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View Full Version : [PF] Alchemist build help (Mr.Hyde or Smoke Bomber)



Larpus
2011-07-21, 02:09 AM
Warning, long post is long.

Hello everyone, I've already bothered some of you about this couple weeks ago, and I thank all who have replied to my other thread, which was about choosing a gish-like class for a steam punk campaign where magic is not well accepted in some parts of the world.

The campaign hasn't started yet so I had plenty of time to read and think about the classes and concepts and, long story short, I've fallen in love with the Alchemist class.

I have always been a great fan of the crazy scientist concept and, after watching the TF2 "Meet the Medic" video, I simply couldn't get this urge of making an Alchemist out of my system.

My specific build is a mad scientist junkie type of guy, addicted to his Mutagen, who has little concern about social conventions (such as not thinking twice before using a random dead body for experiences), but knowledgeable and intelligent enough to know when to act properly. I'd also like him to be a bit of a con artist, like those "miraculous elixir" salesmen that are so common in westerns; another idea is to partner up with the Summoner and pose himself as some big villain who is defeated by the heroic Summoner who gains the gratitude (and money/food/stuff) of the towns. For alignment I'm thinking CN, as one who doesn't follow laws and conventions unless it benefits him and, while good aligned, is more than willing to get his hands extra dirty in the name of "progress". I think that he'll also have a rather creepy obsession with death, not zombies, but death itself and ways to revert/subvert it, since it's a recurring theme that I enjoy.

I haven't fully decided on my build yet, but my preferences are either Mr.Hyde or a Smoke Bomber (though I'm not opposed to a damage Bomberman), so I've cooked up a basic build for each of them, but I would like some help on them.

As I mentioned in the other thread, I'm not looking for uberpowah to punch the sun, but I'd like to be a decent character. We'll start at 1-3, maybe 5, so I planed my builds only up to lvl10, will expand to 20 once we get close to 10.

The rest of the party is going to be composed of a Summoner (either normal or Synthesist), an Artificer (not from Eberron), a ranged combat specialist and another one who hasn't decided, but may be a Rogue or Bard.

Also, we'll have a guaranteed 18 and roll the other stats, so I'll assume 2 14s, 2 10s and an 08. Races I'm considering are mainly Human and Half-Orc, but I won't count anything other than the +2 bonus on the builds.

Mr.Hyde
My idea here is to make a character who contributes in melee with damage when using Mutagen and, if possible, with maneuvers when not. I'll also use any alchemical shenanigans I create at least in the lower levels. Don't want to be a tank, just a secondary meleer, using a Rogue-ish mindset.

Scores
STR 18
DEX 10
CON 14
INT 14 (+2)
WIS 10
CHA 08

Archetypes
Vivisectionist has attracted me, the Sneak Attack is perfect for a melee Alchemist, but the main draw here is actually Cruel Anatomist (Knowledge [Nature] in place of Heal for Heal checks), since it fits his concept and lack of concern with overall life to a T. The anthropomorphic animal sidekick/employee is also very interesting fluff-wise, if a bit expensive.

Internal Alchemist seems nice, particularly the ability to pretend to be dead, which can lead to some interesting tactics and RP. However losing Swift Alchemy seems a bit unfortunate (though I'm sure these items lose effect quickly).

Clone Master supposedly can't stack with Vivisectionist, but since Sneak Attack and Bomb share the same die, maybe my DM can allow to have my Sneak Attack die lowered to d4 and qualify for this. It's basically the Alchemical Simulacrum line at the expense of the Sneak Attack die, except the Simulacrums don't have the changes and the Clone seems slightly less useful than the Doppelganger.

Feats (odd levels) and Discoveries (even levels)
Lvl01 - Toughness or Iron Will (maybe Extra Discovery: Spountaneous Healing, the DM allows us to delay grabbing feats for couple levels so we qualify)
Lvl02 - Feral Mutagen
Lvl03 - Power Attack
Lvl04 - Infusion (this one defines the class for me)
Lvl05 - Iron Will (if it wasn't my lvl1 feat)
Lvl06 to 10 - No idea, but I do consider taking 2 levels in Master Chymist and grabbing either Dual Mind or Furious Mutagen as the Advanced Mutagen, not sure if that's worthy of losing a spellcasting level and delaying Persistent Mutagen to lvl16 if we do go over lvl10. Also, I consider taking Scribe Scroll (not sure if Alchemists can do this).

