Beastmorph / Master Chymist Build


Advice


Hello,

I'm a french player thus sorry for my errors in english.

I want your help / advice for my build of Beastmorph alchemist, maybe with Reanimator or Vivisectionist archetype for the background / RP.

The goal is to have a build with a lot of natural attack and be a STR character.

Race : Skinwalker ragebreed for Gore and Hoof attacks and +2 STR / +2 CON (-2 CHA)

Traits : 1 or 2 traits with Will boost and/or Pragmatic activator for UMD with INT

Level : Alchemist 1-10 / Master Chymist 11-12 / Alchemist 13-14 / Master Chymist 15-16 / Alchemist 17-20

Feat
1 Extra Feature (for Gore and Hoofs attacks at the same time)
3 Multiattack
5 Power Attack
7 Extra Discovery (Bone-Spike Mutagen)
9 Extra Discovery (Perserv Organs)
11 Die for your Master (protection and help with the dangerous Splitting Mutagen)
13 Skill Focus (Fly)
15 Powerfeul Wings
17 Extra Discovery (Spontaneous Healing)
19 ?

Discovery
2 Feral Mutagen
4 Vestigial Arm (wand or shield)
6 Wings
8 Tumor Familiar (archetype Decoy or Sage and maybe Parasite for RP)
10 Mummification
12 Master Chymist : Greater Mutagen
14 Splitting Mutagen
16 Master Chymist : Grand Mutagen
18 ?
20 ?

Equipment
Obviously INT headband, STR belt, amulet of mighty fists...
1 Fleshwarped Scorpion's Tail (more is possible but I think it's a abuse, and I'm sure that my GM will forbid more than one)
Elven chain (https://aonprd.com/MagicArmorDisplay.aspx?ItemName=Elven%20Chain)

So, do you have some advice ? Do you think a melee beastmorph alchemist have to keep bombs but in my build I don't have the place for early Fast Bombs ?


Ah, the main thing I can think of is that I would take 1 level of Master Chymist (MC) as soon as possible. You get a lot from your Mutagens, so having the ability to use them more often is pretty powerful, powerful enough to push back your other abilities by 1 level in my opinion. So it'd be A-7/MC-1/A-3/MC-9. Of course by the time you get to level 8 you'll have a pretty good idea of how much you might need the extra Mutagenic transformations to get through an adventuring day, if you've been managing without them then getting to Beastmorph-10 is the priority.

Just a note: the Bone-Spike Mutagen giving better Natural Armour is great, but the "Armour Spikes" it provides won't mesh well with your Natural Attack build. If you make a full attack and include both Manufactured weapons (which the Armour Spikes count as) and Natural Attacks then ALL of your Natural Attacks will count as Secondary Natural Attacks. You've taken Multiattack whoch reduces the Penalty to hit, but Natural Attacks also only deal 1/2 STR damage (and Power Attack), so it'll likely reduce your damage output if you use them. If you just want them for the AC bonus and because they're "cool" then absolutely, go for it. But if you're planning to attack with them then they won't mesh with the rest of the build.

You've taken the Wings Discovery at level 6, but the Beastform Mutagen acts like BEAST SHAPE I at level 6, and gives you a fly speed of 30. Later at level 10 your Mutagens act as Beast Form II which grants a fly speed of 60 with Good maneuverability (+4 to Fly checks). Now there IS a reason you might want both, the Wings discovery grants a 60 foot fly speed at level 6 (instead of 10), they're an Extraordinary Ability (instead of a Supernatural Ability), they don't "take up" your Mutagenic Form abilities [ooc(meaning you could add a Swim speed or Pounce or whatever more easily)[/ooc], and the Wings act like the Fly spell. The grear thing the Fly spell does is that it gives you a bonus to Fly checks equal to half your level (plus "Good" maneuverability gives you another +4). So if you DO want the Wings discovery I recommend ignoring Skill Focus: Fly (EDIT: I just noticed you need that for the Powerful Wings discovery, I guess it's a feat tax but you'll still want it).

I actually think Fast Bombs is still good on a Melee Alchemist. You can throw a few bombs in round 1 then charge into the fray. You don't really need it early, but you could swap it for the Bone-Spike Mutagen or something?

Splitting Mutagen - you can't use it. You can add your Alchemist and MC levels together when choosing Master Chymist discoveries, but that does not work both ways. You only ever count as a 10th level Alchemist as far as Alchemist Discoveries are concerned. I'd look at some of the MC discoveries to see what you might like, some of them are pretty good.

Other than that, looks fun =)


MrCharisma wrote:

Ah, the main thing I can think of is that I would take 1 level of Master Chymist (MC) as soon as possible. You get a lot from your Mutagens, so having the ability to use them more often is pretty powerful, powerful enough to push back your other abilities by 1 level in my opinion. So it'd be A-7/MC-1/A-3/MC-9. Of course by the time you get to level 8 you'll have a pretty good idea of how much you might need the extra Mutagenic transformations to get through an adventuring day, if you've been managing without them then getting to Beastmorph-10 is the priority.

Just a note: the Bone-Spike Mutagen giving better Natural Armour is great, but the "Armour Spikes" it provides won't mesh well with your Natural Attack build. If you make a full attack and include both Manufactured weapons (which the Armour Spikes count as) and Natural Attacks then ALL of your Natural Attacks will count as Secondary Natural Attacks. You've taken Multiattack whoch reduces the Penalty to hit, but Natural Attacks also only deal 1/2 STR damage (and Power Attack), so it'll likely reduce your damage output if you use them. If you just want them for the AC bonus and because they're "cool" then absolutely, go for it. But if you're planning to attack with them then they won't mesh with the rest of the build.

You've taken the Wings Discovery at level 6, but the Beastform Mutagen acts like BEAST SHAPE I at level 6, and gives you a fly speed of 30. Later at level 10 your Mutagens act as Beast Form II which grants a fly speed of 60 with Good maneuverability (+4 to Fly checks). Now there IS a reason you might want both, the Wings discovery grants a 60 foot fly speed at level 6 (instead of 10), they're an Extraordinary Ability (instead of a Supernatural Ability), they don't "take up" your Mutagenic Form abilities [ooc(meaning you could add a Swim speed or Pounce or whatever more...

I will think about 1 MC at level 7.

Concerning Bone-Spike Mutagen, it's just for AC bonus and RP impact.

Splitting Mutagen, I can take it, "An alchemist must be at least 12th level before he can select this discovery". I take it at level 14 = 2 MC + 12 Alchemist. So it's OK ? No ?

The Exchange

Dragofr wrote:
Splitting Mutagen, I can take it, "An alchemist must be at least 12th level before he can select this discovery". I take it at level 14 = 2 MC + 12 Alchemist. So it's OK ? No ?

Yes, that works.


Belafon wrote:
Dragofr wrote:
Splitting Mutagen, I can take it, "An alchemist must be at least 12th level before he can select this discovery". I take it at level 14 = 2 MC + 12 Alchemist. So it's OK ? No ?
Yes, that works.

Oh right. Yeah I misread your levels, my bad. You can absolutely take it.

Dragofr wrote:
I will think about 1 MC at level 7.

Just clarifying, you can't take 1 level of MC until level 8 (you have to already be able to cast 3rd level Extracts before you take the prestige class). Also it's not Mandatory to take that 1 level early, I just think it's the way I'd do it. You get more uses of your Mutagen per day, which is important for such a Mutagen-heavy build. But see how you go, if most adventuring days get the adventuring done within an hour, or if you have an hour between encounters to make a new one, or if you just don't feel the need to use a Mutagen in every combat then you don't need to worry avout it.

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