Graveknight

Ven'atorix's page

134 posts. Alias of bigrig107.


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Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

So, is this dead, or....?


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Ohhhhhhh. I'm just an idiot that forgets things.

Sorry! Didn't mean to pressure you, just seriously forgot you said that, and didn't decide to read the thread again.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Who, exactly, are we waiting on?


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I've already acted, and have done everything I need to.
Not sure what he's talking about...


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Ven stares down at the surrendered demon, and makes a few quiet gestures before grabbing onto Yamasha and moving through the now-dispelled sphere.

"I have captured her. Shall we kill her now?" he says, laying a hand on his breastplate as his hands flare with dark energy.
Harm, on himself.

GM only:
Casting a Quickened Blessing of Fervor inside the sphere affecting himself and Yamasha and any demons left, using the sphere for cover so they can't identify it.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Hey guys! School just got out, and I've been settling in back at home.

My posting rate will be much higher now, promise.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Well. This is unfortunate. Here goes nothing!

Will Save: 1d20 + 30 ⇒ (7) + 30 = 37

Thank the gods for Greater Heroism!


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Ven has SR, admittedly only 33. Both of those spells allow SR, so there might be a possibility of one of them not making it through?


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Going to put everything in a spoiler, so that those who don't want to see don't have to.

Oh.:
The first threat, the Blindness, doesn't affect Ven, as he's undead, not living.

Red Light: immune to fire.
Orange Light: resist 30 to acid, so I need to make the save. Reflex: 1d20 + 35 ⇒ (3) + 35 = 38
Yellow Light: immune to electricity.
Green Light: requires a Fort save, doesn't affect an object. Undead are immune.
Blue Light: requires a Fort save, (presumably) doesn't affect an object. Undead are immune.
Purple Light: mind-affecting effect. Undead are immune.
White Light: mind-affecting effect. Undead are immune.

Black-Body scary thing: this is where things get interesting. Will saves are his weakest, and he actually needs a 9 to fail this one. That's more chance than I'd like. So.
Plane Shift Will save: 1d20 + 31 ⇒ (9) + 31 = 40
Oh. Ohhhh. That was close. Veryyyyy close.

Feeling his teleportation not protecting him from the sphere, Ven drops out and "continues" his move towards Yamasha.

As the light flashes across his form, nothing seems to happen, although he does reappear covered in a thin film of burning acrid smoke.

His cold eyes (or what passed for them) focused on his prey, Ven survives the sphere's assault with the determination befitting a...creature such as himself, and reaches out to touch Yamasha anyway, his magical discharge smashing into her through his hand.

"Even your powerful wards cannot stop the cold death that awaits you."

Just realized, I haven't set my vitals bar up yet, but I've taken a total of 90 damage now. (25 from one blast thingy, 50 from another, and now 20 from the sphere). I'll try to get it set up soon.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I figured the actual teleportation might be enough to save me from the sphere, but it's fine that it didn't. Mythic magic, yada yada, blah blah, it's cool.

I'm actually really okay with you mixing up the effects, as that means that this might actually be a threat that could seriously affect his performance in this fight.
I'm glad you decided to do all the work I'm sure that required!

Now, to see if Ven's alright!


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Ven doesn't move an inch as the Balor's blade collides with his metal shell, and then laughs as every single strike fails to even deny the supernaturally-strengthened metal.

Pulling upon his mastery of war and the planes as he tires of this game of cat and mouse, he slips through space to appear right beside Yamasha, and reaches a single gauntleted hand out to touch her.
Move action- use Travel domain power to pass through the sphere, standard action- cast Harm, swift action- Channel Smite.

Melee Touch Attack: 1d20 + 46 ⇒ (11) + 46 = 57
Harm does 150 damage, with a Will save (DC 28) for half.
Channel Smite: 8d6 ⇒ (3, 5, 6, 5, 1, 6, 5, 6) = 37
Will save DC 33 for half

Not my best round of damage, and she'll likely save against most of it, but I'm next to her now. Would've used Destruction of it wasn't for the whole "we need her body" thing. Smite full-attack next round, anyone?


