[PFS] Mutation Mind, Natural Attack Monster


Advice

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Just a bit of theorycrafting here, as I hadn't seen any mutation mind builds. The idea here is to leverage the Strength boost and mutations from the mutation mind archetype, plus the spell-choosing power of the rebirth discipline, to make this d6 1/2 BAB caster into a melee force to be reckoned with.

Half-Orc Psychic (mutation mind, rebirth discipline)
17/14/14/15/7/10
Traits: Fate's Favored, Armor Expert
Alt. Racial Traits: Toothy

1: Toughness
2:
3: Extra Phrenic Amplification: Enlarged Torso (+2 AC), Claws
4: +1 Str
5: Power Attack
6:
7: ???, Rubbery (DR 2/-)
8: +1 Int
9: ???
10:
11: Enlarged Body, EPA: Recuperation (fast healing 5)

I'm still iffy on a couple of the feats, but the basic framework is there. It doesn't really come online until level 4 (although 17 Strength and a greataxe solves most problems at low levels). At level 4, you can use the rebirth discipline to add divine favor to your spell list and spells known, which gives +2 to attack and damage with Fate's Favored. Between that and the mutation bonus, you'll be attacking with a claw/claw/bite at +10 for 1d4+8 each.

Since you're a psychic caster, Armor Expert lets you wear a mithral breastplate at no penalty, so AC should be decent. The downside is that the mutation gives an enhancement bonus, so it won't stack with a belt. However, that at least frees up the cash for an amulet of mighty fists, and the item slot for a Con and/or Dex belt.

Any suggestions on the remaining feats, or further tweaks?


Why do you think that Rebirth is better than Abberation? It seems that the bleed affect of dark passenger would help move.

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Nohwear wrote:
Why do you think that Rebirth is better than Abberation? It seems that the bleed affect of dark passenger would help move.

Are you referring to the Abomination discipline, or is Aberration something new that hasn't made it into the PFSRD?


RainyDayNinja wrote:
Nohwear wrote:
Why do you think that Rebirth is better than Abberation? It seems that the bleed affect of dark passenger would help move.
Are you referring to the Abomination discipline, or is Aberration something new that hasn't made it into the PFSRD?

Abomination, sorry I remembered wrong.

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The Abomination discipline doesn't add any combat buffs, which is the point of this build. The Rebirth discipline lets me pick up a key buff to keep up attack and damage on a 1/2 BAB class.


This is a lot of resources diverted from more productive spell casting to shore up bad BAB and low hit points. Pass.

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Slithery D wrote:
This is a lot of resources diverted from more productive spell casting to shore up bad BAB and low hit points. Pass.

Umm... thanks for dropping by, I guess?


I guess I'm saying my recommended tweak is to lose this archetype.

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Well if the point was to make a primary spellcaster, that would be a good idea. But as I stated in the OP, the point is to make a good melee character that's also a full spellcaster.

Sczarni

What about dropping Fate's favored for Magical lineage and casting quickened enlarge persons on yourself at lv 8?

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Carla the Profane wrote:
What about dropping Fate's favored for Magical lineage and casting quickened enlarge persons on yourself at lv 8?

Hmm... If I went that way, I'd rather drop Armor Expert and stick with Mage Armor rather than lose the plusses from Fate's Favored. But with the small damage die on my natural attacks, I'm not sure it's quite worth it for just the reach. A better option would probably be the Accelerated Drinker trait and carrying a potion of Enlarge Person with me.


Carla the Profane wrote:
What about dropping Fate's favored for Magical lineage and casting quickened enlarge persons on yourself at lv 8?

I don't like that because it becomes obsolete at level 11 when you can take Enlarged Body amplification/mutation and grow two sizes.

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Slithery D wrote:
Carla the Profane wrote:
What about dropping Fate's favored for Magical lineage and casting quickened enlarge persons on yourself at lv 8?
I don't like that because it becomes obsolete at level 11 when you can take Enlarged Body amplification/mutation and grow two sizes.

True, although looking again, Enlarged Body doesn't seem to be optional. Becoming huge-sized might not work so well in tight quarters.


Note that the text of Enlarged Body reads "...up to two size categories larger...", meaning that you can limit growth to large if you chose.

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PolydactylPolymath wrote:
Note that the text of Enlarged Body reads "...up to two size categories larger...", meaning that you can limit growth to large if you chose.

Good catch.

Sczarni

Sweet, didn't catch that. Quickened true strike paired with some fun maneuver, then? Bull rush seems appropriate.

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