
Daeion |
Hello,
I don’t have a lot of experience with pathfinder, only played a handful of times, and I'm coming back from a 5 year hiatus to playing with the same group I used to play 3.5 with and I’m looking for some advice. I used to play summoning wizards a lot but I’m looking to change it up this time I think. In my research I seem to find a lot of discussions that seem to focus on single round or single target damage, but I’m looking for more consistent damage, I don’t really want to blow my load in 1 round and then hit like a wet noodle for the rest of the fight. I’m looking at this as fighting from a less then optimal position, we aren't typically fighting in big open plains where one could be charging down enemies on horseback, we usually end up fighting indoors.
Currently the group consists of a Bard/Illusionist, Ninja, Oracle, Bloodrager, and Magus, with the possibility of another person joining playing a druid. Outside of myself, most of the players in this group tend to play characters that are in it for the profit and fall somewhere on the neutral or evil spectrum, which always makes it hard for me to play good characters which is what I’m naturally drawn to, I play them anyways, but it’s never the experience I’m looking for, so not sure a Paladin would mesh well.
This would be a 9th level 5th tier character and we pick one of 3 lines of rolled stats and can then place the results where we want. So not as consistent as a point buy system, but you never know, you might end up with 6 18’s… If it comes from a paizo source it is allowed and 3rd party sources are allowed on a case by case basis, so things are pretty wide open.
Thanks for any advice.

chaoseffect |

Beast totem superstisious human invulnerable rager barbarian with mythic vital strike and foe biting on a legendary greatsword, perhaps? Go champion or marshall.
Why bother with Beast Totem? Pounce is obsoleted by Mythic Vital Strike.
If you are going Mythic then it's all about Mythic Vital Strike. That essentially lets you deal your full attack's worth of damage with a single standard action. It's even better than a full attack actually as it pools all your attacks into one at your highest to hit, so it will hit and DR only applies to the damage once. If something absolutely, positively must be one round killed, you can also spend the mythic point to take an extra standard action on your turn and do it again.

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two handed fighter- add 2.0 str bonus to all of your attacks, couple this with Mythic vital strike/power attack and you have more damage than a barb wishes he could get.
the other option is to go slayer/fighter and go ranged combat.
two options- one uber shot, or pin cushion.
pin cushion- Involves shooting so many times its ugly.
mythic rapid shot/deadly aim/PBS/many shot (all mythic variants) for pin cushion.
- rapid shot now lets you shoot 3 additional instead of 1. many shots works on first and second now. deadly aim gives more damage and no penalty. PBS is nice to have. added to the slayer's +2 (+3 in 1 level)
thats 7 attacks, with clustered shots. alternatively, go fighter for weapon specialization and training. netting you +2 damage per hit.
the uber one shot involves vital strike

lemeres |
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Covent wrote:Beast totem superstisious human invulnerable rager barbarian with mythic vital strike and foe biting on a legendary greatsword, perhaps? Go champion or marshall.Why bother with Beast Totem? Pounce is obsoleted by Mythic Vital Strike.
If you are going Mythic then it's all about Mythic Vital Strike. That essentially lets you deal your full attack's worth of damage with a single standard action. It's even better than a full attack actually as it pools all your attacks into one at your highest to hit, so it will hit and DR only applies to the damage once. If something absolutely, positively must be one round killed, you can also spend the mythic point to take an extra standard action on your turn and do it again.
Well, I would personally grab the first two beast totem feats, just so you can have more natural armor. Dragon seems acceptable too though, since it boosts DR.
There are advantages and disadvantages to vital strike compared to fleet warrior. Sure, it goes through DR, but it also doesn't allow for things like haste or TWF style builds. If you are focused on getting a lot of hits in (or one big hit with pummeling style), then fleet warrior is probably better for you.
On that note- yeah, pummeling style rocks. It has a lot of the advantages of a vital strike build, some better criticals surprisingly, and you can use fleet warrior to get in a lot of hits. Given your level, I think something like this could be fun:
brawler or monk (preferably sohei, for a ton of advantages) with a piece of intelligent mythic equipment that can give out greater magical fangs (lets you skip AoMF). I like brawling armor for this, since it gives you a nice extra +2 to attack/damage.