Weapons
I'll ask if I can trade my Weapon Proficiency: Light for Exotic: Whip and use a Scorpion Whip, I also consider burning the feat so I can also carry a Morningstar and an X-Bow; otherwise I'll use a Longspear instead of the Scorpion Whip. But obviously my ideal scenario is to be in Mutagen form dealing damage with my claws and bite for the extra dies of Sneak Attack.

Skills
Bluff - maxed
Craft (Alchemy) - some to maxed (useful to make some money)
Handle Animal - some to maxed
Knowledge (Arcana) - some
Knowledge (Nature) - some to maxed
Knowledge (Planes) - maybe, some
Linguistics - few
Perception - maxed
Spellcraft - maxed
Stealth - maybe, maxed
Use Magical Device - maxed

Formulae Selection, I'm only considering the ones I'll get by default or with level as otherwise I could as well list all of them.
Level1
Cure Light Wounds
Disguise Self
Enlarge Person
Identify
Shield
Vocal Alteration

And 1 more:
Ant Haul?
Comprehend Languages?
Polypurpose Panacea? (low priority)
Reduce Person?

Level2
Alchemical Allocation
Invisibility
Barskin?
Blood Transcription?

Level3
Haste
Heroism
Absorbing Touch?
Amplify Elixer?
Displacement?
Eruptive Postules?
Tongues?

Level4
Beast Shape II?
Monstrous Physique II?


Smoke Bomber
The idea here is to pretty much let go of damage in order to have battlefield control, using a ranged weapon to get busy when my Bombs are out and/or don't apply (I'll already have a bunch of the related feats anyway, figured going further wouldn't hurt); my main issue here is just how tight the build is compared to Hyde.

Scores
STR 08 or 10
DEX 14
CON 14
INT 18 (+2)
WIS 10
CHA 10 or 08

Archetypes
Vivisectionist , more interested in Cruel Anatomist (Knowledge [Nature] in place of Heal for Heal checks), since it fits his concept and lack of concern with overall life to a T, so I'd ask my DM to have only this.

Internal Alchemist seems nice, particularly the ability to pretend to be dead, which can lead to some interesting tactics and RP. However losing Swift Alchemy seems a bit unfortunate (though I'm sure these items lose effect quickly).

Clone Master lowers my Bombs' damage, but my Bombs won't be for damage anyway. It's basically the Alchemical Simulacrum line at the expense of the Bomb die, except the Simulacrums don't have the changes and the Clone seems slightly less useful than the Doppelganger.

Feats (odd levels) and Discoveries (even levels)
Lvl01 - Point Blank Shot
Lvl02 - Precise Bomb
Lvl03 - Precise Shot
Lvl04 - Smoke Bomb
Lvl05 - Rapid Shot
Lvl06 - Infusion
Lvl07 - Focused Shot or Weapon Proficiency: Martial (Longbow)
Lvl08 - Fast Bombs
Lvl09 - Focused Shot if not taken at lvl7, otherwise no idea
Lvl10 - No idea, I also consider taking some levels in Master Chymist with this build, though the incentive to do so is much smaller than with Mr.Hyde

Weapons
I'll Weapon Proficiency: Light for Firearms: Rifle or Pistol (the world has firearms and the DM has allowed this sort of trade), I don't know how either will work, but it'll be modern firearms, so I don't think that reloading will be such an issue. If they blow I'll ask for Weapon Proficiency: Martial (Longbow) instead, if not allowed I'll grab the feat.

Skills
Bluff - maxed
Craft (Alchemy) - some to maxed (useful to make some money)
Handle Animal - some to maxed (if I get the Torturous Transformation feature from Vivisectionist, otherwise a clear skip)
Knowledge (Arcana) - some
Knowledge (Nature) - some to maxed
Knowledge (Planes) - maybe, some
Knowledge (others that have creatures related to) - maybe, some
Linguistics - few
Perception - maxed
Spellcraft - maxed
Use Magical Device - maxed

Formulae Selection, I'm only considering the ones I'll get by default or with level as otherwise I could as well list all of them.
Level1
Cure Light Wounds
Disguise Self
Enlarge Person
Identify
Shield
Vocal Alteration

And 1 more:
Ant Haul?
Bomber's Eye? (low priority)
Comprehend Languages?
Polypurpose Panacea? (low priority)
Reduce Person?

