[PFS] Gunslinger Alchemist - Explosive Missile


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So I have been hard at work for one of my support characters, and my friend decided to also play the game. While I enjoy characters who dance around and heal/support the team and/or deal flurries of multiple attacks, my friend enjoys making one GIANT attack and splashing his damage on the table with one giant dice orgasm.

We were looking through the book, and he has his heart dead set on a Gunslinger that uses Bombs, so we've decided on making his character a Gunslinger/Alchemist character that focuses on Explosive Missile. We settled on a Pistolero Gunslinger (5) and Grenadier Alchemist (7). Swift > Move > Standard Action with the Archetypes with Hybridization Funnel for a total of:

1d8 Weapon + 2d6 (Pistolero) + DEX + 1d6 Acid + 1d6 Fire + INT (Hybrid Alchemy) + 4d6 Fire/Ice + INT + 2 (Deadly Aim) =

1d8 + 8d6 + 14 Damage

Considering this is level 12, this seems rather low for a "Giant Kaboom Dice Orgasm" and my friend is a little sad at this "Lackluster" damage. (Not taking into account my buffs).

I'm still rather new to this combo, is there any way to increase his damage dealt using the "Big Kaboom"? If so, how?


Im not too knowledgeable on pfs
Also tablet writing. Sorry for typo

Off hand. Conductive weapon property. Costs bomb uses but doubles it.
I usually avoiid the dip myself. But im weird and prefer more bomb n splash damage.plus i dont think the precise pistilero helps splash?
i ofte n enjoy a dip in siege gunner and or m musket after taking amateur gunslinger for deadeye trick at lv 1 alch. Then not trading for extra grit once i dip. As that feat says may not must i believe. If you can afford the wait
I value the bomb discoveries more than dex damage. Making it force damage or adding a cloud effect makes the one shot more efffective and pretty.
The bomb extracts can help. If no splash is needed double int on bomb effect.

What fire arm?


Each die is worth about 2~3 points of static damage bonus in this case.

So level 5 would cost 2d6 and two discoveries. It would get you a feat. Ot is also the difference between level 4 extracts and level 3 extracts as your maximum. Bab wise you would would be +10 with dex to damage compared to +9 without. Not enough for another attack. Of course you'll lose the pistol damage dice too.

A double barrel pistol could help on the damage. Iirc this would net an extta 1d8+2d6+dex mod again.

If you can swing it the is a tower shield combat style that allows you to use the full cover option as a move action instead of standard, takes two feats to get and you'll want an extra arm or tail for reloading.


does he have "fast bombs" he should be able to use explosive missiles on each shot. only problem i see him having is using his Alchemical Weapon ability on every shot since he has to charge each piece of ammo each round (they last for a minute or 10 rounds). sadly if your putting your bombs and alchemical weapons into your ammo they wont splash at all.

fast bombs and two weapon fighting (plus anything that i am missing) should allow him to just throw a bunch of his bombs all over the battle field. but then he will be out of bombs in 2-3 rounds and he would be spent for the day. what else can he do to keep relevant in the next fight with out his bombs.


zainale wrote:

does he have "fast bombs" he should be able to use explosive missiles on each shot. only problem i see him having is using his Alchemical Weapon ability on every shot since he has to charge each piece of ammo each round (they last for a minute or 10 rounds). sadly if your putting your bombs and alchemical weapons into your ammo they wont splash at all.

fast bombs and two weapon fighting (plus anything that i am missing) should allow him to just throw a bunch of his bombs all over the battle field. but then he will be out of bombs in 2-3 rounds and he would be spent for the day. what else can he do to keep relevant in the next fight with out his bombs.

Except that's the opposite of what he wants to do. He wants single shot dicegasm.

*****************

To OP:

If he takes grenadier he can add an alchemical item to the damage too as a swift action (at 6th level, so between 7 and 11 for the character) for a bit more damage.


@ Zwordsman: Sadly the Siege Gunner archetype is not allowed to be used, otherwise I would have instantly dumped my friend into that class for 1-3 levels of Gunslinger. Heck, I might even turn him into a Gnome and only go 4 levels Alchemist, 8 Levels Gunslinger for the +8 to Damage.

INT to Grit points instead of Wisdom would allow him to dump his Wisdom a little more. He doesn't care about AoE splash damage, so Targeted Blast (Ex) would allow him to stop the AoE splash for some more extra damage. (If only this wasn't a swift action lol). Sadly, because it's a Siege archetype, its not allowed in PFS.

@ Zainale: Pretty much what Abraham said, he wants a giant Dicegasm of Damage, without imputing more than 1 or 2 attacks.