Daeion |
Well, I would personally grab the first two beast totem feats, just so you can have more natural armor. Dragon seems acceptable too though, since it boosts DR.
There are advantages and disadvantages to vital strike compared to fleet warrior. Sure, it goes through DR, but it also doesn't allow for things like haste or TWF style builds. If you are focused on getting a lot of hits in (or one big hit with pummeling style), then fleet warrior is probably better for you.
On that note- yeah, pummeling style rocks. It has a lot of the advantages of a vital strike build, some better criticals surprisingly, and you can use fleet warrior to get in a lot of hits. Given your level, I think something like this could be fun:
brawler or monk (preferably sohei, for a ton of advantages) with a piece of intelligent mythic equipment that can give out greater magical fangs (lets you skip AoMF). I like brawling armor for this, since it gives you a nice extra +2 to attack/damage.
I'm not trying to focus on anything other then consistent damage. So if that means a lot of hits vs. one hit or vice versa, it doesn't really matter to me. As I mentioned earlier, I just don't want to have be in a situation where say I do 150 damage the first round and then every round after that I'm doing 50, I'd rather do 75-100 every round.
What is pummeling style?

lemeres |

Pummeling Style, Bully, and the icing on the cake, Charge.
Well, charge can be disregarded in a mythic game because of fleet warrior.
While mythic abilities are more valuable than feats, it does allow you to move as you please, rather than just through charges.
Anyway, the 'tons of hits' style has better damage than 2 handing on paper, but it usually falls behind in reality when faced with DR and having to move (and thus not getting a full attack).
With pummeling style and one of the movement options, both of those disadvantages are removed. So it is certainly something to consider.

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DualJay wrote:Pummeling Style, Bully, and the icing on the cake, Charge.Well, charge can be disregarded in a mythic game because of fleet warrior.
While mythic abilities are more valuable than feats, it does allow you to move as you please, rather than just through charges.
Anyway, the 'tons of hits' style has better damage than 2 handing on paper, but it usually falls behind in reality when faced with DR and having to move (and thus not getting a full attack).
With pummeling style and one of the movement options, both of those disadvantages are removed. So it is certainly something to consider.
except in mythic you can move as a swift action. (and get an extra attack) and IIRC at his tier there is an ability that lets you move and full attack anyway. also, if you are doing the pin-cushion ranged mythic fighting, you only worry about the DR once any way with clustered shots.

Jaunt |

Charge isn't necessarily irrelevant. Fleet warrior reads "whenever you make a full attack", and Pummeling Strike is a "full round action". I wouldn't shoot down any player who says it should work, but it's not quite RAW either. Besides, would you rather burn a feat or a path ability?
For OP's benefit, pummeling style lets you pool your full around attacks into one attack you roll several times for. Each hit deals normal damage, but a crit will crit the whole mess.
The problem with "tons of hits" is that burning 1 MP gives you one more hit. With "one big hit", burning 1 MP gives you ONE MORE HIT. Consider mythic vital strike to be your very consistent damage and burning MP for a second vital to be your (unnecessary, but very fun and useful) spike. You don't have to worry about dropping your bomb early because you can do it every round you have MP for, which even at low tiers is going to be 2 fights a day easily. You say Pummeling Style has a lot of the benefits of Vital, but it's missing the important one: doubling your DPR for 1 MP.
In Mythic, mobility is a joke thanks to Fleet Warrior, and/or Vital Strike, unless you go with Pummeling Charge or some kind of lancer since then you still need charges. Fleet Charge is great, but do you want to spend 1 MP to position yourself for a full attack, or do you want move as a move action and spend 1 MP for a second full-attack-equivalent Vital?
Then again, I'm playing a lance paladin, so what do I know?

