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ijusthaventearnit replied to your post: ijusthaventearnit replied to your post:…

yeah by BAB is +2 right now, so that doesnt sound like a problem, so quick draw seems pretty moot, rapid reload still sounds critical, but i still want to grab two feats at level 5 so when i hit level 7 i can splurge and pick up the extra bomb feat.

More bombs are never a bad thing.

Stay tuned because I’m doing an Alchemist class write up on all the fun stuff you can do with the class, along with interesting feats and combos. I totally forgot I was gong to do those until I found the file with the short versions of each.

ijusthaventearnit replied to your post: ijusthaventearnit replied to your post: so how do…

which is why i want quick draw (to pull my weapon out as a free action), rapid reload to arm my xbow (as a free action) and then use my explosive missile to fire it off. make bomb = standard / shoot = standard. is that not right?

Ah, well in that case, you’d Quick Draw the weapon which would be a free action, then just use Explosive Missile as the standard action. Next turn, your Rapid Reload would allow you to fire multiple bolts or throw a bomb or use Explosive Missile again or whath-have-you.

Actually, you wouldn’t even need Quick Draw, since drawing a weapon is a move action by default, so you could draw and Explosive Missile all in one turn anyways. That would mean you couldn’t move, but once a character gets BAB +1, they can draw a weapon as part of a movement as a free action anyways. Quick Draw is mainly there for character that want to do throwing, for prerequistes for a few things, and for rule of cool (quick drawing pistols or quick drawing a katana like an iaido character).

EDIT
Shooting is a standard action and throwing a bomb is a standard action, that’s correct. Explosive Missile is an ability unto itself and it doesn’t require a bomb to be made and ready. Its whole ability is contained in a single action.

ijusthaventearnit replied to your post: so how do i utilize explosive missile if i cant get it off in a the same round?

all i want to do is shot once, but i dont want to lose a round from making and shooting

Well, it’s a single attack, like all single attacks, just take the one standard action. You don’t need to prime the shot on turn one, fire on turn two, it’s done in a single action in a single turn.

so how do i utilize explosive missile if i cant get it off in a the same round?

Well, Explosive Missile all happens as a single standard action. It explicitly states the Alchemist imbues the ammo, loads it, and fires it as all part of one action.

It’s just that you can’t do more than that one attack because of its action type.

So, no Explosive Missile, shot, shot, Rapid Shot, type of thing in one turn.

ijusthaventearnit replied to your photo: You’re welcome! Swift Alchemy (and later Instant…

balls.

lawl, yep.

It happens like that sometimes with the Alchemist’s rules. A lot of people hate the way bombs and/or extracts work.

You’re welcome!

Swift Alchemy (and later Instant Alchemy) only applies to creating alchemical items like acid, alchemist’s fire, etc.  As well as the poison application ability.  Bombs, extracts, and mutagens are unique and independent of those things created through Craft (Alchemy).

If you have any other questions, feel free to ask!

You’re welcome!

Swift Alchemy (and later Instant Alchemy) only applies to creating alchemical items like acid, alchemist’s fire, etc. As well as the poison application ability. Bombs, extracts, and mutagens are unique and independent of those things created through Craft (Alchemy).

If you have any other questions, feel free to ask!

james, i got a predicament with my alchemist. in order to accomplish what i want, which is to create a bomb, infuse it to my crossbow bolt and fire it, but if i dont get it all off in 1 round i lose potency of my bombs. so i've elected to take a level of fighter when i reach 5, level 4 discovery of explosive missile, and at 5 i'll take quick draw and rapid reload. i'm getting grief from the other players for diluting my alchy. whatchu think man?

If I understand what the question is (and forgive me if I’m misinterperating things) it sounds like you want to use Explosive Missile with the Rapid Reload/Quick Draw abilities.

The short answer is, you can’t. Sorry. But don’t dismay! There’s a lot the Alchemist can do otherwise.

The long answer requires a bit of explaining, which I’m going to do for the benefit of readers, who may not know what’s going on here (I’m sure you do, but many don’t, plus I like flexing my design/rules muscles):

Alchemist Bombs: As a Standard Action, the Alchemist draws, combines, and throws a bomb. He’s obviously not going to keep active explosive chemicals strapped to his body, so he has to properly mix them before they can be a bomb. This is why bombs require a Standard Action to throw just one. At Alchemist level 8, he can take the Fast Bombs Discovery, which lets him throw a number of bombs equal to his number of attacks as a Full-Round Action.

