| Scavion |
Just looking for ways to tweak my main go to for rogues.
Gadrick
Human Trap Breaker Vivisectionist Alchemist 10
Traits: Deathtouched, Alluring
Str:10
Dex:18(20)(Ability score increases +2)
Con:14
Int:16(18)(+2 Human)
Wis:10
Cha:10
Feats:
1: Weapon Finesse
FS: Skill Focus(Perception)
3: Martial Weapon Proficiency(Scimitar)
5: Dervish Dance
7: Arcane Strike
8: Skill Focus(Disable Device)
9: Extra Discovery?
Discoveries:
2: Infusion
4: Bleeding Attack
6: Wings
8: Chameleon
10: Enhance Potion
Gear:
+2 Keen Scimitar
Cloak of Resistance +3
Trapspinger's Gloves
+3 Shadow Mithril Chainshirt
Belt of Incredible Dexterity +2
Headband of Vast Intelligence +2
Jingasa of the Fortunate Soldier
Ring of Protection +1
Wayfinder equipped with Clear Spindle
Silver Spindle(Divine Favor)
63k gold spent
Special Abilities:
Sneak Attack 5d6
Alchemy
Brew Potion
Mutagen
Trapfinding
Skills(90 points):
Consider all abilities at an extra +2 over what is noted to account for Heroism. Dex-based Skills are increased by +2 during Mutagen.
Acrobatics: +18(10 ranks)
Bluff: +10 (10 ranks)
Craft(Alchemy): +18(1 rank)
Perform(Dance): +2(2 ranks)
Perception: +19(24 vs Traps) (10 ranks)
Kn.(Nature/Heal sub): +17 (10 ranks)
Disable Device: +24(29 vs Traps) (10 ranks)
Stealth: +31 (10 ranks)
Spellcraft: +16(10 ranks)
Escape Artist: +18 (10 ranks)
(7 ranks left)
DEFENSES
HP: 77
AC: 25(32 with Mutagen boosting Dex and Barkskin)
CMD: 25
Fort:+12 Ref:+15 Will:+6(Immune to possesions and mental control)
Buffed Saves are: Fort +14 Ref +17 Will +8(+2 vs Mind Affecting)
OFFENSES:
This guy gets completely outrageous with buffs.
Melee Attack Bonus: +14/+9 (+7 BAB +2 Wpn +5 Dex)
Ranged Attack Bonus: +13/+7
Full Buffed Attack Bonus: +21/+21/+16 Breakdown: 7(BAB)+7(Dex)+2(Wpn)+2(Morale)+1(Haste)+2(Invis)
Buffs: Heroism, Mutagen, Haste, Greater Invisibility,
Damage: 1d6+12+5d6/1d6+12+5d6/1d6+12+5d6
I'm curious whether a light mace and buckler(so I still have a free hand) would work out.
| Scavion |
I need to ask why Wings is a good discovery, I've never been a fan of Wings for a class that has Fly on its spell/extract list. Bleed Attack seems kind of needless too, like Tumor Familiar would probably help a lot more in the long run.
Aha. Bleed has killed many a creature in campaigns Ive played in. Fear of death causes most folks to flee prematurely but if they carry no healing bam! Death sentence. And makes tracking a breeze.
Flight on demand is just groovy
Oncoming_Storm
|
I need to ask why Wings is a good discovery, I've never been a fan of Wings for a class that has Fly on its spell/extract list. Bleed Attack seems kind of needless too, like Tumor Familiar would probably help a lot more in the long run.
If you can't see why (Ex) flight capability at will is a good option...
N. Jolly
|
N. Jolly wrote:I need to ask why Wings is a good discovery, I've never been a fan of Wings for a class that has Fly on its spell/extract list. Bleed Attack seems kind of needless too, like Tumor Familiar would probably help a lot more in the long run.If you can't see why (Ex) flight capability at will is a good option...
I could for something that can't get it any other way. Discoveries are precious, and using one for flight when the class is one level away from getting it whenever is pretty lacking for me.
If the flight lasted longer, I'd be fine with it, but it's as long as a Fly extract (although better broken up), which doesn't scream super useful to me. I get that some people like get being able to fly without the action to down the extract, but it's not a unique ability to the extract, which to me is a wasted discovery.
As for the bleed thing, I can kind of see it, but the amount of bleed is pretty small. Having a Tumor Familiar seems like it'd be more helpful to me in this situation, but that's just me being in love with the damn thing. That and with Poisoners Gloves on the thing, you could pop off a crazy amount of extracts per day as a free action, which is action economy gold.
N. Jolly
|
Well I actually have an open discovery so ill take a lookzies at the gloves.
Oh man, you haven't looked up Poisoner's gloves for an Alchemist Build? They're so good and so cheap (5k) for two uses a day that can be used in tandem via TWF.