SmiloDan RPG Superstar 2012 Top 32 |
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I would think a 2-handed fighter with Power Attack, Furious Focus, and Weapon Focus greatsword, Weapon Specialization greatsword, Weapon Training 1 & 2 heavy weapons, Vital Strike, Greater Weapon Focus would be pretty consistent.
Don't know much about Mythic Stuff.
But at 9th level you will be doing 4d6+13+double your Strength score with no penalties to your attack roll, which should be +13 before Strength and magic. With enough Strength and magic, you might be able to consistently hit on natural 2s.
Maybe kind of boring, but consistent.

kestral287 |
Given the talk of Vital Strike I'm amused that nobody's mentioned the Conqueror Ooze.
That said, yeah, what people upthread said. If you want to be a walking Hammer of Justice, two-hand a greatsword, Power Attack & Mythic, Vital Strike & Mythic, Furious Focus if you want it, hammer everything into the ground. Burn your third Mythic feat on Dual Path for Champion/Guardian or some such.
Don't focus too much on picking up path abilities that cost MP, look for passive ones. Stuff like Impossible Speed pairs up with Vital Strike really well, doubling your move speed. And the focus on passive ones maximizes your uses of Amazing Initiative to spike damage.
If you really need to fly over the battlefield throw in the Champion's Fleet Charge (which, yanno, you get for free). Move 60', slap a guy, move another 60', slap a guy really hard, turn around, slap a third guy really, really hard.
If you want to go full-in on this you could pick up a few Extra Mythic Powers, but that depends on how long you figure your day is going to run.

Daeion |
So I want to know if I'm figuring this correctly
Race Duergar
Strength 18 +1 for lvl 4, +1 for lvl 8, +2 for tier 2, +2 for tier 4 for a total of 24.
Level 10 BAB 10 +7 from STR gives me a +17 to hit before feats or class features.
Greatsword = 2d6+10(str and a half) damage
So +17 to hit and 2d6+10 damage before any mods.
Weapon training x2 = +19 to hit and 2d6+12
Weapon focus + greater weapon focus = +22 to hit and 2d6+12
Weapon specialization = +22 to hit and 2d6+14
Mythic Power attack = +19 to hit and 2d6+26
Mythic Vital Strike = +19 to hit and 4d6+52
+1 Impacting great sword = +20 to hit and 6d6+54
Enlarge person = +20 to hit and 8d6+56
If I wanted to have furious focus, my +hit would go back up to +22 granted I only made one attack per round.
Question, can I do a vital strike and then fleet charge to another target and then vital strike again?

Daeion |
Vital Strike -> Fleet Charge -> Vital Strike is legal if you used Amazing Initiative for the extra standard action, yes.
You can also just use your move action to get between the two targets to save the mythic power.
Why would I need Amazing Initiative? Vital Strike first target as a standard attack, not full round attack, fleet charge, and use vital strike on my fleet charge attack?
If I used my normal movement I wouldn't get an attack if it came after I already used vital strike, so then I'd have to use amazing initiative?

Jaunt |

As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage.
Using Fleet Charge is not the Attack action. So you can't make a Vital Strike during a Fleet Charge (nor, for that matter, a regular one, and for the same reason.)

Covent |

Also, how would Foe-Biting affect this? With +20 to hit and 8d6+56 would using foe-biting mean that I now dealt 16d6+112 damage as foe-biting doubles your damage?
Due to the fact that Foe-Biting says it doubles your "Total" damage, I have been running it as follows. This assumes all of your damage and dice are multiplied on a crit.
Base Damage with X2 weapon: 8d6 + 56
Assuming average damage this means (3.5 * 8) + 56 = 28 + 56 = 84-> Foebiting = 84 * 2 = 168 damage
Crit damage: 16d6 + 112
Assuming average damage this means (3.5 * 16) + 112 = 56 + 112 = 168-> Foebiting = 168 * 2 = 336 damage.