Quick Draw: There are several things about this feat that many people miss. It only applies to weapons, not potions, scrolls, wands, or abilities like extracts or bombs. An Alchemist with Quick Draw is still limited to the bomb ability’s restrictions. There is a reason for an Alchemist to take this feat though (see below).

Rapid Reload: This feat lets a character with a firearm or crossbow reload those weapons faster and can eventually get them to a speed of loading fast enough to use those weapons with a Full-Round Action. Rapid Reload can’t be used in conjunction with Explosive Missile.

Explosive Missile: Now, this ability lets the Alchemist infuse his bomb’s damage to a single piece of ammo and fire it, all as a Standard Action. Because it’s its own ability, Quick Draw and Fast Bombs don’t apply. Also, Fast Bombs doesn’t apply to this ability. Like Vital Strike, and other abilities of a similar set-up, it exists on its own and can’t be used in conjunction with some of the other abilities.

Now, as an Alchemist, what does this all mean? It means a couple things. The first is that their bombs are a special ability, exempt from the rules related to mundane weapons, but they have their own special features that make them great. They’re eventually an insane source of damage and can create control circumstances.

The second is that using a regular ranged weapon as an Alchemist should be used alongside bombs, but it can’t be used in same turn as bombs. They’re a great fallback and alternative to bombs, since bombs can run out (and I don’t know any GM that takes keeping track of ammo seriously).

Third is that Quick Draw in relation to bombs is useless. However, Quick Draw has its uses. Since Alchemists have Throw Anything, they can literally throw anything in their pockets at an enemy. Normally, you can only throw mundane items once-per-turn, but with this feat, you can throw multiple things as a Full-Round Action. So, with Throw Anything and Quick Draw, you can literally throw tons of stuff at the enemy. Part of being an Alchemist is being a one-stop-shop for all things item, with Throw Anything, you’re also the one-stop-shop for throwing random drops from monsters/dungeons at anything. Got a bunch of daggers, longswords, maces, clubs, halfling slings, coins, and/or crystalized dog poop the axe-based Fighter can’t use? Well, Throw Anything allows you to throw them all!

So, to sum up, most of the things in your question work on their own, but can’t really be combined. I’d pick either Rapid Reload or Quick Draw, depending on the style of Alchemist, throwing lots of random things or shooting lots of things.

I’d say that you should probably not dip into Fighter. The only time I’d consider doing that as an Alchemist is to get heavy armor for a Two-Weapon Fighter melee/ranged Alchemist. That is, an Alchemist that’s using something like two kukris in melee while using bombs at range, as Alchemist abilities are not affected by armor at all. Otherwise, you slow down the power of your bombs, the number of extracts you can have, and in the long run you lose your Grand Discovery.

I hope this helped and was informative!

If you’re an RPer, reblog this. :D

I got an Alchemist, a Magus, and a Gunslinger right now.

(Source: axelflames)

POST 3000!!!!!!!!!!!

Pathfinder Characters 5 - Brainy Brawlers or Brawling Brainers

Today’s character is based around some of the feats from Ultimate Combat, specifically Monastic Legacy and the Kirin Style feat chain.  She’s designed around being a smarty-pants character who fights, or a fighting character who happens to be a smarty-pants.

The Feats
The details for the feats are as follows:Monastic Legacy: You add half of your other classes’ levels as Monk levels to determine your Unarmed Strike damage.  It requires Still Mind (3rd level Monk feature) so for a 3 level Monk investment, you can hit as a 13th level Monk eventually.  Combine this with the Monk’s Robes Wondrous Item and you hit for an 18th level Monk.  Pretty swag…which is something I’m never going to save again.

Kirin Style: Kirin Style lets you identify a single creature when you enter the style (for this it’s a DC 15 + CR) and if successful gives you a +2 bonus to Saving Throws against the creature and a +2 bonus to the creature’s AoO.  You have to be in the style to use the following two feats.

Kirin Strike: You gain a +2 insight bonus on Knowledge checks made to identify creatures, which helps with getting the style to work.  Additionally, as a Swift Action after you’ve hit the creature you’re using Kirin Style with, you can deal damage equal to twice your Intelligence modifier.  Since it’s a Swift Action, I’d say you add it to the attack you’re currently doing.  However, whether or not it’s multiplied on a crit is a gray area (to me at least).

