Can anyone give me a good mutagen and damage focused alchemist build?


Advice


I'm running a campaign, and just need a 20th level human alchemist that focuses on mutagen and melee damage, possibly with a three level dip in Master Chymist. Thanks!


Starting at 20th level, you could pull off a pretty crazy vivisectionist/beastmorph pouncing monstrosity with like a dozen natural attacks.
Sort of cliche at this point, but very effective.
Interested?

Sovereign Court

What is the character for? NPC villian you want the PCs to hate? More then a speed bump? A friendly NPC? A character for a player?

There are a number of ways you can go, but if it's going to be a reoccurring villian, alchemical allocation and elixir of life is likely a good idea.

Eternal potion: greater invisibility (off the summoner list), scroll of mind blank (to stop detect x and mental detection), nondetection extract, negate aroma extract(block scent), silence (block echolocation) and a lesser globe of invulnerability as a scroll or using spell knowledge discovery (block out invisibility purge and glitterdust)...

Tumor familiar with the protector archetype to split off some of the damage taken (it has fast healing 5, and of course used share spells on alchemical allocation and elixir of life for the contingent resurrection), poisoners gloves on the familiar and infusion discovery to drop a heal or restoration infusion on the alchemist. Delayed consumption for another restoration on the alchemist and probably cure critical on the familiar.

I went feral Mutagen, but going twf with the sense vitals spell from dirty tactics toolbox (spell knowledge discovery, manufactured weapons only) for 5d6 sneak attack (+ quicken metamagic rod) might be nice (and you don't mess with poly effects, so keep extra arm and mummification discoveries).

Resinous skin extract to take the weapons away from the players on a failed reflex save, ablative barrier, overland flight, fluid form, fiery body scroll, greater angelic aspect scroll (none of which are poly effects), death ward, true seeing, arcane sight, for'big fights'.

Alchemical allocation for Barkskin, heroism, (greater magic fang if you go nat weapons), any other 3rd level or lower buff, using boro beads (4,000gp) to get back allocation. Orchids drop for more saves, luck blade (or 5) for rerolls. A conductive composite adaptive longbow and explosive missile discovery, maybe a bomb discovery too, just to spice things up. I think there is a force cage on bombing extract to spilt the party.

Main weakness? Disjunction.


This is all excellent advice.

The Protector archetype is great for a tumor familiar, but you might want a Valet familiar instead for teamwork feat abuse.

Natural weapons will definitely serve you better than two-weapon fighting. Unless you need to have bombs for some reason, just take the Vivisectionist archetype for great sneak attack damage.

Take Feral Mutagen for two claws and a bite. Take the Beastmorph archetype to grab pounce, rake, and then flight or trip or something. You can then get more attacks with magic items: a gore with a Helm of the Mammoth Lord, a sting with a Fleshwarped Scorpion's Tail, and two talons with an Animal Totem Tattoo (eagle).

You could actually get two more claw attacks and a tentacle if you take Vestigial Arm (twice) and Tentacle, grow claws on your vestigial arms with an Amulet of the Blooded (abyssal), and exchange your iterative unarmed strikes for the natural weapon attacks without increasing your overall number of attacks, as described in the FAQ.
But although this is completely legal, it's complicated and might start debates, so you'd be safer just using Monstrous Physique to turn into a four-armed gargoyle or something.

It would definitely be a good idea to avoid detection by unconventional means, and Firebug had some great suggestions, but there are a couple others I should mention. You could replace nondetection extracts with an Iron Circlet of Guarded Souls. There are several alchemical items that can replace negate aroma extracts. There are boots that can protect you from tremorsense. Skill Focus (stealth) and Dampen Presence will protect you from blindsense and blindsight.

Finally, grabbing Hellcat Pounce would give you a free attack after every hit on all of your surprise round pounces, still with sneak attack because greater invisibility makes them lose their Dex to AC even after they're not flat-footed.

Sovereign Court

My advice was mostly from a PFS standpoint... and the disappointment of not being able to use eternal potion greater invisibility, I use displacement. And at the end (rise of the runelords part 6) UMD was extremely useful. I think I dropped 2 Mass Heals in that first real fight. And not on myself. I used them on the Wizard and Magus who were doing all the heavy lifting while I stood in front and took it in the face.
When the real Mr Hyde came out (scroll of time stop, buffs), his quick stats:

Spoiler:
Mr Hyde level 18 Large Aasimar (Native Outsider, Humanoid Human, scion of humanity)
AC 55
273 hp, fast healing 2 (and 5, 9/day), Protector Familiar, Ablative Barrier, 36 additional Temp HP
Darkvision 60, See in Darkness, Echolocation 40, True Seeing, See Invisibility, Scent
SR 30 (2 sources)
DR 10/Good, 10/Evil, 5/Piercing
32 Fort, 33 Ref(evasion), 24 Will (before another +3 vs spells or mind affecting, +4 for death ward, +4 vs enchantments)
Init +15
Fly 90(good, wings), Fly 70(perfect, no wings), Fly 60 (good, overland), Fly 630 (auto-succeed fly checks, wind walk)
+35 to hit for 3d8/6+31 bite/bite(haste)/claw/claw/gore: Good, Evil, Magic keywords (also sicken on striking a frightened, shaken or panicked creature)
Intimidate +41 (with a 9 cha), Also had a wand of Blistering Invective for fun.
Displacement, echolocation, overland flight, contingent restoration and resurrection, heal 1/3rd from fire damage, auto-confirm crits vs evil creatures
Immunities: acid, cold, fire, electricity, paralysis, nonlethal, sleep, poison, disease, critical hits, ability damage, blindness, deafness, drowning, stunning, petrification, fear, energy drain, negative energy, vaccuum, planar adaption (if plane hopping), freedom of movement
Spell Immunity: Horrid Wilting, Temporal Stasis, Prismatic Wall, Slow, 3rd level and lower spells of evil creatures
Armor and Shield were Mithral +5 (but not impervious) but with reinforce armaments so hardness 50. And yes, they still took damage. Granted it was 1 point.

Also, after the first fight, I was at ~20 hp, and my familiar had died once already.

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