undertow92182
2012-09-02, 07:34 AM
Hey all, first time poster here and just wanted to get your opinions on an idea for a character I had. This is just a basic character concept so I won't go too detailed into where I'd put feats/discoveries at given levels.
Race: Ratfolk
Class: Alchemist (Plague Bringer & Vivisectionist)
If you read the Plague Bringer's Plauge Vial it clearly states that any weapon the Plague Bringer licks will get a dose of the disease. It also clearly states that the Sticky Poison discovery will effect the Plague Vial so if you drink it first thing in the morning you can lick all your weapons (and the weapons of your party members, if they allow it) and have multiple doses of a save-or-suck disease to go around.
Side Note: If you are desperate for the effects of Mutagen you can always pick it up as a discovery later and you shouldn't really need it early on.
This is where things get fun. You now have your disease and whatever poison you want to craft, but what weapons do you use?
Weapon: Tail Blade
Trait: Adopted: Tusked
Feat: Sharpclaw
Thats right, at first level this character can have 4 natural attacks, 3 primary and 1 secondary. Ratfolk already have huge sharp teeth so the adopted trait is wicked easy to explain.. you just learned to be a scrappy fighter from some half-orc and fight dirty, thus you bite. The trade-off here is that if you want to use poisons you better use injury only poisons on your teeth or you're gonna be ingesting them (thats even if your DM allows it, though RAW there is no reason it shouldn't work). If there is a contact poison you want to work it clearly states that the poison must make contact with SKIN. So tail blade and claws are still viable, as long as you don't mind the group mocking you for painting your nails before going into a fight.
So, you have 4 natural attacks, all of which can benefit from sneak attacks assuming you can come out of hiding/be flank someone. Small race gives you the hefty +4 to stealth and all it takes is using your other trait (or turn a feat into 2 traits) for you to nab stealth as a class skill. Add in Invisibility Extract and you'll make excellent use of those claws, teeth, and tail.
Now, lets top liberally with cheese. Greater Magic Fang is only a level 3 spell, meaning it can be made into a potion. At EVERY Magic shop in EVERY town ask if they have one from a maxed caster level to get the +5 bonus. Even if you don't have the gold this moment (750gp) offer to pay extra if they will hold it for you. Finding the potion should be much easier than finding a druid for most alchemists. Once you have the potion you are set. Go to any wizard college anywhere and ask to purchase castings of permanency. Use your level 2 extract Alchemical Allocation to "drink" the potion and enhance one of your natural attacks. Then, ask whomever is casting the permanency spell to go right ahead and make Greater Magic Fang permanent. This should cost 7,500gp in components so even at double that cost to pay for the casting it would only cost 15,000gp per natural attack. This totals to four +5 magical natural weapons which you can use all of in a full attack action for the bare bones total price of 60,750. Thats only 10k more expensive than it costs to get ONE +5 magical weapon.
Note: The only issue you may run into is getting your DM to approve using Greater Magic Fang on the tail blade as it IS a manufactures weapon yet clearly states it is used as a natural weapon. Discuss and if all else fails just get it enchanted the old fashioned way.
Extra Cheese: Amulet of Mighty Fists. Need I say more? Ignore making your natural attacks magical.. you already got that handled. Now, you can focus on giving your natural attacks all those extra effects like Speed, Flaming, and Agile (Natural attacks count as light weapons and as such are viable for the Agile enchantment.) a +5 Amulet of Mighty Fists is 120,000gp When you factor in that you will be effecting four natural attacks thats a bargain.
So, that is 4 natural attacks all counting as +5 weapons. With Amulet of Mighty Fists you can make them all speed weapons so getting to attack with them all twice.. thats 6 primary natural attacks (full attack bonus) and 2 secondary (-5 attack bonus) all of which can be sticky poisoned/diseased, let you add your dex modifier to damage, AND toss in an extra +1 enchant of your choice (I'd suggest any elemental effect to get to add an extra 1d6 damage both when sneak attacking and not) All of this only costs about 180,750 gp
Thoughts, opinions?
