a friend who wanted to do this exact thing!
Explosive Missile. It's a standard action, so you get to do it once a round, but for a poor BAB class that's not a big penalty until you get three attacks a round.
ErrantPursuit
|
@Chance Wade
Multi-Attack is a monstrous feat and I am not sure you can get it. Maybe your GM will let you.
Two levels of Barbarian to pick up a 4th attack(Gore) is a good idea. You get Rage for +4 more strength and con. Drunken Brute gets you the ability to supplement alcohol for Rage rounds which eliminates the problem with a shallow rage pool. Hulking out will be more terrible, comes with a +2 Will save bonus, and with that fourth attack you're hitting as often as you could expect to be. (Archery has a soft cap of around 6 attacks for full BAB and 5 for Moderate BAB, it is possible to get more) You get all of your attacks up front which means you're combat experience will only change as your extract options expand it. Unlike people with iteratives your four attacks will be at your best bonus, and I think you can grow limbs to hit things with even more?
Either way, you'll be a powerhouse when you put it all together.
| Chance Wade |
@Chance Wade
Multi-Attack is a monstrous feat and I am not sure you can get it. Maybe your GM will let you.Two levels of Barbarian to pick up a 4th attack(Gore) is a good idea. You get Rage for +4 more strength and con. Drunken Brute gets you the ability to supplement alcohol for Rage rounds which eliminates the problem with a shallow rage pool. Hulking out will be more terrible, comes with a +2 Will save bonus, and with that fourth attack you're hitting as often as you could expect to be. (Archery has a soft cap of around 6 attacks for full BAB and 5 for Moderate BAB, it is possible to get more) You get all of your attacks up front which means you're combat experience will only change as your extract options expand it. Unlike people with iteratives your four attacks will be at your best bonus, and I think you can grow limbs to hit things with even more?
Either way, you'll be a powerhouse when you put it all together.
I'm pretty sure you can take monster feats as long as you meet the prereqs for them
Most of the following feats apply specifically to monsters, although some player characters might qualify for them.
Even if I got the gore attack I don't think I can use it in the same round as my bite attack, since they both use your head "limb".
The extra arms or tentacles an alchemist can grow do not provide extra actions or attacks, they just give you the option of replacing your other attacks in a full-round attack.
N. Jolly
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So you're looking for more Natural Attacks, eh?
Might want to look at my Harrison Zahhak build, which is sporting 6 post Feral Mutagen.
| Purplefixer |
We had to homebrew a new archetype to make up for the horrible features of Ragechymist. It really is extremely poorly balanced.
Bombs -> Morphic Mutagen
Morphic Mutagen (Su)
The Morphic Researcher gains the Rage class feature, with his
alchemist level counting as and stacking with Barbarian levels for the
purpose of rage, rage rounds per day, and rage powers. This class
feature functions in all ways identical to the rage class feature,
except that the alchemist can access his rage rounds only while
suffering from ability damage, drain, or penalties, and while under
the effects of his mutagen. Any prestige class which adds levels to
the Bombs class feature counts for the Rage class feature as well.
At 3rd, 5th, 7th, and 9th level, the Morphic Researcher gains
a Rage Power to go along with his rage. At 11th level he gains
greater rage. He gains a further rage power at 13th, 15th, 17th, and
19th level.
This class feature replaces Bombs.
Poison Use -> Rage Mutagen
Swift Alchemy -> Morphic Humors
Morphic Humors (Ex)
A Morphic Researcher's internal humors are in a state of infused
balance. Starting at third level, damage to one ability creates a
surge in the others, which in turn expands them. Whenever a Morphic
Researcher suffers ability penalties, the corresponding statistic (as
explained in Mutagens) gains an Alchemical Bonus, stacking with the
alchemical bonus of a mutagen where appropriate.
At 17th level, ability damage and ability drain cause the same
reactions.
This ability replaces swift alchemy and instant alchemy.
Swift Poisoning -> Sturdy Rage
Poison Immunity -> Lumbering Rage
Brutal Mutagen: Whenever the alchemist imbibes a mutagen, he gains two
slam attacks. These are primary attacks and are made using the
alchemist's full base attack bonus. The slam attacks deal 1d8 points
of bashing damage (1d6 if small), and takes no penalties on dealing
subdual damage. While the mutagen is in effect, the alchemist gains a
+2 competence bonus on intimidate checks. The Brutal Mutagen counts
as a Feral Mutagen for the purposes of what affects it, what it
effects, and meeting prerequisites.
Resistant Mutagen: Whenever the alchemist imbibes a mutagen, he may
pick 5 points of damage reduction to fire, cold, acid, or electricity.
The alchemist may choose this discovery multiple times, each time
increasing all other instances of resistance by 5, and picking a new
resistance at 5.
Adamant Mutagen: An alchemist imbibing this mutagen gains damage
reduction 2/adamantine, as if wearing adamantine armor. This
discovery may be chosen multiple times, each time allowing the
alchemist another +2 to his damage reduction, up to half his level.
The alchemist must be level 6 to choose this discovery.
Regenerative Mutagen: Once during the use of his mutagen, the
alchemist gains fast-healing 1 for a number of rounds equal to his
class level, plus his intelligence modifier. This discovery may be
taken more than once, each time allowing the alchemist to use the
regenerative mutagen again during each mutagen use.
| Chance Wade |
So you're looking for more Natural Attacks, eh?
Might want to look at my Harrison Zahhak build, which is sporting 6 post Feral Mutagen.
Thanks for linking me to your guide, its very helpful. Unfortunately you're getting the extra natural attacks for your Mr. Hyde build from your race features and in this particular instance I'm locked into Tiefling, so it doesn't apply to me.
N. Jolly
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N. Jolly wrote:Thanks for linking me to your guide, its very helpful. Unfortunately you're getting the extra natural attacks for your Mr. Hyde build from your race features and in this particular instance I'm locked into Tiefling, so it doesn't apply to me.So you're looking for more Natural Attacks, eh?
Might want to look at my Harrison Zahhak build, which is sporting 6 post Feral Mutagen.
Right, right.
Solution: Take the Maw and Claw Trait (Claws), Adopted (Tusked) and now you've got your entire natural attack suite without Feral Mutagen (at a decreased damage die). Now for the gore, throw on a Helm of the Mammoth Lord to pick up some horns, and you're at 4 natural attacks.
Or just dose up on Monstrous Physique spells during combat.