Kirin Path: You can take 10 to make Knowledge checks to identify creatures, which is awesome for this.  Plus whenever any creature you’ve identified with Kirin Style moves into your threatened area, you can expend an AoO to move 5 feet per point of your Intelligence modifier.  This movement does not provoke, which is awesome, though you still need to end up in a space that the creature threatens.  Basically, this lets you set up flanking on the creature for free, amongst other little bonuses, like getting away from the creature’s mouth.

The Build
Now that the essential feats are covered, I’m going to point out the class structure for this character.  Since identifying creatures is a requirement to making her work, she’ll need as many Knowledges as she can get, and have them as high as possible.  Enter the Mindchemist Archetype from Ultimate Magic.  Its 2nd level ability, Perfect Recall, lets you use double your Intelligence modifier for all Knowledges.  Perfect setup for the Kirin Style, as with a single point in the knowledge, 20 Intelligence, and the possibility of the Knowledge being a class skill she ends up with anywhere from 11-14 in the Knowledge as a base.  Makes it a lot easier to make the tougher check for the style.

So, I’m going to go with the following classes:
Elf - Monk (Monk of the Sacred Mountain) 3/Alchemist (Mindchemist) 2/Magus 15

Though, the character’s write-up will be 13th level, since that’s when the last Kirin feat is available.

Ability Scores
20-Point BuyStr: 20 (+5), Dex: 12 (+1), Con: 12 (+1), Int: 24 (+7), Wis: 12 (+1), Cha: 7 (-2)
(She gets +4 to Strength and Intelligence from a belt and headband respectively.)

HP: 102, Initiative: +7, Speed: 40 ft.

AC: 26 = 10 + 10 Armor + 1 Dex + 1 Natural + 3 Deflect + 1 MiscTouch: 15, Flat-Footed: 25Fort: 12 = 8 + 1 + 3, Reflex: 10 = 6 + 1 + 3, Will: 12 = 8 + 1 + 3BAB: +9/+4, CMB: 15 = 9 + 5 + 1 (Maneuver Training), CMD: 23 = 9 + 3 + 1 + 10

Features
Low-Light Vision, Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity, Bonus Feats (2 Monk, 1 Magus), Flurry of Blows, Stunning Fist, Unarmed Strike, Fast Movement, Iron Monk, Maneuver Training, Still Mind, Cognatogen/Mutagen (20 minutes), Perfect Recall, Alchemy, Bomb 1d6, Brew Potion, Throw Anything, Discovery, Poison Res +2, Arcane Pool (11 points), Cantrips, Spell Combat, Spellstrike, Magus Arcana (2), Spell Recall, Knowledge Pool, Medium Armor, Improved Spell Combat

Feats1: Improved Initiative, 1 Bonus: Dodge, 2 Bonus: Deflect Arrows, 3: Monastic Legacy, 5: Lunge, 7: Kirin Style, 9: Kirin Strike, 10 Bonus: Combat Casting, 13: Kirin PathFreebies: Stunning Fist, Brew Potion, Throw Anything, Toughness

Discovery/Arcana/TraitsDiscovery: MutagenArcana: Pool Strike (3d6), Enduring BladeTraits: Focused Mind, Warrior of Old

SkillsAcrobatics: 20 = 1 Dex + 11 Ranks + 3 Class + 5 BootsFly: 9 = 1 Dex + 5 Ranks + 3 ClassKnowledge (Arcana): 30 = 14 Int + 13 Ranks + 3 ClassKnowledge (Dungeoneering): 22 = 14 Int + 5 Ranks + 3 ClassKnowledge (Engineering): 15 = 14 Int + 1 RankKnowledge (Geography): 15 = 14 Int + 1 RankKnowledge (History): 18 = 14 Int + 1 Rank + 3 ClassKnowledge (Nature): 22 = 14 Int + 5 Rank + 3 ClassKnowledge (Planes): 18 = 14 Int + 1 Rank + 3 ClassKnowledge (Religion): 22 = 14 Int + 5 Rank + 3 ClassPerception: 19 = 1 Wis + 13 Ranks + 3 Class + 2 Keen SensesSense Motive: 13 = 1 Wis + 9 Ranks + 3 ClassSpellcraft: 23 = 7 Int + 13 Ranks + 3 ClassUse Magic Device: 11 = -2 Cha + 10 Ranks + 3 Class

Spells and Extracts
I followed the numbers you’d get from leveling for these instead of just picking the spells I wanted.  Obviously, this character can learn all the spells she can for the levels she has, but just for the sake of a list, I put the level limit on.vs. SR: +22 = 13 CL + 7 Int + 2 ElfConcentration: +22(+26) = 13 CL + 7 Int + (4 Combat Casting) + 2 Trait