SiuoL |

lvl20 Bloodrager with Mythic Vital Strike, Mythic Spell Casting, Mythic Enlarge Person. +5 Transformative Impact Furious Courageous Nodachi that transform into Large Baster Sword. Make it foe-biting. Arcane Strike. Furious Finish. Mythic Power Attack. Indominable(Immune to fatigue).
Large Impact Baster Sword = 3d8, Mythic Enlarge person = 6d8
Mythic Vital Strike> Furious Finish, weapon= 4x 6d8 = 24d8= 192
Mythic Vital Strike> Arcane Strike = 4x5=20
Mythic Vital Strike> Mythic Power Attack= 4x(6x3x1.5)=4x27 =108
Mythic Vital Strike> Strength(+10)=4x((10+2*+7#)x1.5)=4x28 =112
*(Mythic Enlarge Person), #(Furious Courageous)
Mythic Vital Strike> Enchantment Bouns= 4x7#= 28
Sub Total= 192+20+108+112+28= 460
Foe Biting Total = 920, No rolling for damage.

alexd1976 |

Covent wrote:Beast totem superstisious human invulnerable rager barbarian with mythic vital strike and foe biting on a legendary greatsword, perhaps? Go champion or marshall.Why bother with Beast Totem? Pounce is obsoleted by Mythic Vital Strike.
If you are going Mythic then it's all about Mythic Vital Strike. That essentially lets you deal your full attack's worth of damage with a single standard action. It's even better than a full attack actually as it pools all your attacks into one at your highest to hit, so it will hit and DR only applies to the damage once. If something absolutely, positively must be one round killed, you can also spend the mythic point to take an extra standard action on your turn and do it again.
I've GMed someone who did this. He wasn't even tweaked (multiclassed as Druid) and was doing something like 220 or 240+ damage per hit.
VERY effective.

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For consistent damage I recommend Measured Response, along with possibly the Law Domain (not sure how to get the Law domain as a swift action, so I'm not sure how good that is.)
Also, you could be a halfling shuriken thrower. 1d1 + Str modifier damage all day.

Myrryr |
Play a witch. Grab the Numerological Evocation spell, the Coven Hex and a couple bags of holding. Using the fact there are canon quasit witches, and the Abyss is defined as infinite, and therefore has infinite demons, and therefore infinite quasit lvl 1 witches, stuff millions of quasits into your portable holes/bags of holding. Now stick a hand in it or a foot or a tail or w/e and you've got a boost to your CL in the millions. Numerological evocation has no CL damage cap.
Cast spell, proceed to do several million d6's worth of damage.

SiuoL |

Play a witch. Grab the Numerological Evocation spell, the Coven Hex and a couple bags of holding. Using the fact there are canon quasit witches, and the Abyss is defined as infinite, and therefore has infinite demons, and therefore infinite quasit lvl 1 witches, stuff millions of quasits into your portable holes/bags of holding. Now stick a hand in it or a foot or a tail or w/e and you've got a boost to your CL in the millions. Numerological evocation has no CL damage cap.
Cast spell, proceed to do several million d6's worth of damage.
For numerological Evocation spell, "No matter how many creatures you are eligible to affect, no two affected creatures can be more than 15 feet apart". quasit witches takes up squares, so you get about 16 witches to be affected by the spell.

