Alchemists Guide: Mr. Hyde July 15, 2010 at 1:37 am

Wily alchemists work long hours trying to create an alchemical solution that releases the most primal, powerful untapped potential which they claim exists in all of us. These alchemist generally disdain the use of bombs and ranged weapons and relish in the fury of engaging the enemy with tooth and claw.

Mr. Hyde, AKA the Feral Alchemist, is a strength based character that uses Mutagens and Extracts to maximize their melee potential. Feral Mutagen and the Strength Mutagen are the cornerstones of this class.  Beyond those two choices there are lots of ways to make this character work.

This guide is designed to help build either a straight Alchemist or an Alchemist/ Master Chymst as a melee killing machine.

This is the last in a series of four guides on the Alchemist. Here are the other three:
Introduction
Alchemists Extracts – All about the extracts alchemists drink to get their power.
Dr. Strangelob – How I learned to Stop Worrying and Lob The Bomb.

Races

Color guide

Ideal – Should be part of nearly every build.

Good – Solid choices you won’t regret.

Situational – Good in the right situation.

Challenging – Maybe fun to role play but tough to make effective.

In general any race that’s good in melee is going to be good as Mr. Hyde. One significant difference between Hyde and a typical melee class is the Alchemist is limited to simple weapons so racial weapon proficiencies have a lot more value. The half orc and elf have some great choices for racial weapons.

Plan on taking the extra hit point for Mr. Hyde’s favored class bonus for almost any race. If you want to make a switch hitter character that bombs and melees then the half orc bonus damage could be a huge help. Gnomes extra bombs could also be useful here.

Human – Consider Heart of the Wilderness as an alternate racial trait, alchemist get plenty a fair number of skill points Heart of Wilderness means going into negative con is more survivable.
15 point build STR: 16  DEX: 12  CON: 12  INT: 13  WIS: 10  CHA: 8
Add Racial bonus to STR. Use 4th level bonus on INT.
20 point build STR: 17  DEX: 12  CON: 12  INT: 14  WIS: 10  CHA: 8
Add Racial bonus to STR. Use 4th level bonus on STR.

Half Orc – The bonus damage for bombers is very nice, and if you are going to switch hit it’s a delacate balancing act between survivability and extra damage. Tusks are an awesome and fun option. There are three ways to grab them so lots of choices, I use the racial trait in Orcs of Golarion. Getting a secondary attack at 1st level is even if it’s a weaker attack. At higher levels it’s a great way to get some extra use out of that Amulet of Mighty Fists.
Use human sample builds

Dwarf – Consider picking up medium armor proficiency for the tanking option. The stubborn alternate racial trait is a nice way to shore up the alchemist’s weak will save.
15 point build STR: 17  DEX: 10  CON: 13  INT: 13  WIS: 8  CHA: 8 (before racial modifiers)
Use 4th level bonus on STR.
20 point build STR: 17  DEX: 12  CON: 12  INT: 15  WIS: 8  CHA: 8 (before racial modifiers)
Use 4th level bonus on STR.

Elf – Good weapons, decent spell defenses, good racial ability bonuses, overall a great choice. Take toughness and use the favored class bonus to boost hit points.
15 point build STR: 17  DEX: 10  CON: 12  INT: 11  WIS: 10  CHA: 8 (before racial modifiers)
Use 4th level bonus on STR. I recommend toughness at first level.
20 point build STR: 17  DEX: 10  CON: 14  INT: 12  WIS: 10  CHA: 8 (before racial modifiers)
Use 4th level bonus on STR.

Half Elf – Half elves inherit the save bonuses and perception bonus from elves but lack their frailty which is quite nice. Skill focus (UMD) is a nice little bonus to make up for your low charisma. Half elves should also take the dual minded alternate racial trait to bolster their will save.
Use human sample builds

Halfling – So keeping in mind this idea is likely insane; the warslinger alternate racial trait makes it possible to create a master chymst halfling slinger. Deadly aim, rapid shot, +4 strength (and later +6 strength and +4 dex), and brutality could add up to a lot of damage. Halflings would make excellent poisoners also. I really think this can work…
No real recommendations

Gnome – It’s really difficult to make a melee thug with a strength penalty and small weapons. The pyromaniac gnomes are better built up as Dr. Strangelob.
No real recommendations

Ability Scores

As you can see from the sample builds above strength is the biggie here. Bomb damage is going to seriously suffer but Mr. Hyde is primarily a melee thug and most of your calls are going to be based on that idea. If switch hitting between bombing and melee is important you will to bump intelligence higher than the above recommendations.

