Kaigon the Miscreant

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Bore Bombs:
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Bore Bomb*: When the saboteur creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a wall, gate, siege engine, or similar large, solid, inanimate structure, it ignores half the target's hardness and deals 1 point of damage per saboteur level. If a bore bomb reduces an inanimate target to half its hit points or fewer, it blows a hole 5 feet wide and 5 feet deep in the target.

Explosive Missile:
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Explosive Missile: 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. If the explosive missile misses, it does not detonate. An alchemist must be at least 4th level before selecting this discovery.

Adamantine:
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ADAMANTINE

Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Is this useful?
What if you add..?

Targeted Bomb Admixture:
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TARGETED BOMB ADMIXTURE

School transmutation; Level alchemist 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level
Upon drinking an extract created with this formula, you make a significant change to your magical reserve that modifies the nature of all bombs you create and throw during this extract's duration. This effect on your magical reserve has no effect on any discoveries that you use to modify your bombs, but you can only have one admixture effect (formula with the word “bomb admixture” in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new one becomes active.
When you throw bombs, they can only hit a direct target; they do not splash. However, the bomb deals its base damage plus double your Intelligence modifier instead of just its base damage plus your Intelligence modifier.

And
Conductive:
Quote:

CONDUCTIVE

Price +1 bonus; Aura moderate necromancy; CL 8th; Weight —
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power, sorcerer's bloodline power, oracle's mystery revelation, or wizard's arcane school power). When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. (If the wielder has unlimited uses of a special ability, she may channel through the weapon every round.) For example, a paladin who strikes an undead opponent with her conductive greatsword can expend two uses of her lay on hands ability (a supernatural melee touch attack) to deal both greatsword damage and damage from one use of lay on hands. This weapon special ability can only be used once per round, and only works with magical abilities of the same type as the weapon (melee or ranged).

It will cost you three bombs but you're dishing out weapon damage then your level x2 plus Int x4.
What else can I do to bump this up and does the bore bomb hold any advantage over just smashing an object (specifically the five foot hole)?


So, I know I'm late to the party on this one but I was revisiting this build after rebuilding my Cap. America character when Shield Champion came out. Initially I went alchemist into master chymist but now I'm thinking summoner is better. The only drawback is the longer summoning time but elves can get around that and an elf would probably make a good Bruce Banner.

Bonus Question: I was thinking of doing a gestalt version with Barbarian thrown on there (of course). What Rage Powers are the most "Hulk-like?" My first thoughts were Groundbreaker and the Hurling line.

I'm sure other people have already made/played Hulk builds, any advice? Something you wish you had, something you thought be fun/useful that wasn't, magic items?

Also; fighting style, I was thinking IUS with Pummeling Style. Seems to fit the theme better than feral mutagen (which is what I did with my first build).

Any comments appreciated (unless they violate community guidelines).


So my GM told us he wants to "test something." We've been instructed to make 18th level characters with these instructions: everyone gets Leadership for free, we are to make an arcane character with a martial cohort.

There are two other players. One immediately went against the spirit of the exercise and is making a Ftr/Wiz/Eldritch Knight (but he does get 8th level spells) with an alchemist cohort. The other player will only describe his character as "Mecha-Panda"

My thoughts were a Summoner with a dragon themed eidolon and I'm thinking barbarian or paladin cohort using mounted combat.

Looking more for general ideas than full builds (all though feel free). I'm not interested in Synthesist (sp?), Master Summoner, or Brood Master archetypes. I'm not looking to focus on summoning. (Nothing against any of that, just not what I'm looking for with this character.)

Two role-playing notes: All three (six) characters are the leaders of a rebel army that recently usurped the kingdom's ruler and have taken over. (Good characters overthrowing a tyrant). I had an idea to make my two characters a half-elf and a half-Orc who were half brothers.

What do you got, Internet?


So I was making a Mad-Bomber style Alchemist when I noticed something. Point Blank Shot and Precise Shot don't have a Dex requirement. So I was thinking, since bombs are touch attacks, how viable would a low Dex character (I'm talking a Dex of 10, so really a middling Dex, not a low Dex) be?

I was thinking of four levels of Fighter (Weapon Master) for extra feats and Weapon Training (Bombs). That combined with weapon focus, weapon specialization, and Gloves of Dueling would give you +4 att/+5 dmg at the cost of 2d6 bomb dmg and 2 discoveries.

Eight levels of Alchemist (Grenadier), with Explosive Bombs and Strafe Bombs (plus Force Bombs for anything that doesn't burn).

This would give a BAB of +10, a +4 from Fighter (mentioned above), +1 from Throw Anything and another +1 from PBS when applicable. Is a +15/+16 good enough for a touch attack at level twelve?

Would Fast Bombs be worth a feat if I didn't have Rapid Shot or Two-Weapon Fighting? I would still have two attacks from BAB. I was thinking without Fast Bombs I wouldn't have to worry as much about running out of bombs but I do like the idea of firing two 40 ft lines of fire!