Race: Ratfolk
Class: Alchemist (Plague Bringer & Vivisectionist)
If you read the Plague Bringer's Plauge Vial it clearly states that any weapon the Plague Bringer licks will get a dose of the disease. It also clearly states that the Sticky Poison discovery will effect the Plague Vial so if you drink it first thing in the morning you can lick all your weapons (and the weapons of your party members, if they allow it) and have multiple doses of a save-or-suck disease to go around.
Side Note: If you are desperate for the effects of Mutagen you can always pick it up as a discovery later and you shouldn't really need it early on.
This is where things get fun. You now have your disease and whatever poison you want to craft, but what weapons do you use?
Weapon: Tail Blade
Trait: Adopted: Tusked
Feat: Sharpclaw
Thats right, at first level this character can have 4 natural attacks, 3 primary and 1 secondary. Ratfolk already have huge sharp teeth so the adopted trait is wicked easy to explain.. you just learned to be a scrappy fighter from some half-orc and fight dirty, thus you bite. The trade-off here is that if you want to use poisons you better use injury only poisons on your teeth or you're gonna be ingesting them (thats even if your DM allows it, though RAW there is no reason it shouldn't work). If there is a contact poison you want to work it clearly states that the poison must make contact with SKIN. So tail blade and claws are still viable, as long as you don't mind the group mocking you for painting your nails before going into a fight.
So, you have 4 natural attacks, all of which can benefit from sneak attacks assuming you can come out of hiding/be flank someone. Small race gives you the hefty +4 to stealth and all it takes is using your other trait (or turn a feat into 2 traits) for you to nab stealth as a class skill. Add in Invisibility Extract and you'll make excellent use of those claws, teeth, and tail.
Now, lets top liberally with cheese. Greater Magic Fang is only a level 3 spell, meaning it can be made into a potion. At EVERY Magic shop in EVERY town ask if they have one from a maxed caster level to get the +5 bonus. Even if you don't have the gold this moment (750gp) offer to pay extra if they will hold it for you. Finding the potion should be much easier than finding a druid for most alchemists. Once you have the potion you are set. Go to any wizard college anywhere and ask to purchase castings of permanency. Use your level 2 extract Alchemical Allocation to "drink" the potion and enhance one of your natural attacks. Then, ask whomever is casting the permanency spell to go right ahead and make Greater Magic Fang permanent. This should cost 7,500gp in components so even at double that cost to pay for the casting it would only cost 15,000gp per natural attack. This totals to four +5 magical natural weapons which you can use all of in a full attack action for the bare bones total price of 60,750. Thats only 10k more expensive than it costs to get ONE +5 magical weapon.
Note: The only issue you may run into is getting your DM to approve using Greater Magic Fang on the tail blade as it IS a manufactures weapon yet clearly states it is used as a natural weapon. Discuss and if all else fails just get it enchanted the old fashioned way.
Extra Cheese: Amulet of Mighty Fists. Need I say more? Ignore making your natural attacks magical.. you already got that handled. Now, you can focus on giving your natural attacks all those extra effects like Speed, Flaming, and Agile (Natural attacks count as light weapons and as such are viable for the Agile enchantment.) a +5 Amulet of Mighty Fists is 120,000gp When you factor in that you will be effecting four natural attacks thats a bargain.
So, that is 4 natural attacks all counting as +5 weapons. With Amulet of Mighty Fists you can make them all speed weapons so getting to attack with them all twice.. thats 6 primary natural attacks (full attack bonus) and 2 secondary (-5 attack bonus) all of which can be sticky poisoned/diseased, let you add your dex modifier to damage, AND toss in an extra +1 enchant of your choice (I'd suggest any elemental effect to get to add an extra 1d6 damage both when sneak attacking and not) All of this only costs about 180,750 gp
Thoughts, opinions?