Level2
Alchemical Allocation
Invisibility
Barskin?
Blood Transcription?

Level3
Haste
Heroism
Absorbing Touch?
Amplify Elixer?
Displacement?
Eruptive Postules?
Tongues?

Level4
Beast Shape II?
Monstrous Physique II?

And here are some thoughts I had on the Discoveries I have not selected for my builds (haven't given any thought to the Bomb ones tho, still not entirely sure how the Smoker will play and his needs).

Alchemical Simulacrum + Greater Simulacrum and/or Doppelganger Simulacrum
Alchemists get those 1lvl later than a Wizard and with couple differences, but they look interesting enough (though I plan on taking it late), I've never used Simulacrum, how powerful (without abuse) is it? Can a melee build benefit from it?

Bottled Ooze
This looks interesting in concept, but seem kinda weak mechanically, anyone has a deeper insight on the issue?

Combine Extracts
Looks very nice, though I'd take it closer to level 10, earlier than that seems kind of a waste.

Enhance Potion
Sounds nice on paper, but not sure if it's worth a Discovery.

Extend Potion
Seems interesting to use in conjunction with Alchemical Allocation to buff myself.

Eternal Potion
Next step from Extend...is this really necessary? I can see it being useful for some short-term buffs, but only having 1 seems kinda low.

Grand Mutagen
Very nice looking, but not sure if it's really needed, looks much more interesting to Mr.Hyde than to the Smoker.

Greater Mutagen
A must for Mr.Hyde, not so much for the Smoker, though I think I'd still take it.

Preserve Organs + Mummificarion
Seems quite interesting, especially for RP, but I wonder, does the immunity to sleep means that I no longer have to sleep or it's only immunity to the spell sleep?

Spountaneous Healing
Looks pretty cool, if I did my math right it's mechanically better than Toughness (as in, as long as I survive, I get more HP/level out of this one), something more for Mr.Hyde, really.

Tumor Familiar
Looks like a fun little thing to have, how good would a Familiar be for an Alchemist? Also, can you make it Improved?

Vestigial Arm x1
Sounds kinda nice, but I'm not sure on its implications...such as, does it make you faster at reloading an XBow? Can you carry a shield with it and ignore the penalty to attack? If neither is available, then seems kind of a waste.
So yeah, it's basically that, I will decide which one to use depending on the party (though if someone can vow for one or the other would be nice) and would like to know how the builds look like so far and if anyone can give me insight on the spells and discoveries.

panaikhan
2011-07-21, 07:41 AM
I'm working on a 'bomberman' build for my gnome alchemist at the moment, but it does include quite a few Master Chymist levels (to get 14D6 bombs by 20th).
There's a Chymist power that doubles the length of transformations, so by that level they last a few hours each and you have a couple for free.
Alchemists get Brew Potion at level 1 anyway.
Furious Mutagen is well worth it, especially if you have a couple of Enlarge Persons handy.

Races.
Half-Orc can do extra bomb damage, and can have 'chain' style weapon proficiencies. Don't know if it's worth going full Orc, just for their ferocity feature (fighting below 0).
I chose Gnome because they get extra bombs and quicken the fire progression, but being small isn't good for a Hyde-style character.

Larpus
2011-07-21, 08:15 AM
I'm working on a 'bomberman' build for my gnome alchemist at the moment, but it does include quite a few Master Chymist levels (to get 14D6 bombs by 20th).
There's a Chymist power that doubles the length of transformations, so by that level they last a few hours each and you have a couple for free.
Alchemists get Brew Potion at level 1 anyway.
Furious Mutagen is well worth it, especially if you have a couple of Enlarge Persons handy.

Races.
Half-Orc can do extra bomb damage, and can have 'chain' style weapon proficiencies. Don't know if it's worth going full Orc, just for their ferocity feature (fighting below 0).
I chose Gnome because they get extra bombs and quicken the fire progression, but being small isn't good for a Hyde-style character.
How exactly do you get over 10d6 for Bombs? I mean, even with d4s that much is nothing to simply toss away and ignore it.