Give them to a Compsognathus (which has a hand slot, so it can use them, although in PFS you'd need to give it the Extra Item Slot alternative feat) so now you have a +4 to Initiative, a dino on your shoulders with needle gloves to give you two extra extracts when you need them on its initiative, and you'll be buffed like some kind of scary god.
Throw in Potion Glutton and Accelerated Drinker (Sadly this trait doesn't work with extracts for like no reason) and you'll be ruling combat before it starts.
maouse
|
Why no sniper goggles for 20k? Means you can sneak attack at full range or get +10 damage (5d6) within 30 feet (on every sneak attack).
http://paizo.com/pathfinderRPG/prd/advanced/magicItems/wondrousItems.html#_ sniper-goggles
Well, he isn't really a ranged type rogue. But in the next few levels you might want to consider investing in something like this (hand crossbow only requires one feat (rapid reload) to use max BAB/attacks every round... but if you go through the shortbow path you can knock out another few points with a composite bow (with strength a little higher))
| Scavion |
Why no sniper goggles for 20k? Means you can sneak attack at full range or get +10 damage (5d6) within 30 feet (on every sneak attack).
http://paizo.com/pathfinderRPG/prd/advanced/magicItems/wondrousItems.html#_ sniper-goggles
Well, he isn't really a ranged type rogue. But in the next few levels you might want to consider investing in something like this (hand crossbow only requires one feat (rapid reload) to use max BAB/attacks every round... but if you go through the shortbow path you can knock out another few points with a composite bow (with strength a little higher))
Well for one that's a huge chunk of change.
Throw in Potion Glutton
Holy crap that is awesome.
Human Trap Breaker Vivisectionist Alchemist 10
Traits: Deathtouched, Alluring
Str:10
Dex:18(20)(Ability score increases +2)
Con:14
Int:16(18)(+2 Human)
Wis:10
Cha:10
Feats:
1: Weapon Finesse
FS: Skill Focus(Perception)
3: Martial Weapon Proficiency(Scimitar)
5: Dervish Dance
7: Arcane Strike
8: Skill Focus(Disable Device)
9: Potion Glutton
Discoveries:
2: Infusion
4: Tumor Familiar(Compsognathus)
6: Wings
8: Chameleon
10: Enhance Potion
Gear:
+2 Keen Scimitar
Cloak of Resistance +3
Trapspinger's Gloves
+3 Shadow Mithril Chainshirt
Belt of Incredible Dexterity +2
Headband of Vast Intelligence +2
Jingasa of the Fortunate Soldier
Ring of Protection +1
Wayfinder equipped with Clear Spindle
63k gold spent
Special Abilities:
Sneak Attack 5d6
Alchemy
Brew Potion
Mutagen
Trapfinding
Skills(90 points):
Consider all abilities at an extra +2 over what is noted to account for Heroism. Dex-based Skills are increased by +2 during Mutagen.
Acrobatics: +18(10 ranks)
Bluff: +10 (10 ranks)
Craft(Alchemy): +18(1 rank)
Perform(Dance): +2(2 ranks)
Perception: +19(24 vs Traps) (10 ranks)
Kn.(Nature/Heal sub): +17 (10 ranks)
Disable Device: +24(29 vs Traps) (10 ranks)
Stealth: +31 (10 ranks)
Spellcraft: +16(10 ranks)
Escape Artist: +18 (10 ranks)
(7 ranks left)
DEFENSES
HP: 77
AC: 25(32 with Mutagen boosting Dex and Barkskin)
CMD: 25
Fort:+12 Ref:+15 Will:+6(Immune to possesions and mental control)
Buffed Saves are: Fort +14 Ref +17 Will +8(+2 vs Mind Affecting)
OFFENSES:
This guy gets completely outrageous with buffs.
Melee Attack Bonus: +14/+9 (+7 BAB +2 Wpn +5 Dex)
Ranged Attack Bonus: +13/+7
Full Buffed Attack Bonus: +21/+21/+16 Breakdown: 7(BAB)+7(Dex)+2(Wpn)+2(Morale)+1(Haste)+2(Invis)
Buffs: Heroism, Mutagen, Haste, Greater Invisibility,
Damage: 1d6+12+5d6/1d6+12+5d6/1d6+12+5d6
Poisoner Gloves are definite part of my get asap list.
N. Jolly
|
Honestly I'd suggest more, but with P Gloved Cos and Potion Glutton (don't forget your familiar can hold extract charges for you, giving them ANOTHER way to discharge extracts into you aside), you're REALLY topping out on the nova level. Note that you can ration these just fine, and really not need to nova at all, instead playing a self buffer who doesn't need rounds to buff.
Alchemist can RULE the action economy with all their little tricks, so at this point unless you were using this as an example of how to completely super nova, you're really fine here.
But feel free to check my guide for more info (I really like Alchemist).