aza9999
2015-01-23, 05:14 PM
I've made my first attempt at a Mr Hyde (or in this case Miss Hyde) build
N'zallah
Female tiefling alchemist (beastmorph, vivisectionist) Level 7
Init +3; Senses darkvision 60 ft.; Perception +11
Str 17, Dex 16, Con 16, Int 20, Wis 14, Cha 7
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
Fort +8, Ref +8, Will +4
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
bite +10 (1d8+5), 2 claws +10 (1d6+5) (When using mutagen)
Melee longspear +8 (1d8+4/×3) or
unarmed strike +8 (1d3+3)
Special Attacks sneak attack +4d6
Base Atk +5; CMB +8; CMD 21
Feats - Blinding sneak attack, Brew Potion, Extra Discovery[APG], Improved Unarmed Strike, Power Attack, Throw Anything
Traits bruising intellect, highlander (hills or mountains), pragmatic activator (meticulous drawback)
Skills Acrobatics +10, Disable Device +13, Intimidate +15, Perception +12, Stealth +16 (+18 in hilly or rocky areas), Use Magic Device +15;
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Special Abilities
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Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Infuse Mutagen (Su) When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 70 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Healing (35 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability
Blinding sneak attack - If you successfully sneak attack a creature in magical darkness it is blinded for 1 round unless it makes a fort save DC 10 + sneak attack damage
The idea would be to have magical darkness permanently going on an object (which could be covered when needed), get the first sneak attack in on enemies (whether by going first, stealth, flanking etc) which should blind them with blinding sneak attack thus meaning i can go to town with my full bite+2claw (given to me by feral mutagen) with sneak attack on additional attacks. Beastmorph means at level 6 i can fly and at level 10 i can pounce making it even easier to get in a full round of attacks, increasing my chance of triggering blinding sneak attack.
Main extracts are enlarge person which with my reach weapon will mean i can hit a lot of enemies (may take combat reflexes later), blistering invective which allows me to make a 30ft demoralize check causing 1d10 fire damage to those i beat (Bruising intellect trait means i am using int instead of cha for intimidate)
Spontaneous healing + healing touch means i heal myself 5 points/round as a free action for level*5 HP per day which automatically kicks in if i go below 0 hp.
Can anyone see any major flaws with this character concept, or have suggestions on improvement?
N'zallah
Female tiefling alchemist (beastmorph, vivisectionist) Level 7
Init +3; Senses darkvision 60 ft.; Perception +11
Str 17, Dex 16, Con 16, Int 20, Wis 14, Cha 7
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
Fort +8, Ref +8, Will +4
Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
bite +10 (1d8+5), 2 claws +10 (1d6+5) (When using mutagen)
Melee longspear +8 (1d8+4/×3) or
unarmed strike +8 (1d3+3)
Special Attacks sneak attack +4d6
Base Atk +5; CMB +8; CMD 21
Feats - Blinding sneak attack, Brew Potion, Extra Discovery[APG], Improved Unarmed Strike, Power Attack, Throw Anything
Traits bruising intellect, highlander (hills or mountains), pragmatic activator (meticulous drawback)
Skills Acrobatics +10, Disable Device +13, Intimidate +15, Perception +12, Stealth +16 (+18 in hilly or rocky areas), Use Magic Device +15;
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Special Abilities
--------------------
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Improved Beastform Mutagen Mutagen grants two beast shape I abilities.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Infuse Mutagen (Su) When the alchemist creates a mutagen, he can infuse it with an extra bit of his own magical power. This inflicts 2 points of Intelligence damage to the alchemist and costs 1,000 gp in rare reagents, but the mutagen created persists on its own and is
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 70 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Healing (35 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability
Blinding sneak attack - If you successfully sneak attack a creature in magical darkness it is blinded for 1 round unless it makes a fort save DC 10 + sneak attack damage
The idea would be to have magical darkness permanently going on an object (which could be covered when needed), get the first sneak attack in on enemies (whether by going first, stealth, flanking etc) which should blind them with blinding sneak attack thus meaning i can go to town with my full bite+2claw (given to me by feral mutagen) with sneak attack on additional attacks. Beastmorph means at level 6 i can fly and at level 10 i can pounce making it even easier to get in a full round of attacks, increasing my chance of triggering blinding sneak attack.
Main extracts are enlarge person which with my reach weapon will mean i can hit a lot of enemies (may take combat reflexes later), blistering invective which allows me to make a 30ft demoralize check causing 1d10 fire damage to those i beat (Bruising intellect trait means i am using int instead of cha for intimidate)
Spontaneous healing + healing touch means i heal myself 5 points/round as a free action for level*5 HP per day which automatically kicks in if i go below 0 hp.
Can anyone see any major flaws with this character concept, or have suggestions on improvement?