Alchemist ExtractsPer Day: 1st: 61st: Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Endure Elements, Identify, Keen Senses, Polypurpose Pancea, True Strike

Spells0-Level: 5, 1st: 10, 2nd: 6, 3rd: 40-Level: All1st (DC 18): Chill Touch, Floating Disk, Frostbite, Grease, Hydraulic Push, Obscuring Mist, Shield, Shocking Grasp, Vanish2nd (DC 19): Bear’s Endurance, Flaming Sphere, Frigid Touch, Glitterdust, Mirror Image, Web3rd (DC 20): Force Hook Charge, Fly, Haste, Stinking Cloud

Equipment
For her equipment, I’m going to give her a bunch of stuff she’d probably have with a moderately generous GM, but without the random stuff you’d pick up from questing.  I’m also using Piecemeal Armor from Ultimate Combat.

Main Weapon
+3 Dancing Scimitar

Armor
Mithril Scale Arms: +1 Armor, 5 Dex, 0 Penalty, 30/30 feet
Mithril Lamellar Legs: +1 Armor, 5 Dex, 0 Penalty, 30/30 feet
+3 Mithril Chain Torso: +7 Armor, 6 Dex, 0 Penalty, 30/30 feet
(+1 suit bonus)
+3 Ring of Protection
+3 Cloak of Resistance

Other
+3 Amulet of Mighty Fists, Pearl of Power 1 x3, Pearl of Power 2 x2, Ring of Wizardry I, Metamagic Rod (Maximize, Lesser), Metamagic Rod (Maximize, Normal), Metamagic Rod (Extend, Lesser), Metamagic Rod (Extend, Normal), Metamagic (Quicken, Lesser), Monk’s Robe, Boot of the Elvenkind, Belt of Physical Might +4, Headband of Vast Intelligence +4, Glove of Storing

Swing!
Since I like to polish off these things with the character swinging their weapon(s), let’s see what a laboratory weapon attack with this character would look like.  The only thing that I think I did wrong is Flurry of Blows, I don’t know who it works when the character is multi-classed.

Basic Attack, Scimitar: +17/+12 (1d6 + 8) 15-20/x2Basic Attack, Unarmed: +17/+12 (2d6 + 8) 20/x2Spell Combat: +15/+15/+10Flurry of Blows: +15/+15/+10Bomb: +10 (1d6 + 7), DC: 18, 9/day

Shocking Grasp Spellstrike (Unarmed): 7d6 + 8, 14d6 + 16 on crit + 14 damage from Kirin StrikeAverage:  47 damage from a normal hit, 80 on crit.Maximized: 52, 114 on crit.
I should note that if Kirin Strike is multiplied by the critical hit (which I don’t think it is but it might be) then it’s 94 damage or 128 maximized.

For a character like this, she is a balance between a damage dealer and a tank.  Since she doesn’t have the advantage of a straight, that is, she doesn’t deal insane crap tons of damage after 5th-level.  Instead though, she can make up for it with a bunch of support and tanking abilities.  I wonder a little about what a Monk/Alchemist version would be like without the Magus parts, or even going with a straight Alchemist and just using the Kirin line of feats, as Alchemists aren’t feat starved at all.

Anyways, I hope everyone enjoyed this and if anyone has any requests, I’d be happy to build on them.

POST 3000!!!!!!!!!!!

Pathfinder Characters 5 - Brainy Brawlers or Brawling Brainers

Today’s character is based around some of the feats from Ultimate Combat, specifically Monastic Legacy and the Kirin Style feat chain. She’s designed around being a smarty-pants character who fights, or a fighting character who happens to be a smarty-pants.

The Feats
The details for the feats are as follows:
Monastic Legacy: You add half of your other classes’ levels as Monk levels to determine your Unarmed Strike damage. It requires Still Mind (3rd level Monk feature) so for a 3 level Monk investment, you can hit as a 13th level Monk eventually. Combine this with the Monk’s Robes Wondrous Item and you hit for an 18th level Monk. Pretty swag…which is something I’m never going to save again.

Kirin Style: Kirin Style lets you identify a single creature when you enter the style (for this it’s a DC 15 + CR) and if successful gives you a +2 bonus to Saving Throws against the creature and a +2 bonus to the creature’s AoO. You have to be in the style to use the following two feats.

