ShadowDax
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There are design flaws with the mutagenist. Everybody can use a mutagen, and all your simple weapons go up in class along with your natural attacks because they’re simple weapons too. However, I am hardheaded and like the idea of fighting using mutagens. I’m trying to get as many minds as I can together on this, what would you all suggest I do? Also multi-classing is all I can think of & a lot of guides suggest my ideas are bad ones.
| Brew Bird |
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With only 8 hp and light armor, the Alchemist just doesn't cut it in melee. You don't have the ability attributes to spare to get the amount of Dex and Con you'd really want, and Bestial Mutagens tank your defenses even further.
I also would like to be able to play a mutagenist front liner like I could in PF1, but until the Alchemist gets some fixes, I don't think that particular build is worth it. For now, the mutagenist can be a pretty serviceable skill monkey, but if you want to get into melee, just play a smart Barbarian.
| Zwordsman |
I would opt for a Ranged speicalist.
Likely a HeavyXbow or normal Xbow. Depending on if your GM rules Familiars can reload for you or not. Play hit and run, or far away. (more so if you get ranger+running reload)
Then also focus on being a bit of a skill monkey, Or. using Aid to aid the skill monkey (also give them mutagens if t hey want)
So the item bonuses to .. well almost anything, can really be great for you or for your party members. Also invest in tools. Sure there are items that give item bonuses. But. thats extra gold.
Snag revivying mutagen so you can "end" any mutagen you want at any time. With this you can consume a mutagen just for that situation or skill check and end it to avoid debuffs.
For yourpepetuals.. I'd opt for something that can be used often for a small skill boost. Depepnding on what skills you invest in (speaking vs sneaking vs physical etc).
For instance.. Consuming the mental one before a Medical check. Or quick silver before working on a trap.
Pepetuals will NOT be combat related ones. These are your toolkit ones. You're daily allotment full level ones are for combat (last longer, andeasier to deal with penalties vs benefits)
Hand out mtuagens to friends (some ar some folks would want. Energy for instance is fun on melee folks. Spammers would like it).
At later levels I'd consider switching to Alchemical Xbow, either making lv 1 bombs or more likely crafting them in downtime to have a steady supply of extra lv 1 bombs for elemental targeting. Also would opt for Ranger dip.
An alternative weapon would be SHuriken+Barbarian rage/raging thrower. That would help your survivability a bit (the barbarian HP boost would mitgate the quick silver mutagen), add abitof damage. And also give great fluff. This one will kick or throw shuriken. but otherwise similiar to above. Can also add poisons to shuriken if you want, as they're thrown projectiles not ammo, they won't break or lose the poison if you miss and you can pick it up later (assuming you have time)
TLDR: current mutagen works great for skill support and handing out specific buffs that have okay debuffs on them (energy for instance).
You're too frail for combat, so opt for ranged of some sort.
Also.. depending on how you read it. Quick Silver and the Melee mutagen, both only specify " and ranged attack rolls," where as the debuffs in other mutagens say "weapon"
soo depending on your GM. You may be able to apply Quicksilver item bonus to ranged spelll attacks. As those are both ranged, and attack rolls.
but ask them first.
Personally I don't see an issue with it considering the debuffs
| Blave |
Be a human and get the armor proficiency feat at level 1. Breastplate will keep you relatively save until you get your dex to a decent score. Your light armor proficiency doesn't go up to expert for the first 12 levels anyway. After that, you probably have enough dex to use studded leather armor and can retrain that first level feat.
Bestial and especially feral mutagen will still leave your AC low, so maybe get a shield and pick up shield block. Or get the shield cantrip. Monk dedication would allow you to use your fist even when cought without mutagen active, so you can keep your hands free. It also allows you to have a single "weapon" (handwraps) to upgrade for all your needs. And it unlocks flurry of Blows, which should help alleviate the action economy hit from shield.
| SuperBidi |
I would use a one-handed/two-handed weapon (Katana is the best one and you can apply poison on hit). So I can fight with my weapon in one hand and use my second hand to imbibe Mutagens and then Elixirs of Life during fight, for combat maneuvers and of course taking my weapon with two hands when I'm in a position of pure damage dealing.
Juggernaut Mutagen (especially with Invincible Mutagen) is a very good one when it comes to melee fight. Extra hit points and even damage reduction is compensating with low hit points/AC.
I would not take Bestial Mutagen before level 13 ability, so I can compensate my low AC with extra hit points. And anyway, before level 11 Bestial Mutagen is quite disappointing.
| HeHateMe |
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Yeah sorry, I just can't recommend playing a melee Alchemist. They're just terrible. I don't know why the decision was made to make the Alchemist a core class if they were just gonna crap all over it like this.
Alchemist is so poorly designed that errata won't fix it. It needs to be completely redesigned from the ground up. The way 5e did with the Ranger.