Discoveries

Starter Guide for Hyde

1st (Feat): (Choose From) Iron Will, Improved Unarmed Strike, Toughness

Essential 1st level formulae: Cure Light Wounds, Enlarge Person, Identify

2nd: Feral Mutagen

3rd (Feat): Power Attack

4th: Choose> Acid Bomb, Infusion, Concentrate Poison

Essential 2nd level formulae: Alchemical Allocation, Invisibility

5th (Feat): Master Alchemist, Weapon Focus (Claws), or use the 1st level list

6th: Concussive Bomb or Sticky Poison

Essential 3rd level formulae: Amplify Elixir, Fly

8th: Combine Extracts, Fast Bombs, or Force Bomb (All three are great).

Consider taking Master Chymst at 9th level.

Bomb related discoveries are detailed more in the Dr. Strangelob section. Advanced Mutagens are included and denoted with a (AM) in the name.

Feral Mutagen – This is the cornerstone to Mr Hyde Builds. This is almost always your first discovery. This will make the two weapon fighter and monk in your party cry at low levels.  At mid to higher levels strength boosts, power attack, and better mutagens helps keep this relevant. Use an amulet of mighty fists to extend the usefulness of this. You will need a backup weapon or two to help with damage resistance.

Combine Extracts – Take two extracts in a round.  This is like quicken for extracts but at lower levels.  Enlarge person plus shield; cure moderate wounds plus bear’s endurance.  Lots of great combos.

Force Bomb – Damages anyone… Bypasses DR, SR, and Energy Resistance. Also, knocking down creatures on a failed save is awesome.

Eternal Potion – Use eternal potion with Haste, Good Hope, Righteous Vigor, or any number of great low level spells.

Grand Mutagen – You had me at “Grand”.  If dexterity will bump your AC significantly then take this at 16th level, otherwise take Elixer of Life first.

Greater Mutagen – Absolutely yes. Your best bet is to boost strength and constitution.

Poison Bomb – At 10th level the alchemist becomes immune to poison making this an awesome area effect screen.

Concentrate Poison – If you take sticky poison you should seriously consider this, adding 2 to the DC for double the cost is a bargain.

Dual Mind (AM) – This is a bit redundant with Improved Iron Will but still quite nice.

Enhance Potion – This is good when combined with Alchemical Allocation, particularly with spells like greater magic weapon that have variable effects. It’s a struggle figuring out where this can fit into a crowded build though. Just barely green.

Evasion (AM) – Sort of orange-green, Evasion is a decent defensive ability.

Extend Potion – Works with Alchemical Allocation to make your 10m/ level buffs like Heroism last all day long. Lots of overlap between this, Enhance Potion, and Amplify Elixir.

Furious Mutagen (AM) – Very nice bump up in damage (table here) particularly when you move up to size large.

Infusion – Some of your self only buffs are great for sharing around the party. Shield is an early option also, you are the only one who can share polymorph spells until higher level.

Sticky Poison – Poisoners are kind of a sub-build of Mr. Hyde. After 10th level you can poison your claws and even teeth without worrying about the effects on yourself.

Also Recommended: Dispelling Bomb, Precise bomb, Stink Bomb

Questionable Discoveries

Burly (AM) – For combat maneuver focused builds, if you are trying to make a trip monkey or a grappler then it’s good.

Dilution – In most cases Mr. Hyde is going to use Alchemical Allocation and not burn through a lot of potions.

Extended Mutagen (AM) – By the time an Master Chymst can take this he’s able to stay mutated for 300+ minutes/ day which is likely enough already. This should be a discovery :(

Growth Mutagen (AM) – It’s an long wait to get extended enlarge person. Even so it’s almost green because it means you are large all the time.

Infuse mutagen – Keep a dexterity mutagen to go on the defensive. Expensive so not recommended.

Draconic Mutagen (AM) – When the Master Chymst finally qualifies most of the benefits are weak or superceded by fairly low level extracts. Not worth a slot.

Not recommended: Disguise (AM), Night Vision (AM), Restoring Change (AM), Scent (AM)

Recommended Feats

Recommended feats for Mr Hyde are generally the same as they are for any melee character, Power attack, Vital Strike, etc.

Iron will – A weak will save and powerful attacks makes Mr. Hyde a prime target for domination, confusion, and will based spells.

Power Attack – This should be your third level feat. Natural weapons take full advantage of power attack so all three attacks get -1/+2 while using feral mutagen.

Improved Unarmed Strike – When you get that Holy Amulet of Mighty Fists and Greater Magic Fang… this lets you benefit from it all the time. How useful it is depends largely on how much non-mutagen combat a character ends up in. If you want to make a grappling build it’s also required for Improved Grab.

Other recommended feats: Combat Reflexes, Improved Initiative, Improved Iron Will, Lunge, Quick Draw, Rapid Shot, Toughness, Vital Strike and Improved Vital Strike, Weapon focus (claws)

Questionable But Worth Mentioning

Eldritch claws – Lets you overcome DR/ silver and DR/ magic. By 4th-5th level Mr. Hyde should be able to keep greater magic fang going most of the time which should deal with much of this.