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I am still here, and eager to resume our god-killing plans.

I'll get my combat post up shortly.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Alright, so I've been watching this campaign for a while now, waiting for gameplay to update...without noticing that I'm the one that hasn't gone yet.
Apparently, Paizo ate my last post.

I'll work on getting one up as soon as I get back to my computer!
Sorry guys, that's my fault.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Still waiting on my distance answer until I post.
Just letting y'all know I'm still here.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Think you might have missed it, but do you know how close Ven is to the second Balor?
Because that's his next target, and he intends upon finishing the job he started with Dreadful Carnage.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

"I am truly impressed with your arcane magics, mortal."

More seriously, that's a pretty important 4th level spell, and one I was wondering if we had the capacity to use beyond my Miracle.
On my phone right now, so posting a combat round isn't really feasible.

@Malleus: you know how far away Ven is from the frightened Balor? Because he loves the taste of fear, and is ready to feed.

Edit: Malleus, you're doing a fantastic job. Managing this level of power is intimidating, and the detail with which you describe their actions already has me in awe.

Edit 2: also just realized I never even prepared the few cleric spells I do have (took one level for the increased damage against chaotic outsiders plus domains), so I'll have to prepare those after this fight.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Ah, fair enough. I know, personally, that there are things I could have Ven do that would show his power easily enough (didn't use Righteous Might, haven't smited yet, didn't use Onslaught, etc.).

I did have a few questions about Arkon, though.
1. Where'd you get so many natural attacks? I see that you're a celestial Allosaurus, but that means you lose all of your base forms' attacks.
2. How are all of your natural attacks sitting at such a high damage dice? I'm assuming Feral Combat Training, but that doesn't exactly explain them.
3. What's this swift action Lion's Charge thing? I assumed some Path of War whatever, but you're a Monk/Druid. You don't have any of that stuff, or the feat that lets you use the maneuvers. So what is it?

Edit: just realized I was looking at Tk's sheet, not Arkon's. My apologies, sir!

Edit 2: also realized I said "sheet", not "round of attacks". That should clear it up!


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

"Jobbing"...?


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

@Arkon: The Tyrant has no need for Evasion of any sort. Pain is a part of battle, and what little feeling pain evokes allows him to enjoy the thrill of battle once more.

Also, a nat 1 always fails. So ha!


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

It's 100 damage for each explosion, half fire (50), half unholy (50). I'm immune to fire, so it's 50 damage each, with a DC 33 Reflex for half (25). Passed one, failed one. So, 75.

With Ven being the tank he is, I think I almost avoided evasion on purpose, if only to flavor that he's not nimble, he's strong and charismatic. I could've grabbed it easily, I'm sure, but I didn't want it.

Wait...the Balor's explosion-thingy is a supernatural ability. Doesn't that need to check against my SR? Pretty sure it does.

Also, @Sal: does that field include our stuff? Because if so, that could suck. I don't think Ven would like any of his stuff being destroyed very much.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Being immune to fire, Ven doesn't falter in front of the exploding demons.

Reflex 1: 1d20 + 35 ⇒ (11) + 35 = 46
Reflex 2: 1d20 + 35 ⇒ (1) + 35 = 36

Aww, that sucks. I literally only fail on a 1, and I rolled one. Well, that's 75 points of damage. (25 from the passed, 50 from the failed).


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Well, it has Cold resist 10, so the damage total actually comes to 397.
And it wasn't an immediate action at all, as only the Surprising Charge is an immediate action. It still required a full-attack action.

But, yeah. He's a combat beast against a single target, and the Intimidate check will be useful.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Not sure how far away we are, but I'm presuming it's not more than 80 feet (Val's current speed). Would a map make things easier or harder for us, guys?

Ven almost seems to sigh in relief (can undead even sigh?) as he spots the gathered demons before him.
"Ahhh, finally. Foes worthy of my attentions. Prepare yourselves for death, for it is on hand."