ElMustacho |

Copy of a theorycrafted character:
Medium humanoid (human) LG
Init +45; Senses Perception + 62
DEFENSE
AC 48, touch 25, flat-footed 42 (+6 armor, +5 deflection, +6 Dex, +17 natural, -1 size, +4 shield, +1 dodge, -2 rage)
hp 403 (20d8+260+50) (class bonus went here)
Mind Blank (su)
Fort +37, Ref +27, Will +18
OFFENSE
Speed 70 foot, fly 90 foot (average), swim 60 foot
Melee Unarmed strike (+53/+53/+48/+48/+43/+38 - 1d8 + 34 + 1d6 slashing- 20x2) and 2 claws (+53 -1d6 + 21 + 1d6 - 20x2) and 2 claws (+53 - 1d8 + 21 + 1d6 - 20x2) and 2 bites (+53 - 2d6 + 21 + 1d6 - 20x2) and 1 tentacle (+53 - 1d6 + 21 + 1d6 - 20x2) and 1 snake (+53 - 1d8 + 21 + 1d6 - 20x2)
If sneak attacking, every attack has +22d6 precision damage, but all the damage is nonlethal. This sneak attack doubles on crits.
If pouncing, every attack has +5 to hit if charging above the target, or else +2.
Space 10*10 foot; Reach 5 foot
Special Attacks feral mutagen, grab, grand mutagen, greater mutagen, sneak attack 11d6, tentacle, throw anything
Alchemist Spells Prepared (CL 20th, concentration +29):
6th—beast shape iv (3), monstrous physique iv UM (3)
5th—beast shape iii (3), monstrous physique iii UM (3)
4th—beast shape ii, freedom of movement, invisibility (greater), universal formula APG (2)
3rd—beast shape i, haste (2), heroism, thorn body APG , protection from energy
2nd—acute senses UM, alchemical allocation APG (5), barkskin
1st—anticipate peril UM (DC 19), endure elements, expeditious retreat, keen senses APG, negate aroma APG (DC 19), shield, touch of the sea APG
STATISTICS
Str 54, Dex 22, Con 34, Int 28, Wis 14, Cha 12 -----------Starts from 14+2/14/14/14/11/9 -- after level advancement --> 17,15,15,16,11,9
Base Atk +20; CMB +38 (+42 grapple); CMD 58
Feats Alertness, Bludgeoner, Brew Potion, Celestial Obedience, Death from Above, Hammer the Gap, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Multiattack, Sap Master, Skill Focus (Knowledge (Religion), Stealth, Use Magic Device), Throw Anything, Two-Weapon Fighting,
Skills Craft (Alchemy) +34 , Craft (Alchemy) (Create item) +54, Disable Device +42 , Escape Artist +24 , Fly +42 , Knowledge (Arcana) +34 , Knowledge (Dungeoneering) +31 , Knowledge (Engineering) +31 , Knowledge (Geography) +31 , Knowledge (Nature) +34 , Knowledge (Planes) +31 , Knowledge (Religion) +37 , Perception +60 , Spellcraft +34 , Stealth +49 , Use Magic Device +32
Traits dangerously curious, reactionary
Languages Abyssal, Aklo, Aquan, Celestial, Common, Cyclops, Draconic, Infernal, Skald
SQ alchemy, brew potion, cruel anatomist, enhance potion, eternal potion, eternal youth, explosive disarm, extend potion, focused study, humanoid traits, instant alchemy, land mine, mine engineering, mutagen, persistent mutagen, skilled, sneak attack, swift alchemy, torturer's eye, torturous transformation, trapfinding, tumor familiar, vestigal arm (2x), wings (2x)
Combat Gear potion (silence/cleric/3rd), potion (weapon of awe/cleric/3rd), potion of good hope, potion of rage, scroll (divine favor/cleric/11th/divine/minor), scroll (transformation/wizard/11th/arcane/major), scroll (greater heroism/wizard/11th/arcane/major); Other Gear: Armor of the Shadow Lord, tentacle, Skulking Sniper's Blowgun, amulet of mighty fists +5, headband of vast intelligence +6, ring of inner fortitude, minor, ring of protection +5, belt of physical might (str/con) +6, cloak of resistance +5, boots of speed, ioun stone, deep red sphere, ioun stone, dusty rose prism, ioun stone, pale green prism - cracked ~ attacks, ioun stone, pale green prism - cracked ~ saves, ioun stone, dusty rose prism - cracked, stone of good luck (luckstone), tome of clear thought (+3), manual of bodily health (+3), manual of gainful exercise (+3), manual of quickness of action (+1), formula book (3), cyclops helm, wand of clw, ~18000 gp left (I'm not sure but I'm surely under 880000 gp)
SPECIAL ABILITIES
Celestial Obedience(Ghenshau)