Improvised weapon mastery – Beer mugs are deadly weapons in my hand.  Can you get a +1 frost beer mug?  Since you have throw anything this is a great feat for follow up.  Seriously a fun and kind cool feat (but… not very powerful)

Rending Claws – Feels like not enough to merit a feat.

Precise shot – If there is melee going on Mr. Hyde usually wants in on it not bombing into it. Add in the PBS requirement and this is just not worth it.

Recommended Non Core/ APG feats and Traits (Limited to PfRPG sources)

Accelerated Drinker trait (Cheliax Companion) – This won’t work with extracts (check the FAQ) but is quite useful for using with alchemical allocation so you reduce it to a single round of activity instead of 2 rounds. Also, carry a potion of Enlarge Person in one hand and you can quaff it and still get a bomb off in the first round of combat, worth the 50gp in a lot of cases.

Reactionary (Trait) – Stacks with improved initiative, a nice goto trait.

Indomitable Faith (Trait) – Or any trait that bumps will save is very helpful.

Splash weapon mastery (Adventurers Armory) – Not quite as useful as it is for the bombers but doesn’t require point blank like far shot does.

Gear

Review the Gear section in the Introduction also.

Amulet of Mighty Fists – A must if Mr. Hyde is relying on feral mutagen.  Treantmonk also has some great advice in his Guide for Monks ”One thing to note regarding this item is that unlike weapons, it does not need a minimum +1 enchantment to gain other weapon properties.  Holy is the obvious go-to enchantment to get, as DR /good is common with evil outsiders.  Damage enhancers (remember our question) of any kind are going to be good though.  Besides, the imagery of shocking or flaming fists is pretty cool too.  If you are unable to get Greater Magic Fang or Greater Magic Weapon cast on you regularly, then the enhancement bonus is needed for the + to hit as well as damage.  Go with Holy + whatever enhancement bonus you can afford.”

Belt of Giant Strength or Belt of Strength + Constitution – Stacks with alchemical bonus so this is an excellent choice.  Boost your strength and constitution first then get the dexterity belt when you can afford all three.

Headband of Vast Intellect – Extracts and bombs are still important, consider picking up one of these as soon as possible.

Boots of Speed – Alchemists have big problems with action efficiency with their extracts so there are a great way to guarantee you get hasted.

Multi-classing and Prestige Classes

Multi-classing is generally not a good choice for alchemists.  The number of class features that fall behind is quite high so think carefully before committing to a multi-class path.  In general multi-classing grants a big short term boost in character power but longer term the character is weaker due to loss of higher level class features.

Barbarian are probably the best multi-class choice for alchemists, rage offers a strength/ constitution bonus that stacks nicely with mutagens.  The Drunken Brute archetype in particular has some nice potion drinking synergy and the ability to extend the rage by drinking alcohol.  As for rage powers,  one possibility is “Good for What Ails You”, as a move action take a drink, get a new save on some nasty effects and extend you rage at the same time.

Rogue is another good candidate for Mr. Hyde and alchemists with their high intelligence and skills will often wind up substituting in a party for a rogue.  Sneak attack while flanking with feral mutagen is a very nice combination. Consider taking the Poisoner archetype which offers the very nice Master Poisoner class ability at third level that allows converting poisons from one type to another.  There are quite a few good rogue talents, unfortunately the poisoning ones you can take at low level are a bit redundant with alchemist abilities.

Master Chymst is an awesome choice for Alchemists (even bombers and switch hitters). The role playing aspects of the second personality are immense and the class features are appealing.  Look to switch to Master Chymst at 9th level after gaining the fast bombs discovery.  Master Chymst gives two additional uses of the mutagenic ability (under a slightly different guise) effectively tripling the amount of time you can be mutated. Brutality is also a very nice damage boost for a feral mutagen based character and furious mutagen boosts natural weapon damage as well.

If you are looking to build more of a switch hitting character Master Chymst is also awesome because you can choose what type of mutagen you are using on the fly when you use mutate. You can be strength focused for a set of melee encounters then mutate to a dex focused alchemist to lob bombs at distant targets. Master Chymst’s also has full BAB progression so they get their third iterative bomb attacks two levels quicker. The downside to Master Chymst is slower extract progression and the higher level Advanced Mutagens aren’t near as good as the high level discoveries. If playing at 16th level plus is a big part of your game plan it’s going to be a very tough call.

One way of dealing with the slower spell progression of Master Chymst is to take the class for fewer levels and intermix levels of Master Chymst with Alchemist.  I suggest one level of Master Chymst at 9th level, two levels at 12th and 13th levels, then another three levels at 16th, 17th, and 18th level.  This way you pick up many of the best features of master chymst but can pick up 5th and 6th level extracts a bit earlier.

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