Using a use of Surprising Charge to move his speed as an immediate action, up to one of the Balor. Assuming flat-footed AC, and using Power Attack. Despair counts as adamantine, and has enough enhancement bonuses to count as cold iron as well; with Lawbringer making his attacks lawful, Ven can punch right through that DR. Switching Hell's Knight to grant the Axiomatic quality, dealing an extra 2d6 damage against chaotic creatures. The Resist Cold 10 will affect his extra cold dice, however.

"Despair has been unleashed upon the Tyrant's enemies, and so they shall suffer." Ven nearly chants as he engages his enemy.

Attack 1: 1d20 + 54 ⇒ (14) + 54 = 68
Damage 1: 2d8 + 53 + 2d6 ⇒ (6, 8) + 53 + (3, 2) = 72 +5d6 cold: 5d6 ⇒ (3, 4, 2, 2, 6) = 17
Attack 2: 1d20 + 54 ⇒ (8) + 54 = 62
Damage 2: 2d8 + 53 + 2d6 ⇒ (6, 5) + 53 + (6, 6) = 76 +5d6 cold: 5d6 ⇒ (5, 3, 1, 3, 5) = 17
Attack 3: 1d20 + 43 ⇒ (7) + 43 = 50
Damage 3: 2d8 + 53 + 2d6 ⇒ (2, 8) + 53 + (6, 3) = 72 +5d6 cold: 5d6 ⇒ (3, 4, 6, 2, 4) = 19
Attack 4: 1d20 + 39 ⇒ (2) + 39 = 41
Damage 4: 2d8 + 53 + 2d6 ⇒ (4, 5) + 53 + (4, 6) = 72 +5d6 cold: 5d6 ⇒ (3, 5, 2, 3, 1) = 14
Attack 5: 1d20 + 34 ⇒ (12) + 34 = 46
Damage 5: 2d8 + 53 + 2d6 ⇒ (8, 2) + 53 + (6, 4) = 73 +5d6 cold: 5d6 ⇒ (1, 4, 1, 4, 5) = 15

All of his attacks hit, for a total of 365 normal damage, and 32 cold damage, taking his resistance into account. With its normal, unboosted hit points of 370, I believe I just one-rounded a Balor. Would have smited it, too, if I didn't need the swift action to get up there.

Ven's unleashed cold fury is evident in his brutal onslaught, as he swiftly dismantles the poor balor before it can even respond to the new threat. His furious swings leave blood splattered in all directions, and the mere sight of the kill drives fear into all who see the execution.
Assuming you didn't boost its hit points, and I did kill it, Dreadful Carnage activates, giving a free Intimidate check against all within 30 feet who saw the kill. I have the Skill Unlock for Intimidate, so bad things could happen. DC of 10+their HD+their Wisdom modifier.

Intimidate: 1d20 + 57 ⇒ (16) + 57 = 73


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Ah, no, I don't have three initiatives. The War Sight revelation from the battle mystery allows me to roll initiative three times, and take the highest.
Sorry, should have made that part more clear.

As to our current situation, it does seem as if this group of enemies should present a suitable challenge. With how little we've tested our actual combat abilities (read:none), it's hard to appropriately gauge our actual power level, and until we run several combats with different things, it will stay so. Once we get through the first trial combats, though, I believe we should be fine challenge-wise.

@Party: Sal actually beat me in init (by 2), but seeing as how most of her stuff that she would do is mind-affecting, I presume it's okay to post ahead of her.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

"Is it finally time? Despair thirsts, and it must feed."
Somehow, even through the ever-present helmet and his lack of tone, you almost think you can hear the excitement growing in Ven's voice as he draws Despair, and runs s gauntlets hand along its edge.

"Let us go, then."

Spells:
Cast, at some point before we go:
Resist Energy (2nd): Acid 30.
Greater Heroism (Gauntlets): +4 attack/saves/skill checks, 20 temp HP.
Freedom of Movement (4th):
Divine Power (4th): +7/+7 att/dmg, 20 temp HP, extra attack on full attack.
Fly (Celestial Plate):
.

I think that's it. Also...