Bury a book or scroll that you have never read in fertile soil. Plant a seed above the buried knowledge and pray over the site that good and growth can come from the decaying parchment. Gain a +4 sacred bonus on saving throws against transmutation effects.
1: Peacefulness (Sp) erase 3/day, calm emotions 2/day, or deep slumber 1/day
2: Ignorance (Su) Three times per day, you can attempt a melee touch attack to obliterate the cares of the wicked. On a successful hit, the target takes a penalty to Wisdom equal to 1d6 + 1 per 2 HD you possess (maximum 1d6+5, to a minimum Wisdom score of 1). This penalty lasts for 1 round per HD. If the target succeeds at a Fortitude save (DC 10 + 1/2 your HD + your Wis modifier), the penalty is halved.
3: Still Mind (Su) You are continually shielded as if by a mind blank spell. If anyone attempts to divine information about you through scry or similar spells and is foiled by the mind blank, the scrier must succeed at a Will save (DC 10 + 1/2 your HD + your Wis modifier) or take 1d6 points of Intelligence damage.
Alchemy (Su): When using Craft (Alchemy) to create an alchemical item, you gains a +20 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Brew Potion (Ex): You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Cruel Anatomist (Ex) You may use your Knowledge (Nature) skill bonus in place of your Heal skill bonus.
Dangerously Curious (trait) You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Enhance Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Eternal Potion: If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
Eternal Youth: The alchemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time.
Explosive Disarm (Ex): A Trap Breaker can attempt to disarm a mechanical trap by detonating it rather than disarming it with a Disable Device check. As a full round action, a Trap Breaker may expend one of his bombs to make a ranged touch attack against a trap, using the trap's Disable Device DC as its AC. If the attack misses, the bomb's splash damage activates the trap. If the attack hits, the bomb deactivates the trap without setting it off The Trap Breaker must both know the location of the trap and be able to reach the trap's trigger with a ranged touch attack in order to use this ability. At 8th level, a Trap Breaker can disarm magic traps with this ability.
Extend Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Feral Mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Focused Study (Ex): At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.
Grab (Ex): If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.
Grand Mutagen: The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen).
Greater Mutagen: The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a -2 penalty on both associated mental ability scores as long as the mutagen persists.
Headband of Intellect Skill Selection: (Craft (Alchemy), Stealth, Use Magic Device)
Humanoid Traits (Ex): Humanoids breathe, eat, and sleep.
Instant Alchemy (Ex): You can create alchemical items with almost supernatural speed. You can create any alchemical item as a full-round action if you succeed at the Craft (Alchemy) check and have the appropriate resources at hand to fund the creation. You can apply poison to a weapon as an immediate action.
Land Mine (Ex): A Trap Breaker can turn his bombs into land mines. Setting a land mine is a full round action that provokes attacks of opportunity. The land mine fills a single 5-foot square, and can't be placed in the same space as another trap, land mine, or magic trap. The Trap Breaker can arm the land mine with any bomb he is eligible to use, and the effects of this bomb are immediately transferred to the land mine. Creating a land mine uses up two of the alchemist's bombs per day. The DCs for Perception checks to notice the land mine, Disable Device checks to disable it, and saving throws to avoid its effects are equal to 28. All alchemist land mines are mechanical traps with the qualities Trigger: location and Reset: none. Land mines last for 20 days or until they are triggered, whichever comes first.
