gunslinger / alchemist idea


Advice

Scarab Sages

I've been racking my mind on making a gnome PC to go along with the theme of the group I'll be in...the theme being we're all gnome PCs, that tend to get on their opponents' nerves...
the group so far; CC oracle, Cold sorcerer, and then...me...

i came across the grenadier archetype for alchemist, and either vanilla gunslinger, or maybe the pistolero...
i am wondering/trying to figure out how the hell i can make the 2 blend together effectively...

I'm sure it's not as complicated as I'm making it out to be...
yay for over thinking...

any advice/help would be greatly appreciated.


I have also always wanted to combine the two. Best I have ever came up was 5 gunslinger for dex to damage and then the rest alchemist with explosive missile


DEX to damage isn't worth 5 levels into gunslinger, fewer levels are probably enough for Gun proficiencies and quick reload from musket master. You can also just go trench fighter 3.

Grenadier Alchemist makes a terrifyingly effective gunman with explosive missile, single target admixture, a conductive weapon, and a hybridization funnel alchemical acid/fire, adding his INT bonus to damage 6-8 times at least. You also reload/shoot your weapon as a standard action with explosive missile so you don't even need Rapid reload.

And above all that, you are still an alchemist.


A shame you can't use Alchemist to get into Eldritch Knight.


Alchemist is INT and DEX, Mysterious Stranger for DEX and CHA should blend well with a Gnome alchemist, go INT/DEX and use the Gnomes racial +2 CHA for your third stat, you will be a little MAD, but Alchemist does not need a really high INT to start, so it can be lower.

Focus on Self Buff, Longshot, Crafters fortune (for making guns), True Strike (less used with guns targeting touch), etc. With Debuff focused bombs to soften up targets, then a focus on ranged feats and using your pistols at close range, or a musket/rifle at long range (boosted by +10 feet with extracts).
I am not sure if Experimental Gunsmith would stack with Mysterious Stranger (I think it should), but if so, instant alchemy and fast reload will mean cheap way to fire debilitating alchemical items with the vial launcher. Then just carry multiple guns and a handy haversack, a cestus for hands free threatening or melee to complete the crazy mixed build.


I have a build for that

Gunslinger 5/Alchemist 2/Gunslinger +8/Alchemist +5

Wis 14, Int 13, as much dex as you can get, 12 con is enough

grab extra arm at 7th, start dual wielding pistols


Zhayne wrote:
A shame you can't use Alchemist to get into Eldritch Knight.

Well, there's the Arcane Bomber... although I'm not sure exactly how that scales. I'm not even sure how many uses you get.


Guardianlord wrote:
I am not sure if Experimental Gunsmith would stack with Mysterious Stranger (I think it should), but if so, instant alchemy and fast reload will mean cheap way to fire debilitating alchemical items with the vial launcher. Then just carry multiple guns and a handy haversack, a cestus for hands free threatening or melee to complete the crazy mixed build.

Experimental Gunsmith and Mysterious Stranger are not compatible. Mysterious Stranger Swaps Gun Training 1 for Stranger's Fortune, and Experimental Gunsmith Swaps Gun Training 1-4 for Innovations.

The vial launcher, however, can be partly replaced by the Grenadier Archetype's "Alchemical Weapon" supernatural ability, which lets you infuse a piece of ammunition with an alchemical item with a move action (Swift at alchemist 6), but it has to be used in the next minute though. Grenadier is a pretty strong archetype if you weren't planning on using poison, and goes well with the Gnomish favored class bonus for the Alchemist.


If your DM lets you go Siege Gunner Gunslinger it let's you use your INT for grit so it synergies well with an Alchemist.

Scarab Sages

Wow, thanks for all the input.

Btw, how does a gunslinger's ammo and what not work in Pfs? From the prices I see listed on the ammo one could go broke with only buying 2 bullets... O.o...


nekoyami wrote:

Wow, thanks for all the input.

Btw, how does a gunslinger's ammo and what not work in Pfs? From the prices I see listed on the ammo one could go broke with only buying 2 bullets... O.o...

Prices vary depending on the campaign, they can be 3x more expensive, or 1/2 price.

Gunsmithing (a free Gunslinger feat), allows for the production of guns at 1/2 campaign price (1/2 of 1/2 potentially), as well as crafting ammunition for 10% of the price. It is under the gunslingers features.
A very affordable price for you, not so much for non-proficient party members. Get Alchemy for crafting advanced ammunition.

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