Initiative: 1d20 + 17 ⇒ (4) + 17 = 21
Initiative: 1d20 + 17 ⇒ (12) + 17 = 29
Initiative: 1d20 + 17 ⇒ (16) + 17 = 33


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

As I've said enough times to bore even myself, I didn't really build Ven to be any sort of social monster, outside of knowing every way to dissect just about any humanoid with a bastard sword without it dying, given enough time.
His main hobbies include looking for things to kill, killing things, and talking about killing things. It's kind of his thing.

Finesse.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Just be sure to tell me where and when to point my sword, guys.
I'm ready to fight just about anything.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I don't think Ven would actually care about her, beyond sizing her up for the eventual slaughter.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Yeah, not really sure any of us went along with him. Although, I do qualify as someone who "finds pleasure in other people's....death".


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

"Oh, I'll agree with that."

Ven leans back at this point, looking as bored as a skeleton can as he drops his sword point to the ground.

"In fact, I believe we have talked enough about what we want to do. Choose a herald, and let's get going. It's time to set things in motion, and we shall be the ones to do so."


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Ven's sword, Despair, suddenly appears in his hand, and he swings it around a few times reflexively from his chair above the rest of the group.

"Is that even a relatively necessary question?"


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I'm still here.

I think Bane's just going through all of the necessary steps to get things together for us.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Now, wait a second. Urgathoa isn't that bad.
I am one of Her children, after all.


"That time travel business sounds...painful."

Seriously, though, how does that work, exactly?


Appropriately flavorful, although Ven likely doesn't care.

He barely knows enough about religion and planes (both at +10) to know how they work, and that there are gods and other planes out there.
Other than that? He trusts Ozil (given their Asmodeus connection) enough not to lead him astray or lie to him.

Because why would he? No one lies to the Frozen Tyrant.


Hey, guys! Ven here.

So, it seems our DM got himself into a bit more than he could handle, as he seems to have gone too far above his power level (not a problem, some people just like it simpler).

Now, while this is good and all for him, we have some 20th level badasses that we don't quite want to go to waste.
I, myself, think Ven is the best concept I've ever come up with, flavor and crunch wise.
That's a lot to give up on easily.

The point is, our lovely gang of godkillers is looking for a new DM to take the reigns, and throw some truly epic monsters, NPCs, and plot lines at us.

Requirements: (loosely)
-Have a somewhat complete knowledge of the game at gestalt 20th level. It's pretty powerful, bring your A-game monsters.
-Let the builds stay as is. I'm sure none of us want to give up much over our original builds. I know taking away my Graveknight template would pretty much be a lot of no-fun.
-Be committed to running this. We really are very interested in this game, and I'm sure you can check our posting history for how active we are. All we ask is you return the favor!

Thanks for reading!

Ven'atorix, the Frozen Tyrant.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Hey, Johnny.
This isn't meant to offensive in any way, just a statement of my thoughts.

I really didn't sign up for all of this tech/scifi stuff, and not really sure I want to continue if this is going to be a constant theme.
Yeah, I think we all recognize that you love technology, and especially psionics, but there's a reason I haven't played Iron Gods yet.

I don't know, maybe I'm the minority here, and everyone is on board with your science game.
But I wanted to bring up my thoughts, anyway.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I'm thinking a ghoul slayer 12, focusing on its natural attacks and stealth/Assassinate. It'd be useful because Ven doesn't stealth, but only situationally.

I'm fine with making a cohort, personally. I get if people don't want to.

Also, checking in.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I, for one, have no issue with you "leaving" us, Johnny, if you're willing to help co-GM. Or did you mean you'd still be playing as well as DM-ing?

Perhaps the three of you could set up a common GM account here, and we could restart on a thread attached to that account? That way, any of the three of you could post from the account, moving the story along.
Whatever makes it work, honestly, is fine by me.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

It's mostly the one or two sentence replies that are getting me.

I'm trying to figure out why he's only giving that much information; combining a few spelling errors that could be easily overlooked with the very short posts makes me wonder if he either doesn't have enough time to make full posts, or isn't happy with the path we've decided to take, or something else entirely.

Perhaps he will tell us what's going on?