Kirin Strike: You gain a +2 insight bonus on Knowledge checks made to identify creatures, which helps with getting the style to work. Additionally, as a Swift Action after you’ve hit the creature you’re using Kirin Style with, you can deal damage equal to twice your Intelligence modifier. Since it’s a Swift Action, I’d say you add it to the attack you’re currently doing. However, whether or not it’s multiplied on a crit is a gray area (to me at least).

Kirin Path: You can take 10 to make Knowledge checks to identify creatures, which is awesome for this. Plus whenever any creature you’ve identified with Kirin Style moves into your threatened area, you can expend an AoO to move 5 feet per point of your Intelligence modifier. This movement does not provoke, which is awesome, though you still need to end up in a space that the creature threatens. Basically, this lets you set up flanking on the creature for free, amongst other little bonuses, like getting away from the creature’s mouth.

The Build
Now that the essential feats are covered, I’m going to point out the class structure for this character. Since identifying creatures is a requirement to making her work, she’ll need as many Knowledges as she can get, and have them as high as possible. Enter the Mindchemist Archetype from Ultimate Magic. Its 2nd level ability, Perfect Recall, lets you use double your Intelligence modifier for all Knowledges. Perfect setup for the Kirin Style, as with a single point in the knowledge, 20 Intelligence, and the possibility of the Knowledge being a class skill she ends up with anywhere from 11-14 in the Knowledge as a base. Makes it a lot easier to make the tougher check for the style.

So, I’m going to go with the following classes:
Elf - Monk (Monk of the Sacred Mountain) 3/Alchemist (Mindchemist) 2/Magus 15

Though, the character’s write-up will be 13th level, since that’s when the last Kirin feat is available.

Ability Scores
20-Point Buy
Str: 20 (+5), Dex: 12 (+1), Con: 12 (+1), Int: 24 (+7), Wis: 12 (+1), Cha: 7 (-2)
(She gets +4 to Strength and Intelligence from a belt and headband respectively.)

HP: 102, Initiative: +7, Speed: 40 ft.

AC: 26 = 10 + 10 Armor + 1 Dex + 1 Natural + 3 Deflect + 1 Misc
Touch: 15, Flat-Footed: 25
Fort: 12 = 8 + 1 + 3, Reflex: 10 = 6 + 1 + 3, Will: 12 = 8 + 1 + 3
BAB: +9/+4, CMB: 15 = 9 + 5 + 1 (Maneuver Training), CMD: 23 = 9 + 3 + 1 + 10

Features
Low-Light Vision, Elven Immunities, Elven Magic, Keen Senses, Weapon Familiarity, Bonus Feats (2 Monk, 1 Magus), Flurry of Blows, Stunning Fist, Unarmed Strike, Fast Movement, Iron Monk, Maneuver Training, Still Mind, Cognatogen/Mutagen (20 minutes), Perfect Recall, Alchemy, Bomb 1d6, Brew Potion, Throw Anything, Discovery, Poison Res +2, Arcane Pool (11 points), Cantrips, Spell Combat, Spellstrike, Magus Arcana (2), Spell Recall, Knowledge Pool, Medium Armor, Improved Spell Combat

Feats
1: Improved Initiative, 1 Bonus: Dodge, 2 Bonus: Deflect Arrows, 3: Monastic Legacy, 5: Lunge, 7: Kirin Style, 9: Kirin Strike, 10 Bonus: Combat Casting, 13: Kirin Path
Freebies: Stunning Fist, Brew Potion, Throw Anything, Toughness

Discovery/Arcana/Traits
Discovery: Mutagen
Arcana: Pool Strike (3d6), Enduring Blade
Traits: Focused Mind, Warrior of Old

Skills
Acrobatics: 20 = 1 Dex + 11 Ranks + 3 Class + 5 Boots
Fly: 9 = 1 Dex + 5 Ranks + 3 Class
Knowledge (Arcana): 30 = 14 Int + 13 Ranks + 3 Class
Knowledge (Dungeoneering): 22 = 14 Int + 5 Ranks + 3 Class
Knowledge (Engineering): 15 = 14 Int + 1 Rank
Knowledge (Geography): 15 = 14 Int + 1 Rank
Knowledge (History): 18 = 14 Int + 1 Rank + 3 Class
Knowledge (Nature): 22 = 14 Int + 5 Rank + 3 Class
Knowledge (Planes): 18 = 14 Int + 1 Rank + 3 Class
Knowledge (Religion): 22 = 14 Int + 5 Rank + 3 Class
Perception: 19 = 1 Wis + 13 Ranks + 3 Class + 2 Keen Senses
Sense Motive: 13 = 1 Wis + 9 Ranks + 3 Class
Spellcraft: 23 = 7 Int + 13 Ranks + 3 Class
Use Magic Device: 11 = -2 Cha + 10 Ranks + 3 Class

