Chi_ |
Trying to build a ratfolk Gunslinger / Alchemist and despite having some major advantages I just can't find a way to make it work. For some reason I keep thinking that Gunslinger will fall behind.
Its for a Gestalt WotR game.
We are allowed 28 point buy at a 1-1 basis so literally 28 stat points. Level 1. Any Paizo Material and some 3pp stuff with approval.
Edit I am taking the Gunslinger (Gulch Gunner) / Alchemist (Grenadier) Archetypes.
Any advice would be great as I am considering going Magus (The usual Kensai / Bladbound) / Alchemist to focus on a Dex and Int build instead of spreading it across Dex, Int and Wis.
Thanks again and any helpful links would be appreciated as I couldn't find anything really useful by trying to search the forums alone with search engine.
Just some outdated 2010-2012 posts. :/
The 8th Dwarf |
Explosive missile discovery
As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target.
Alchemical weapon ability
At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question.
The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action.
This ability replaces poison resistance.
Use it with pitted poison ammo - you can have explosive acidic poison round.
Chi_ |
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So a Gunslinger (Pisteloro/Mechanist) / Alchemist (Grenadier)
With Stats of 12 str, 22 dex, 12 con, 22 int, 12 wis, 12 cha. = 28 points with the 1-1 for point buy.
Taking Mechanist so that Grit is based off of Int instead of Wisdom.
The 8th dwarf's suggestions were great, now I have to make sure the Archetypes won't fudge the idea of explosive missle stacking with alchemical weapon ability.
However with 1d6+6 bombs (6/days)
And A Total of Grit (6/day)
Its not a bad Gestalt combo. Now to work out the bugs...
cnetarian |
Infused only lasts 1 min
As does a CL 1 abundant ammo spell. since 1) many a 6 BAB gunslinger fires 3 times/round as the default 2) alchemical infusion only becomes a free action at alchemist level 15 (move action until level 6 when it becomes a swift action) and 3) there is no reason to believe that a grenadier can infuse an alchemical mixture in a pack into a bullet in a firearm the AA/infused combination seems to be the way to make the grenadier/gunslinger combination work best. It still takes a round of buffing to infuse a bullet and use a wand of AA, but it allows the grenadier/gunslinger to infuse every shot.