Does this Hobgoblin Mutagenist Alchemist look okay?


Advice

Vigilant Seal

Just wanted to be a steampunk werewolf using the power of alchemy to beast out and mix it up in melee with fang and claw.

Crixleby Hobgoblin Mutagenist Alchemist

The main thing is that I realize Animal Barbarian would "do it better" but I just wanted to make a good mutagenist because I want an alchemist of each research field. This is the mutagenist I am trying to build.


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Barbarian Dedication doesn't work at all with Mutagenist. Most Mutagens are reducing your defenses and very often AC (especially Bestial Mutagen). On top of it you don't take Sentinel Dedication or Bastion Dedication so you'll end up victimized by enemies.
I also strongly discourage you to go for a Bestial Mutagenist unless you start playing at level 11+. This is a very high level build as it's mostly unplayable before 2-digit levels.

I'm in the process of writing a guide on the Mutagenist because I feel there's a lot to say after Treasure Vault, but I don't know if I'll have the courage to get it finished (it's a lot of work, and I don't know if people would be that interested, I feel the Mutagenist is a tough subject). But if you want I can give you a link to my WIP version through PMs.

Vigilant Seal

SuperBidi wrote:

Barbarian Dedication doesn't work at all with Mutagenist. Most Mutagens are reducing your defenses and very often AC (especially Bestial Mutagen). On top of it you don't take Sentinel Dedication or Bastion Dedication so you'll end up victimized by enemies.

I also strongly discourage you to go for a Bestial Mutagenist unless you start playing at level 11+. This is a very high level build as it's mostly unplayable before 2-digit levels.

I'm in the process of writing a guide on the Mutagenist because I feel there's a lot to say after Treasure Vault, but I don't know if I'll have the courage to get it finished (it's a lot of work, and I don't know if people would be that interested, I feel the Mutagenist is a tough subject). But if you want I can give you a link to my WIP version through PMs.

Sure that would be great. I think I can spare a feat or two in a non-free archetype to go sentinel if needed. I just kept getting told basically mutagen doesn't have any damage steroids like all the other martials, and therefore will always be behind damage, much like a Warpriest actually, and so I was looking for ways to solve this problem. I was also considering Rogue for sneak attack dice. Although it seems there is not very many ways to boost damage via archetypes.


Damage is super hard to boost in PF2, mostly because damage boosting options tend to be must-haves.
Also, I don't think you should expect a Mutagenist to be as damaging as a Fighter or a Barbarian (and anyway you won't manage to get there). But there are a lot of damage everywhere in the Alchemist class that should put you quite well in total output. Compared to classes like Inventor or Ranger, you are not bad in damage output. But you need to build it properly (hence the guide in your PMs).


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Unfortunately*, PF2 mutagens are pretty weak sauce as combat boosts; especially compared to PF1. They are actually somewhat decent in very specific circumstances, but not something that will consistently make an alchemist significantly better as a front-liner. Choker-arm mutagen might make the best choice to focus on for a reach combatant, but the drawback reduces attack success and damage.

Even at higher levels, the alchemist will lag behind because they stop at Expert proficiency with weapons and unarmed attacks.

*- or for some values of fortunately, from a game balance and niche protection standpoint

Vigilant Seal

Well for me damage isn't such a big deal. I'm okay with not doing tons of damage as long as the thing does the thing I want it to do: In this case wolf out, feel like a chemically induced werewolf and make basic strikes in melee to at least standard proficiency, which means to me: hitting more often than missing and getting to roll my attack dice even if there aren't massive damage boosts on top of that.

Basically I just care about rolling dice more often than not, not the numbers themselves. Death by a thousand cuts and all yeah?

Vigilant Seal

This is my second draft after reviewing your guide. Hopefully it is better now. I recognize it is still far from optimal I am sure.

Crixleby, Hobgoblin Mutagenist


You don't need Sentinel Dedication that early, you can grab Armor Proficiency through a General Feat and wait for higher levels to retrain it.
It allows you to go for Monk Dedication at level 2, add Ki Strike (that should help a lot at low level) and Monk Flurry at level 10 for Sentinel Dedication at level 12.
For the level 6 feat... I don't know, your call, but Monk Resiliency should help a lot at that level (and give overall more hit points than the resistance from Armor Specialization).
It causes a bit of issue stat wise, but you really don't need much Intelligence as a Mutagenist, a starting 14 should be fine.

Vigilant Seal

SuperBidi wrote:

You don't need Sentinel Dedication that early, you can grab Armor Proficiency through a General Feat and wait for higher levels to retrain it.

It allows you to go for Monk Dedication at level 2, add Ki Strike (that should help a lot at low level) and Monk Flurry at level 10 for Sentinel Dedication at level 12.
For the level 6 feat... I don't know, your call, but Monk Resiliency should help a lot at that level (and give overall more hit points than the resistance from Armor Specialization).
It causes a bit of issue stat wise, but you really don't need much Intelligence as a Mutagenist, a starting 14 should be fine.

Thanks for the feedback I'll adjust my character sheet.

Vigilant Seal

This is the latest version of my Mutagen based on feedback:

Most Recent Crixleby


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So you postpone Heavy Armor to level 12. Why not (I fully understand disliking retraining, even if I think moving from Armor Proficiency to Sentinel should nearly not be a case of retraining considering that one is just the evolution of the other).

Vigilant Seal

SuperBidi wrote:
So you postpone Heavy Armor to level 12. Why not (I fully understand disliking retraining, even if I think moving from Armor Proficiency to Sentinel should nearly not be a case of retraining considering that one is just the evolution of the other).

Well I suppose there's always Drakeheart Mutagen haha. As well as the Monk dedication to give 1d6 fists.

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