Oops, it was late and somehow totally missed the fact that Alchemists get Brew Potion...I'll fix that in the main post.

Yes, Furious Mutagen is almost a no-brainer for a Hyde Alchemist, though it's also possible to get a lesser version via the Improved Natural Weapons (Claw) feat which, coupled with the overall balanced lost and gained features of going Master is making me get headaches for deciding which route should I go.

Grabbing more than 2 levels of Master Chymist is something that doesn't really please me, seeing that by the time you get your second Advanced Mutagen (which is why you have the PrC to being with) you lose yet another spellcasting level, I'm ok with losing a spellcasting level, but losing two start to hurt a bit, especially since on the road to lvl10 that would delay my access to 4th level formulae.

As for Race, I was actually drawn to the Half-Orc due to the chain weapon proficiency and also because Half-Orc is a personal favorite race, especially now that Paizo has made it awesome. But full Orc might be a bit too much, especially since the DM said that science and technology will be more of a human thing, while orcs will be more about divine magic and closer to the nature, so making one of them in human lands and an Alchemist is a bit too unique for my taste.

panaikhan
2011-07-22, 07:51 AM
Over 10D6 bombs.

The 'Precise Striking' feat (I think it is called) is specifically mentioned in the Bomb damage paragraph, so you can, if you can get your BAB high enough, take the feat chain to add one base damage dice per feat. This is the ONLY reason there are so many Chymist levels in my build...

I honestly haven't been looking at the formulas at high levels yet.

The Pyromaniac Gnome racial trait in APH pushes the 'fire bomb progression' up a level, meaning you get the increase earlier, and net a bonus dice (if the progression carries on after L20 that is).

Chymists can take the equivalents to the Grand / Greater Mutagens as Advanced Discoveries, so you'd get them at the same character level, even if your Alchemy level was 'lower'.

Gnaeus
2011-07-22, 08:49 AM
PF only or is 3.5 material allowed?

Larpus
2011-07-22, 08:52 AM
I see, that's very interesting, too bad it's a bit tight build, don't think I can pull to have that with the Smoker, but sounds like a solid option for a Bomberman.

As for spells, my problem is not so much with losing the spellcasting levels...sure, at the end you lose couple spells/day of 6th and maybe 5th level, the problem is really delaying access to higher levels (and spells/day too) too much since that can make quite a difference in adventuring (but it will really depend on the party, if other spellcasters are present, it's not such a big deal).

As for spells, starting from 4th level that's when the Infusion Discovery allows you to get truly nuts, since now your the Polymorph spells start to get real good and you're pretty much the only way to make the burly Barbarian get the effects and get truly medieval on things.

I'm aware of the Greater/Grand Mutagen being available as Advanced Mutagen (and I think any DM would allow for Greater/Grand Cognatogen as well, which can lead to an interesting case where Mr.Hyde is more intelligent and charismatic than Dr.Jekyl), I was more concerned about Persistent Mutagen, though with the 2 extra Mutagen uses from Chymist the effect is more or less the same (besides more uses is generally better than a single loooong use).

So I guess that the only true difference between full Alchemist and grabbing 2 levels of Chymist is an extra 6th level spell (and 1 level delay of new spells/day and levels) and the Grand Discovery, both of which are only truly worthy of concern if you have a chance of hitting 20.

Btw, I have couple more questions that involve some tactics I plan to use:

1. If I can convince someone to sip one of my extracts (having the Infusion) or even my Mutagen by telling them that the effect will be beneficial to them despite being not, do they get to make a save? After all, if you willingly sip a potion or is the target of a spell, you're considered as having failed your save on purpose and lowered your SR. Is this a correct assumption?

2. As an Alchemist, can I keep a Wizard's spellbook despite not being able to use it directly? I mean, my take is that if I can understand how the spell formulas work so I can convert them to formulae, then I guess I can simply copy-paste them in another book just as they are written; this is so I can actually trade spells with Wizards I find as opposed to simply leech them away.