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

If anything, that'd be my closest thing to a "complaint".
I came here to kill the gods, dammit, why am I standing in a forest in the River Kingdoms above a tree playing in the dirt?

Also, DM input could be a bit better. We don't really have much information to go on, story or setting wise.
Not intended to be a crack at you, DM, just input into how I feel the game is going.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I must admit, I'm curious as to what kind of campaign you think this is, then.
I had (and still have) the impression that that's exactly what is going to happen here.
I actually really love both Clash and Wrath of the Titans (the newer ones, because well, special effects), and that's what drew me here, personally anyway.

(Of course, Ozil, Ven does consider himself the most "smashingly powerful". Mostly because he's good at smashing things. It's kind of his specialty.)

Speaking of which, can I not slay all the guards, soldiers, and leaders of this wretched hive of scum and villainy and just take over already?
We're impersonating a demon lord, not Norgorber.

"These petty games of lies and secrets bore me. I want to be killing stuff already!" and other such well-phrased statements.

Ven's probably losing what he has left of his mind and sanity waiting for something, anything at all, to happen (which isn't much to start with, honestly).


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

You're looking at it from a straight numbers kind of attitude, and I think that's where you're going wrong.
(You gave up bombs for sneak attack, actually, so you'd essentially be gaining a powerful weapon, while still retaining 6d6 of sneak attack.)

Honestly, I'm not sure where else to go with the build, honestly.
We have a full divine caster (me), full arcane caster (Alexander), a complete skill character (Ozil), plenty of bruisers (me, Arkon, you), whatever role Aannraa fills (all of her psychic stuff), and a druidic caster (Arkon, an actual druid).

The only real hole I see is ranged, and I thought I gave you a perfectly acceptable, powerful build for a ranged character, while still staying an alchemist.
It certainly nets you more hit points (higher HD) and full BAB (helps with combat, obviously). You're missing out on an entire attack, if I'm remembering correctly.

Not sure what else you could be looking for; maybe a few objectives you'd like to give us so that we could begin to work on what you want?
I'm all for giving advice, but I need to know where to start.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I disagree with the slayer being a loss of damage, as sneak attack plus studied target should make up for it, I assume.
I get the loss of utility/versatility, but wasn't that exactly what you were trying to do, specialize? Slayer offers you unique bonuses (combat feats, extended sneak attack range, etc.) that you don't have otherwise.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Was any of that in response to my alchemist/slayer?

Edit: just saw that you naturally have four arms. I'll replace the two vestigial arms with something else.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Ranged Advice:
Well, first, I suggest going full slayer/alchemist. This ranged build would obviously require some ability scores be moved around, and some things sacrificed.
Your feats will need to be moved away from what you have currently and into ranged-focused feats.
Also, if you don't like any part of this advice, feel free to let me know. I won't be too upset, and we can discuss what would bebetter.

Feats:
1- deadly aim
3- point blank shot
5- rapid shot
7- weapon finesse
9- deadly agility (whatever melee weapon you choose, maybe rapier?)
11- improved init
13- weapon focus (longbow)
15- improved critical (longbow)
17- toughness (?)
19- vital strike

Alchemist:
Taking Grenadier archetype, as it gives some cool stuff in exchange for not much.
1- bomb 1d6, alchemy, extracts, mutagen, throw anything, martial weapon (unfortunately, useless)
2- alchemical weapon, precise bombs (grenadier), discovery (scrap bomb)
3- bomb 2d6, swift alchemy
4- discovery (frost bomb)
5- bomb 3d6
6- discovery (infusion), directed blast (grenadier)
7- bomb 4d6
8- discovery (fast bombs)
9- bomb 5d6
10- discovery (explosive missile), staggering blast
11- bomb 6d6
12- discovery (greater mutagen)
13- bomb 7d6
14- discovery (wings), persistent mutagen
15- bomb 8d6
16- discovery (grand mutagen)
17- bomb 9d6
18- discovery (wings, adds caster level to minutes/day), instant alchemy
19- bomb 10d6
20- grand discovery (fast healing)