Spells and Extracts
I followed the numbers you’d get from leveling for these instead of just picking the spells I wanted. Obviously, this character can learn all the spells she can for the levels she has, but just for the sake of a list, I put the level limit on.
vs. SR: +22 = 13 CL + 7 Int + 2 Elf
Concentration: +22(+26) = 13 CL + 7 Int + (4 Combat Casting) + 2 Trait

Alchemist Extracts
Per Day: 1st: 6
1st: Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Endure Elements, Identify, Keen Senses, Polypurpose Pancea, True Strike

Spells
0-Level: 5, 1st: 10, 2nd: 6, 3rd: 4
0-Level: All
1st (DC 18): Chill Touch, Floating Disk, Frostbite, Grease, Hydraulic Push, Obscuring Mist, Shield, Shocking Grasp, Vanish
2nd (DC 19): Bear’s Endurance, Flaming Sphere, Frigid Touch, Glitterdust, Mirror Image, Web
3rd (DC 20): Force Hook Charge, Fly, Haste, Stinking Cloud

Equipment
For her equipment, I’m going to give her a bunch of stuff she’d probably have with a moderately generous GM, but without the random stuff you’d pick up from questing. I’m also using Piecemeal Armor from Ultimate Combat.

Main Weapon
+3 Dancing Scimitar

Armor
Mithril Scale Arms: +1 Armor, 5 Dex, 0 Penalty, 30/30 feet
Mithril Lamellar Legs: +1 Armor, 5 Dex, 0 Penalty, 30/30 feet
+3 Mithril Chain Torso: +7 Armor, 6 Dex, 0 Penalty, 30/30 feet
(+1 suit bonus)
+3 Ring of Protection
+3 Cloak of Resistance

Other
+3 Amulet of Mighty Fists, Pearl of Power 1 x3, Pearl of Power 2 x2, Ring of Wizardry I, Metamagic Rod (Maximize, Lesser), Metamagic Rod (Maximize, Normal), Metamagic Rod (Extend, Lesser), Metamagic Rod (Extend, Normal), Metamagic (Quicken, Lesser), Monk’s Robe, Boot of the Elvenkind, Belt of Physical Might +4, Headband of Vast Intelligence +4, Glove of Storing

Swing!
Since I like to polish off these things with the character swinging their weapon(s), let’s see what a laboratory weapon attack with this character would look like. The only thing that I think I did wrong is Flurry of Blows, I don’t know who it works when the character is multi-classed.

Basic Attack, Scimitar: +17/+12 (1d6 + 8) 15-20/x2
Basic Attack, Unarmed: +17/+12 (2d6 + 8) 20/x2
Spell Combat: +15/+15/+10
Flurry of Blows: +15/+15/+10
Bomb: +10 (1d6 + 7), DC: 18, 9/day

Shocking Grasp Spellstrike (Unarmed): 7d6 + 8, 14d6 + 16 on crit + 14 damage from Kirin Strike
Average: 47 damage from a normal hit, 80 on crit.
Maximized: 52, 114 on crit.
I should note that if Kirin Strike is multiplied by the critical hit (which I don’t think it is but it might be) then it’s 94 damage or 128 maximized.

For a character like this, she is a balance between a damage dealer and a tank. Since she doesn’t have the advantage of a straight, that is, she doesn’t deal insane crap tons of damage after 5th-level. Instead though, she can make up for it with a bunch of support and tanking abilities. I wonder a little about what a Monk/Alchemist version would be like without the Magus parts, or even going with a straight Alchemist and just using the Kirin line of feats, as Alchemists aren’t feat starved at all.

Anyways, I hope everyone enjoyed this and if anyone has any requests, I’d be happy to build on them.

blackicing:

Hidden message..
And being an Alchemist rules!


Alchemists are so awesome!  It’s my second favorite class and one of the best designed classes put out by Paizo!

blackicing:

Hidden message..

And being an Alchemist rules!

Alchemists are so awesome! It’s my second favorite class and one of the best designed classes put out by Paizo!