Hi all!
My newest PFS character is a Musket Master inspired by this fine piece of artwork.
For style reasons, I don't want to use armor. Thus, access to wands of Mage Armor and a Shield spell or two would be nice.
My plan is to take one level of Wizard (Foresight) at level 2 for some utility, magicness and all that, then four more levels of Musket Master for Musket Training and then four levels of Alchemist (Grenadier).
The INT 12 with a +2 headband is easily enough for both caster classes. The high DEX synergises nicely with Alchemist class features, giving me the option to deal splash damage with alchemical weapons and bombs in situations where that's needed. I can also use Alchemical Weapon and Explosive Missile to deal ridiculous amounts of damage with single shots every now and then. It also fits nicely with the Arcane/Alchemical Scientist kinda theme I had in mind for this guy. I'll also get four levels' worth of favored class bonusses in Grit so that I'll have 3 Grit without needing a WIS headband. 3 Grit means that even with the DEX mutagen active, I won't drop below 2 Grit. 1 to always maintain, 1 to spend and refill.
Here's the build I'm planning:
STR 10 INT 12
DEX 18 WIS 14
CON 13 CHA 10
Level 1: Point Blank Shot, Precise Shot
Level 3: Deadly Aim
Level 5: Rapid Shot, Weapon Focus (Musket)
Level 7: Combat Reflexes
Level 9: Snap Shot
Level 11: Improved Snap Shot
At Level 10, when I get my 4th Alchemist level, I'll take the Explosive Missile Discovery.
Wizard spells
0 - Detect Magic, Read Magic, Mending
1 - Feather Fall, Shield, Identify
I'll get Crafter's Fortune as my fourth level-1-spell in the Spellbook for Day Job checks.
Alchemist extracts
1 - Expeditious Retreat x2, Shield x2
2 - Blur x2
I'll be using scrolls of comprehend language, disguise, and all that stuff, and a Wand of Mage Armor, all via the Wizard level.
Now my questions:
1) What do you think of the build in general? Any huge issues you see with it?
2) What discovery should I take at level 8, when I get my 2nd Alchemist level? I was thinking about Spontaneous Healing or Explosive Bomb. The problem with the latter is that with 4 levels of Alchemist and INT 14, hardly anyone will ever fail the Ref save for my bombs' splash damage, right?
3) What Wizard spells and Alchemist extracts would you recommend for this character? Can you think of better choices than the ones I've listed?
4) I'll have a total of 6 bombs at level 10, which will do 2d6 damage. Is that enough to be worth all the hassle?
5) What classes should I take for the remaining two levels? More Gunslinger? Alchemist? Wizard? Fighter? Or would Rogue be worth a shot?
6) Do any of you see any reason to use True Strike? Seems like a wasted action to me, if I could instead just shoot at touch AC...
7) I went the Snap Shot way for this build, as the extra AoOs would potentially add a lot of damage. Do you think other feats/feat chains would be more useful? Vital Strike, Improved Critical, and such things, for example?