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I've been trying to work up an idea of an alchemist doctor that focuses on using his mutagen to turn himself into a werewolf without the numerous nasty side effects of traditional lycanthropy.
This is meant to be a fun character idea more than an min-maxed uber character so I'm making some choices more for flavor than optimization. That said, I still want something that can survive the grueling life as an adventurer. I'm intending a front line fighter that survives mostly due to the massive amount of damage that he can take.
TLDR: Trying to make a werewolf themed Mr. Hyde blood shield build that is PFS legal.
Race: Half-Orc NG
Stats:
STR 14
DEX 16
CON 16
INT 13
WIS 11
CHA 7
Alchemist Archetype: Beastmorph
Feats and Discoveries
1st: Ex Disc: feral mutagen
2nd: Tumor familiar, armadillo [protector archetype] (fluff wise this is going to be an animated wolf fur pelt that he wears under his armor that gives him a tail)
3rd: Die for Your Master
4th: Spontaneous healing
5th: Ex Disc: Lingering Spirit
6th: Healing Touch
7th: Dodge
8th: Preserve Organs
9th: Rending claws
10th: Mummification
Level in Master Chymist
11th: Rending Fury
If he does take part in higher level adventures, he'll take one more level of Master Chymist for furious mutagen before returing to just Alchemist levels.
I have yet to decide on traits. I'm leaning to Reactionary and Purity of Faith. The latter is to help with the horrid will saves this guy will have. Although I've been considering having Beastkin for the flavor despite it being significantly less powerful.
My biggest problem is that he'll be lacking in combat without his mutagen and it will be difficult to always find an hour between fights to craft a new one.
The main reason I'm considering Half-Orc is for the orc-ferocity. This would allow me to chug a cure light wounds extract when dying to stay standing, especially with the stacking from spontaneous healing.
I'm very weakly attached to anything at level 7 and above. And if anyone have any advice for some way to make him more werewolf-like or better at surviving I'm all ears. Thanks for any help.

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I've got a similar character I'm playing through Second Darkness but his mutagen is the opposite. Through medication and willpower his furry side is kept in check but when things are tough he exposes himself to an 'antidote' which negates his suppressants. Narratively that made more sense to me.
Mechanically what you have looks good. I suggest maxing out preserve organs over healing touch and spontaneous healing. The familiar will give you more than enough durability and I wasn't super impressed with healing touch. For combat perks outside mutagen I'd grab a conductive weapon.

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Perhaps a dip into Mooncursed Barbarian after 1st level to reflect the impact of such dabbling to improve survivability?
Not a bad idea, it would also grant a little extra offense. But the problem is several of these abilities only grow with alchemist levels so cross classing is takes away from them.
You don't qualify for extra discovery at 1st level (you get the discovery class feature at 2nd level).
Good catch, looks like I need a new 1st level feat.
I've got a similar character I'm playing through Second Darkness but his mutagen is the opposite. Through medication and willpower his furry side is kept in check but when things are tough he exposes himself to an 'antidote' which negates his suppressants. Narratively that made more sense to me.
Mechanically what you have looks good. I suggest maxing out preserve organs over healing touch and spontaneous healing. The familiar will give you more than enough durability and I wasn't super impressed with healing touch. For combat perks outside mutagen I'd grab a conductive weapon.
That's a clever idea. Interesting to see a reverse on the usual Dr. Jekyll/Mr. Hyde thing most alchemist have.
This guy's stuff is based of the folklore witches putting on wolf skin belt/cloaks that would allow them to transform. This doctor had heard of these myths and is attempting to replicate them via alchemy in an attempt to improve upon the fragility that he sees in so many around him. His idea is to create a living skin and Frankenstein it onto his back in an attempt to increase his own physical abilities as a proof of concept. His mutagen is the early results of playing around with creating a temporary infection of lycantropy that isn't lunar dependent and shouldn't cause the typical alignment shifts.
I may swap out healing touch for another preserving organs. But I'll probably keep at least spontaneous healing since it still helps the familiar keep him alive. The main reason for including healing touch is that it doubles the number of rounds that spontaneous healing works. Healing other via that method would be emergencies only. (And that's not likely since he'll start carrying a wand of cure light wounds fairly early.)
Also thanks for the weapon ability suggestion. I'm good at studying the classes but I get lost researching items.