Mine Engineering (Ex): At 10th level, a Trap Breaker's expertise in improving explosives allows him to create land mines with minimal expense. Creating a land mine uses up only one of the alchemist's bombs per day.
Mutagen (Su): You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 200 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 28 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen: (Prime Stat Selection) Strength
Mutagen: (Second Stat Selection) Constitution
Mutagen: (Third Stat Selection) Dexterity
Persistent Mutagen (Su): The effects of your mutagens last for 20 hours.
Reactionary (trait) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack (Ex): If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 11d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Sneak Attack (Ex): At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.
Swift Alchemy (Ex): You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.
Tentacle (Ex): You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle does not give you any extra attacks or actions per round, though you can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability (see page 301 of the Pathfinder RPG Bestiary). The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
Throw Anything (Ex): You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Torturer's Eye (Ex): You add Deathwatch to your formula book as a 1st-level extract.
Torturous Transformation (Ex): You add Anthropomorphic Animal to your formula book as a 2nd-level extract. When you use this extract, you inject it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, you multiply the duration by the number of extracts used. You add Awaken and Baleful Polymorph to your formula book as 3rd-level extracts. When you use the Awaken or Baleful Polymorph extract, you inject it into the target (not a plant) as part of a 24-hour surgical procedure. You can make Anthropomorphic Animal permanent on a creature by spending 7,500 gp. You add Regenerate to your formula book as a 5th-level extract.
Trapfinding (Ex): A Trap Breaker adds i/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A Trap Breaker can use Disable Device to disarm magic traps.
Tumor Familiar (Ex): You create a Diminutive or Tiny tumor on your body, usually on your back or stomach. As a standard action, you can have the tumor detach itself from your body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to you as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on your caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as your familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to you, the tumor has fast healing 5. Your extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete. (Cat)
Vestigal Arm (2x) (Ex): You gain a new arm (left or right) on your torso. The arm is fully under your control and cannot be concealed except with magic or bulky clothing. The arm does not give you any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of your attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as your original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own "hand" and "ring" magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Wings (2x) (Ex): You gain batlike, birdlike, or insectlike functional wings, allowing you to fly as the Fly spell for 40 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You can select this discovery multiple times; each time you do so, you add your caster level to the number of minutes per day that you can fly with the wings. This flight is an extraordinary ability.
(Scrolls (UMD and auto-success)) Divine Favor, Transformation, Greater Heroism (totaling (+3 to hit, +3 to damage) luck bonus, +5 BAB, +5 competence bonus on fort saves, +4 natural armor, +4 enchantment on physical scores)-> Being consumable, in combat those aren't accounted.
