Can someone take a look at this ragechemist build i came up with and tell me what they think?


Advice

Silver Crusade

Drunken Klubber(Ragechemist 7/Master Chymist 6)

2.Lasting Tinctures
4.Neutralizing Bomb
6.Infuse Mutagen
8.Extended Mutagen
10.Duel Mind
12.Greater Mutagen

1.Martial Weapon Proficiency(Greatclub)
3.Power Attack
5.Iron Will
7.Improved Iron Will
9.Vital Strike
11.Furious Focus
13.Improved Vital Strike

This is the first time ive worked with a prestige class btw.


Taking Martial Weapon Proficiency as the actual feat instead of a dip... TWO Iron Will feats!!! No gimmicks, or BS maneuvers. Furious Focus to help remove penalties to accuracy. Nothing stupid trying to abuse AoO. I like your style.

Don't get me wrong, I love multiclassing, but there is elegance to be found in simplicity.

I think your build looks fine without knowing more about what you want to achieve.


The ragechemist archetype has a disturbing tendency to send you to sleep in the middle of a combat. It's probably the worst archetype of the alchemist. I see you're getting iron will & improved, and dual mind which will more or less solve the problem...eventually. You still have to live long enough to get there. A beastmorph or dragonblood chymist survives more easily and is not less effective.

The brutality class feature of the master chymist works with simple and natural weapons. Getting a martial weapon proficiency is not helpful in the long run. If you do though I'd suggest an earthbreaker with its 2d6 damage beats a greatclub.

Silver Crusade

VoodistMonk wrote:

Taking Martial Weapon Proficiency as the actual feat instead of a dip... TWO Iron Will feats!!! No gimmicks, or BS maneuvers. Furious Focus to help remove penalties to accuracy. Nothing stupid trying to abuse AoO. I like your style.

Don't get me wrong, I love multiclassing, but there is elegance to be found in simplicity.

I think your build looks fine without knowing more about what you want to achieve.

Simply Put Tribal Alchemist that loves to drink, treats mutagen like booze and goes into a drunken frenzy when they down it. Eventually can go into that state at will(master chymist), and tends to have a perpetually spaced out/carefree vibe to them outside of a fight(And sometimes in one)

Also i got iron will because A i know rage chemist lowers your will saves if you fail one every time you get hit and B its the alchemist weakest save...needless to say i need all the help i can get.

And yeah im not fond of multiclassing, kinda dilutes the flavors ya know?

Silver Crusade

avr wrote:

The ragechemist archetype has a disturbing tendency to send you to sleep in the middle of a combat. It's probably the worst archetype of the alchemist. I see you're getting iron will & improved, and dual mind which will more or less solve the problem...eventually. You still have to live long enough to get there. A beastmorph or dragonblood chymist survives more easily and is not less effective.

The brutality class feature of the master chymist works with simple and natural weapons. Getting a martial weapon proficiency is not helpful in the long run. If you do though I'd suggest an earthbreaker with its 2d6 damage beats a greatclub.

I've thought about it but I'm going for a theme, and I want to go for weapons that are either in the tribal fighter group or could be perceived as tribal like the sling. That said i am willing to just grab a club and use an oversized one, if that might be a better idea.


The earthbreaker was made for Paizo's tribal culture with no callbacks to actual tribes, the Shoanti. Probably because the greatclub sucks. A size large club does 1d8 damage with a -2 attack penalty for a medium size creature which sucks even worse.

If you're not going to use one of the major features of the master chymist perhaps a different prestige class would be better? A brewkeeper seems to fit your desired flavour and you could enter at 6th level, just before you get the ragechemists terrible - outright liability - class feature which drops their Int 4 points each time they fail a will save after taking damage.

Silver Crusade

avr wrote:

The earthbreaker was made for Paizo's tribal culture with no callbacks to actual tribes, the Shoanti. Probably because the greatclub sucks. A size large club does 1d8 damage with a -2 attack penalty for a medium size creature which sucks even worse.

If you're not going to use one of the major features of the master chymist perhaps a different prestige class would be better? A brewkeeper seems to fit your desired flavour and you could enter at 6th level, just before you get the ragechemists terrible - outright liability - class feature which drops their Int 4 points each time they fail a will save after taking damage.

Well someone convinced me to go mixologist for the booze bashing idea im going for, and yeah ill probably go club instead....still have no idea why great club is considered a martial weapon.


Cailean Fighting Tankard
Aura moderate conjuration CL 10th
Slot none; Price 10,301 gp; Weight 2 lbs.

Description
This steel tankard functions as a +1 light hammer. Worshipers of Cayden Cailean are automatically proficient with it. The interior of the tankard contains six identical extradimensional spaces. Each space can hold 1 dose of a different potable liquid of up to 1/2 cubic foot in volume (including potions, but not poisons). Liquid never sloshes out of the these spaces accidentally (though it often appears ready to do so), and when the wielder drinks from the tankard, it provides the drink from the desired extradimensional pocket (or a random pocket, if the wielder has no preference).

Construction
Requirements Craft Magic Arms and Armor, Craft Wondrous Item, secret chest; Price 5,301 gp


Likely a great club is considered to be martial due to the fact that it breaks the weapon damage cap for simple weapons. Other than heavy crossbow, no simple weapon deals more than 1d8 damage. And that damage level is for spears mostly (And morning star + Mace).


The Morningstar is one of my favorite weapons in the game, honestly.

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