3. Is a Wizard's spellbook (and by extension an Alchemist's formulae book) considered magical? If not, so I can meld it into my hand with Absorbing Touch, right?

4. Likewise, is an Alchemist's mutagen considered magical? Can I also absorb it with the spell?

5. This one is not about Alchemists, but how is AC with Pathfinder? Does it stay more relevant than in 3.5, at least if you stack enough of it?

EDIT:

PF only or is 3.5 material allowed?
PF-only is preferred, though it can be 3rd party PF.

panaikhan
2011-07-22, 03:49 PM
Looked it up. the feat chain is Vital Strike, and it can add up to 3 dice to your bombs if you finish it.
My L20 build has 8 levels of Chymist: 8, 9, 11, 12, 15, 16, 19, 20.
At L9, I take the 'Extended Mutagen' advanced discovery, and each transformation lasts 3 hours (you get two free for being a Chymist)

just for the lulz, I worked out my L20 bombs as 12D6 fire + 1D4 WIS, with a 10'radius splash (and setting the target on fire, plus a round of splash damage afterwards)

Larpus
2011-07-24, 12:19 AM
Vital Strike and that line sounds pretty darn nice. If I understood the wording you only need a standard action attack for that, right? So it's kind of an alternative to a full attack?

Also, can you benefit from Vital Strike and all with a full attack?

Anyway, we rolled our characters, we're still making the sheets, but I already have some updates:

First, the party is all not very optimized and consists of a Fighter (Sword and Board), a Cleric (damage-based, with somewhat low spellcasting), a Bard and an Oracle.

Also, my roll is as such: 18, 16, 14, 12, 10 and 10, quite better than I expected, we're starting at lvl1 and I really want to be a Vivisectionist, so I prefer to use with Mr.Hyde, I plan to distribute my points as follows:

STR 18
DEX 12
CON 14
INT 16
WIS 10
CHA 10

I also plan to go along with my Whip idea, while also carrying a Morningstar if things get personal and my Mutagen is not available.

I'd like to know if the +2 racial bonus would be of better use in Int (+1 4th level spell/day, +1 skill, +1 save DC), Str (+1 toHit and damage) or maybe Con (+1 HP/level and Fort) or Dex (+1 AC and Reflex). Also wondering if it's worthy to have a level dip into Barbarian or Fighter to grab better armor and possibly weapons.

panaikhan
2011-07-25, 07:39 AM
I can't remember the book it's in, but there is a lovely 'unarmed combat' style for Rangers that might fit well with the Hyde-style build.

Larpus
2011-07-25, 09:16 AM
You mean the Natural Attack line?

If yes, then yeah, it's nice so I can have early access to Imp Natural Weapons and/or Rend, as well as couple skills such as Handle Animal (without having to grab Preservationist), Knowledge (Dungeon) and Stealth (though I don't think I'd use this with medium armor and shield), there's also a slight bonus in the extra skills, but as these would be only 4 points, in the long run it wouldn't matter much.

But sadly Ranger seems like a sub-optimal choice given his limited Favored Enemy usage and creates a mini-case of MAD since most of his features are based around class level and/or Wis.

Personally I think that the Barbarian makes a better choice:

Same proficiencies as Ranger, +10 movement (so no move penalty for using medium armor) and Rage for a somewhat decent amount of rounds, all for a single level dip, alternatively, I can go Drunken Brute and keep my Rage up as long as I have alcohol at hand (which is extra-nice since the Cleric is of a booze deity that makes him create wine instead of water). Also, there might be a Rage Power that may be actually worth the extra level dip, if not, well, then I just delayed my spellcasting by one level instead of two.

panaikhan
2011-07-26, 07:17 AM
If you have access to the Psionics book for PF, there's a way to get bonuses to natural attacks in there. I don't know much about it (I haven't read the book myself) but the Ranger in our party is using it to help boost his Natural Attack line.

Larpus
2011-07-26, 07:43 AM
Hmmm....I might need to look into that book then, though I don't think I'd be able to use anything from there since it's sort of banned (my DM doesn't think that Psionics have any place in most campaigns, can't say I disagree with him), but it's mostly related to psionic classes and related mechanics, if it's some feat that doesn't depend on it, then it might be possible.

Anyway, I'll give it a look.