(Extracts) Anticipate Peril, Expeditious Retreat, Negate Aroma, Shield, Touch of the sea, Acute Senses, Barkskin, Haste, Protection from Energy, Thorn Body, Freedom of movement, Beast Shape IV (kamadan) (totaling +5 to initiative, +30 foot speed (land), immunity to scent, +4 shield bonus to AC, swim speed of 30 foot, +30 on perception checks, +5 natural armor to AC, +1 attack, +1 dodge bonus to AC, +1 to reflex saves, the first 150 fire damage are prevented, +1d6 of slashing damage on natural weapons, immune to grapple, +6 size bonus to str, -2 size malus to dexterity, +2 size bonus to con, +6 natural armor bonus, 2 extra claw attack, 1 extra bite attack, one extra snake attack, pounce, large size)
(Mutagen) +8 to str, +6 to con, +4 to dex, +6 natural armor bonus, 2 extra claw attacks, 1 extra bite attack
(Equipment) +1d6 extra sneak attack damage, +15 to stealth and escape artist, +6 bonus to armor, immunity to blindsense, blindsight and tremorsense; opponents gain +10 on perception checks inside the closer half of the radius of those senses, +5 to hit and damage with natural weapons, +6 to intelligence, damage and penalty on ability scores reduced by 2, drain reduced by 1, +5 deflection bonus to CA, +6 to str and con, +5 to saves, +2 to dex, +1 insight bonus to CA, +1 bonus to initiative, +1 competence bonus to hit and saves, 10/day haste for a round as a free action, +1 luck bonus on ability checks, +3 to str, con and int, +1 to dex, 50 times 1d8+1 to hp, 1/day get a natural 20
Feats:
Death from above
Improved initiative
Potent surge
Extra mythic power
Dual path->Trickster
I don't almost care.
Path abilities:
+2 to STR
Always a chance
Precision (x2)
Assured skill
Critical master (x2)
The other I don't care.
Ability score:
+10 to STR.
For a run, I let him face Pazuzu.
Automatic 79 on stealth, Pazuzu maximum perception is 78.
Magical senses are blocked by the build. Autowin initiative.
Partial flying from above charge pounce, negate fear with unstoppable (tier 8 power), autosucced on Avian mastery with helm of the cyclops, full attack of autohits, autoconfirms and maximum damage if crit (x4). I'm going to roll that.
Checking if I get a 20: 15d20 ⇒ (1, 7, 13, 18, 3, 8, 20, 2, 17, 2, 12, 20, 6, 7, 6) = 142 Got an unarmed strike and a bite.
Damage: 4d6 + 100d6 + 100d6 + 100d6 + 9d8 + 1391 ⇒ (1, 2, 5, 6) + (3, 1, 2, 1, 2, 3, 6, 6, 3, 4, 6, 6, 6, 3, 1, 6, 2, 4, 4, 2, 3, 3, 5, 1, 4, 2, 6, 3, 2, 2, 4, 4, 1, 5, 2, 3, 4, 6, 5, 6, 1, 3, 4, 3, 1, 3, 4, 1, 1, 3, 1, 2, 4, 2, 1, 4, 5, 5, 1, 6, 3, 6, 3, 2, 1, 1, 3, 5, 3, 6, 5, 1, 5, 5, 3, 4, 6, 6, 6, 2, 2, 1, 5, 3, 4, 3, 3, 4, 2, 6, 6, 4, 1, 6, 5, 3, 6, 3, 5, 5) + (2, 2, 6, 4, 6, 1, 4, 5, 5, 1, 5, 6, 3, 5, 1, 4, 1, 1, 1, 6, 6, 6, 4, 1, 1, 1, 2, 6, 1, 4, 1, 3, 5, 6, 4, 4, 2, 2, 6, 4, 6, 3, 1, 6, 2, 5, 2, 6, 2, 2, 5, 1, 1, 6, 6, 6, 4, 5, 2, 6, 2, 4, 5, 4, 4, 1, 5, 3, 5, 6, 6, 3, 5, 2, 1, 2, 4, 4, 1, 4, 2, 2, 5, 6, 6, 5, 6, 5, 3, 4, 1, 2, 1, 1, 6, 5, 6, 4, 3, 4) + (4, 6, 6, 3, 1, 2, 3, 1, 4, 3, 3, 6, 3, 1, 5, 6, 1, 4, 2, 2, 1, 5, 2, 1, 1, 6, 2, 6, 5, 1, 2, 6, 1, 1, 1, 6, 1, 1, 2, 4, 5, 4, 1, 5, 5, 2, 1, 5, 4, 1, 1, 1, 5, 5, 1, 3, 3, 2, 5, 4, 4, 6, 3, 5, 5, 5, 5, 2, 5, 4, 6, 1, 3, 3, 5, 5, 3, 3, 5, 6, 1, 1, 6, 6, 2, 5, 5, 5, 1, 2, 4, 1, 5, 5, 1, 4, 5, 5, 3, 6) + (2, 1, 2, 8, 4, 6, 6, 3, 5) + 1391 = 2496
Fact-> This result, together with 2495, is the most probable.
Short answer-> Pazuzu died 2,26 times, accounted nonlethal damage.
By taking mythic haste with mythic spellcasting, in the surprise round I should be able to partial charge, move back and partial charge again (with a mythic power), doubling (more or less) the damage.
Even shorter answer: don't care about the damage. Just look at WotR: numbers simply gets way too high. Play the adventure instead.
EDIT: forgot to add Beyond Morality, or else Unholy Aura stops me.