Any ideas or suggestions greatly appreciated, even if just to tell me I'm crazy!


1 person marked this as FAQ candidate.

The Beastmorph archetype for alchemists has several abilities that add to an alchemist's mutagen but does not list the mutagen class feature as being altered or replaced. Does this allow it to stack with other archetypes that alter mutagens?

Assuming no other conflicts, would it stack with Mindchemist, Ragechemist, Bramble Brewer, Saboteur, etc..?


I'm tinkering around with a shield fighter [Ftr(Brawler)/Mnk(MoMS)] and I have three feat slots left. I have the shield feats I wanted and was looking for a neat combo. I was thinking Power Attack/Imp Bull Rush/Greater Bull Rush to provoke AoOs or Point Blank/Precise Shot/Deadly Aim for some switch hitting capability but both seem kind of meh to me. So I was wondering what crazy/unusual/fun combo you could do with three feats. Will probably have low Charisma so no Eldritch Heritage, most likely human but open to suggestions, main stats will be Str/Dex/Wis...

Whatcha got?


Wanted to see if I had this right...

Half-Elves count as Human, Humans can take Racial Heritage, Racial Heritage allows racial archetypes. This should be correct, I hope.

Would I need Racial Heritage (Half-Orc), or could I take Racial Heritage (Orc) and count as Elf, Human, and Orc and thus qualify for Half-Elf and Half-Orc?

I know there is some dispute and FAQs and what-not, and my DM would probably allow it regardless, just wanted to see if I was on the right track.

(Side note: I would also be interested in any other Summoner archetypes that give up their Summon Monster SLA.)


1 person marked this as a favorite.

I'm trying to make use of Body Bludgeon. So far I'm looking at 10th level Barbarian (obviously), looking at IUS, Imp., Greater, and Rapid Grappler, with the Brawler rage powers, strength surge and animal fury.

As I understand it, with Rapid Grappler, I can, as a full attack, grapple, pin, and then smack somebody with somebody. Is this correct? Then once I have somebody pinned, I can attack with him three times a round, right? Does Improved Savage Grapple let me pick up people my size? (Since it treats me one size larger and body bludgeon requires one size smaller) (Should also mention it is from Brutal Pugilist archetype)

Lastly, what am I doing wrong, what can I do better? The only thing I'm married to is Body Bludgeon, I'm open to any and all suggestions.


So, a little background...

My group was set to play a "gestalt" campaign and I was thinking of different classes that would work together when I hit upon wizard alchemist. I got really excited with the concept when, long story short, that game fell apart. However, I now have this stuck in my mind.

So, what I want to do...

I want to make a multiclass alchemist wizard (not gestalt just to be clear). I know, I know. Not the best idea but I want to see what can be done with it.

I think the best way would be to dip alchemist and focus on wizard. I think you would want at least two levels of alchemist to unlock discoveries (and Extra Discovery feat). I thought transmutation fit best "theme" wise with alchemist.

I also thought sorcerer (with arcane/sage bloodline) would fit the theme as well but I didn't like losing Scribe Scroll (for free) and spell levels one level later.

So, basically...

I'm looking for ideas, any ideas. Archetypes, feats, discoveries, what do you got? I'm really open to anything at this point. Would blaster work best, play off his bombs? What about buffing, and his mutagen? Has anyone ever tried this before?


So I have a maneuver master monk focusing on trip and bull rush (looking at Ki throw + spinning throw) with the idea of throwing people all over the battlefield. Spinning Throw gives me a bull rush after a trip with a penalty and later flurry of maneuvers gives me a second (and then third) maneuver with a large penalty. My question is: Is it better to take the WIS bonus to negate the penalty or roll twice hoping for one good roll?

Reliable Maneuver:
At 4th level, as a swift action,a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result. This ability replaces slow fall..

Meditative Maneuver:
At 5th level, as a swift action,
a maneuver master can add his Wisdom modifier on any
combat maneuver check he makes before the beginning
of his next turn. He must choose which combat maneuver
check to grant the bonus to before making the combat
maneuver check. This ability replaces purity of body.

Spinning Throw:
You whirl your foe around and then let go.
Prerequisites: Combat Expertise, Improved Bull Rush,
Improved Trip, Improved Unarmed Strike, Ki Throw.
Benefit: On a successful unarmed trip combat maneuver
against an opponent your size or smaller, you can spend
a swift action to attempt a bull rush combat maneuver
against that opponent. If your bull rush succeeds, you
can move that opponent to any unoccupied square you
threaten, then push that opponent the number of 5-foot
increments your successful bull rush allows. The target is
then knocked prone. If the bull rush fails, you can use the
Ki Throw feat as normal.
If you also have the Improved Ki Throw feat, a successful
bull rush allows you to push the opponent into a space
secondary targets occupy. You resolve this effect as if you
used the Improved Ki Throw feat to throw the opponent into
that space.
Special: Per the Ki Throw feat, a monk can use ki to affect
creatures larger than himself with this feat.