@ Abraham spalding: Yeah, he is already going Grenadier Archetype and using the Hybridization Funnel (1d6 Acid + 1d6 Fire + Intelligence).

So what I'm hearing you say is... Gunslinger Pistolero 1, Alchemist 11 to get an extra 2d6 Bomb Damage and 2 Discoveries at the cost of 1d6 Pistolero damage, Bonus Feat and -1 BAB. As the guy probably wont be making more than 1 or 2 attacks per round, a +9/+4 isn't to bad.

(Rules Question: Can I use the Double Barrel Pistol to attack twice in 1 attack using the Explosive Missile feature? I don't think it would work, because both require a Standard Action).

So - Making his weapon a Conductive Double Barrel Pistol would be dealing (Or Conductive Pistol depending on Rules Requestion):

1d8 (Weapon) + 1d6 (Acid) + 1d6 (Fire) + 6d6 (Bomb) + 6d6 (Conductive) + 1d6 (Pistolero) + INT + INT (+3 Trait) (+1d8 if Double Barrel works).

1d8 + 15d6 + 12 Damage.

Is that correct, am I doing my math right?


Using the second barrel is simply a penalty, it never states doing so is a specific action iirc.

On his first shot he could have a second grenadier thing up if he has prep time.


As a grenadier + explosive shot player, myself, here are some thoughts:

There's no reason to think that fast bombs would work with explosive shot, but you've landed on Conductive, which is a must-have, imo. Don't forget to add Int a third time for the Conductive bomb. Targeted Bomb Admixture is a really nice buff that allows you to double your Int mod per bomb.

I'm playing a level 13 grenadier in our Iron Gods campaign, and I'm up to a 30 Int for a lovely +10 Int mod, so Targeted Bomb Admixture is pretty huge for me.

That gets me up to 17d6 + 53 (7d6+20 + 7d6+20 + 2d6+10 acid/alchemist fire +1d6 shocking bow +1 point blank +2 enhancement) with one shot (and three bomb uses) plus debuffs from two bombs (at a DC 28: 10 + 1/2 level(6) + 10 Int + 2 Ability Focus) and the tangleshot arrows I'm pretty much exclusively using now.

The big thing that's going to hold your gunslinger back from big booms is the number of bomb uses per day (alchemist level + Int mod.) Even I only use my big shot sparingly, and I have 23/day.


Hm... okay I think I understand what you're saying. Because he doesn't care about splash Damage, and with no access to Siege Gunner, he can pick Targeted Bomb Admixture to trade Splash for Intelligence twice on his bomb damage.

Levels: Alchemist 12
Race: Gnome (Pyromaniac)

Trait 1: Focused Burn (+3 Trait Damage Damage, 1 per 2d6)
Trait 2: Firebug (For levels before Explosive Missile).

Feats:
Level 1 - Point Blank Shot
Level 3 - Precise Shot
Level 5 - Focused Shot
Level 7 - Improved Unarmed Strike
Level 9 - Kirin Style
Level 11 - Kirin Strike

Items:
Hybridization Funnel for Alchemy
Targeted Bomb Admixture
Conductive Weapon

Its safe to assume that at this point, we will have at least 20 Intelligence and 20 Dexterity on a conservative estimate based on your 30 Intelligence...

Damage Time!:

17d6+46 Piercing / Fire / Acid Damage
-----
+1d6+10 (Weapon: Bow + Dex + Int)
+7d6+13 Fire (Bombs+[INT*2]+3 Trait)
+7d6+13 Fire (Conductive+[INT*2]+3 Trait)
+2d6+10 Fire/Acid (Hybridization Alchemy)
-----

Anything else we're missing?


TheMonkeyFish wrote:
+2d6+10 Fire/Acid (Hybridization Alchemy)

Quick correction: the alchemical weapon doesn't get a double Int bonus from Targeted Bomb Admixture - TBA only affects your bombs.

EDIT: What's giving him Dex and Int to damage with his bow?

If that's a miscalculation, then you may still be better off using Tangleshot arrows to retain the attack against Touch AC while getting a nice little debuff at the same time.


@ Gulthor - Oops, my bad, I did that wrong. Honestly, I was going gun, but he said he wanted to squeeze out that 1d6 bomb damage with the Gnome, but Tangleshot arrows attacking touch sound like a good idea. Does that mean it removes the 1d6 from its damage?

Also, Focused Shot adds INT to Damage for Bows. I wanted to try and sneak Kirin Strike into the mix (+INT*2), but it didn't work out so I'm going for the Focused Shot feat instead. I donno if there is a way to get Dex to damage, I just assumed Dex would be added to bow damage, but I was wrong. My bad.

What would the calculations be for 20 INT, 20 DEX, Conductive Bow from the Granader be?

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