Slayer:

Take the Sniper Archetype, as it replaces track (eh, who cares?), and your second level talent for some nice abilities.
1- studied target, accuracy (sniper)
2- deadly sniper (sniper),
3- SA 1d6
4- talent (precise shot)
5- studied target 2
6- talent(improved precise shot), SA 2d6
7- stalker
8- talent (manyshot)
9- SA 3d6
10- studied target 3, advanced talent (fast stealth)
11- swift tracker
12- adv tal (evasion), SA 4d6
13- slayer's advance 1/day
14- adv tal (opportunist), quarry
15- studied target 4, SA 5d6
16- adv tal (stealthy sniper)
17- slayer's advance 2/day
18- adv talent (rapid shot), SA 6d6
19- improved quarry
20- studied target 5, master slayer, adv tal (assassinate)

So, that pretty much outlines what a slayer 20/alchemist 20 ranged build would look like.
Unfortunately, you can't actually full-attack with the explosive missiles, but it's still a neat trick if you have to move.
The sneak attack damage, as well as high Dex plus stealth as a class skill sort of puts you in the scout role, especially when you can snipe for 1d8(bow)+10d6(bomb)+6d6(Sneak Attack) at super long ranges to take out enemies that we may need to get rid of.
Extracts plus Grand Mutagen would make your buffing abilities very formidable, as well as giving you quite a bit of versatility in handing out buffs to players who normally couldn't get them via infusions.

Tell me what you think?


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

I myself prefer to stay away from any of that nonsense 'high-tech' stuff (a jest, of course), and tend to stick to more traditional methods of accomplishing my goals.

But, feel free to ignore my preferences, and high-tech the crap out of it.
I just imagine your insectoid race would have plenty of tech available, which makes either option open.

As to advice on slayer/alchemist (which would lend itself to a more stealthy character that fits for an insect; stealthy, but super deadly), I am back at my computer and can offer more specific pieces of advice.
Simply give me a moment to draw up a sample build with feats and the like.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Perhaps you could respecialize into a ranged character?
Between alchemist bombs and other options, it's very possible to make a wonderful ranged combatant, and we do seem to be lacking in the strictly ranged department.

How attached are you to that Psionics class?
If you took ranger levels (or slayer, for extra damage and some nice Int-based abilities) alongside your alchemist, you could get a full BAB, d10 HD alchemist that full attacks with a longbow with bombs strapped to every arrow (that explosive missile discovery?). Pick up a few other discoveries (arms for general usefulness, extra damage types for resistances/immunities, and take the archery combat style, and you have a pretty badass ranged character.

Thoughts?

It might take quite a bit of work to change all of this, given the amount of work you most certainly put into your character, but if you aren't enjoying your character, you have to make the changes to make it fun for you.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

Yeah, I definitely see the need for clearing up some boundaries on the part of all of us as to what role we are trying to fill.

Quite obviously, Ven's looking to be the melee bruiser, and man is he good at it.

Strengths: great melee capabilities, high survivability (hp, healing, saves, AC), good passive defenses, large group of immunities, full casting from oracle, good against good/chaotic enemies specifically, high mobility (flight, Travel's teleportation power, Surprising Charge), slight debuffer with Intimidate.
Weaknesses: no real ranged capabilities beyond damaging spells, some buffs/spells won't work on him (undead), sacreligious aura could cause problems, as can SR, doesn't use disguises (mostly flavor, actually, but I'm sticking to it) so some situations could be interesting, no passive healing (fast healing, regeneration, etc.).

I think that's it. If someone wants to point out any I missed, feel free.


Armor Image Graveknight Cleric 1, Oracle 9, Signifer 10/Antipaladin 10, Hellknight 10/Gestalt 20

If the "only advice is to figure it out" part is aimed at me (and I believe it is, as I did accidentally take that attitude when conversing with you), I want you to know that I didn't have any advice beyond what I told you mainly because I know neither alchemists nor Psionics (let alone the actual class) well enough to help you with any part of it.

So, I'm sorry that I couldn't help, and I hope the rest of the group here can help you out.