zerojjc's page
Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 1 Organized Play character.
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Claxon wrote: Also, once you get another discovery from mutation warrior you can pick up a vestigial arm and that will allow you to use a shield for extra AC.
Also, I want to mention that having a character "who can get higher ground, whether it be a tree, hill, or roof, and rain arrows with precision" may sound nice but isn't actually any good.
You'll waste rounds trying to climb up something when you could be doing damage, and it doesn't give you bonus damage or range or anything else for being above your opponent.
However, being able to fly with wings will get you out of the way of melee attacks and is nice.
Our DM usually gives us a bonus to Att with ranged weapons from higher ground, plus I'd be out of melee range, but flying as you mentioned is a much better idea :-D

Claxon wrote: The below gives you a character that can fly, has access to mutagen (not included in ststs below, but can be used to boost strength or dex depend on situation). It has good will saves thanks to Armed Bravery. Don't forget the first shot you make actually fires two arrows, so if all your arrows hit you would do 4x(1d8+14).
Unnamed Hero
Human fighter (mutation warrior) 8 (Pathfinder RPG Advanced Class Guide 93)
N Medium humanoid (human)
Init +7; Senses Perception +10
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Defense
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AC 22, touch 15, flat-footed 18 (+6 armor, +1 deflection, +4 Dex, +1 natural)
hp 60 (8d10+8)
Fort +9, Ref +11, Will +10 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged +1 adaptive composite longbow +16/+16/+11 (1d8+14/×3)
Special Attacks weapon training (bows +3)
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Statistics
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Str 13, Dex 24, Con 12, Int 10, Wis 14, Cha 7
Base Atk +8; CMB +9; CMD 27 (31 vs. disarm, 31 vs. sunder)
Feats Advanced Weapon Training, Clustered Shots[UC], Deadly Aim, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow)
Skills Acrobatics +12 (+8 to jump), Fly +12, Perception +10, Stealth +12
Languages Common
SQ mutagen (+4/-2, +2 natural armor, 80 minutes), mutagen discovery (wings[UM])
Other Gear +1 kikko armor[UC], +1 adaptive composite longbow, gloves of dueling[APG], 300 gp
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Tracked Resources
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Armor Attunement (1/day) - 0/1
Weapon Attunement (1/day) - 0/1
Wings (8 minutes/day) - 0/8
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery...
This sounds pretty awesome! So the Mutagen Warrior is based on the Alchemist Class?

Gallant Armor wrote:
The two best archers I have seen are the Zen Archer Monk and The Eldrich Archer Hexcrafter Magus (Eldrich Archer and Hexcrafter are two archetypes that stack for the Magus).
Zen Archer gets early access to a ton of great feats that can help out your build.
The Eldrich Archer Hexcrafter Magus can use the flight hex a number of times per day equal to their level, so raining arrows from above is easy to accomplish in most encounters. You can also add on touch attack spells for added fun.
General feats you should look to getting for any archer build:
Point-Blank Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Clustered Shot, Deadly Aim, Weapon Focus, Bullseye Shot, Snap Shot, Weapon Specialization and Point Blank Master.
You should focus on maxing out your Dex (Wis for Zen Archer) as hitting as often as possible is important. Getting some Str to damage with a comp bow is secondary as your main source of damage will be full attacking with Many Shot nearly every round. Also if you don't have a +3 bow, make sure to pick up cold iron and silver arrows to overcome DR. All of your arrows should be durable in order to be able to reuse them.
The Fighter/Archer is a possibility but look at the other options I mentioned to see if they would fit your style.
Here is a level 8 sheet for one of my characters. 4 levels of Fighter (Archer) and 4 levels of Magus (Eldrich Archer and Hexcrafter)
Thank you, I'll check these out!
Thanks guys. Yea I spent all of my build to basically min/max as a bomber. I think that it was only a little annoying to the DM at first that as long as I didn't roll a 1 I would pretty much hit any creature. But then when I hit lvl 8 and could throw 4 bombs in a round while hasted and take out his big baddie quickly he started not liking the class.
But you guys had a lot of good ideas so I'll run them by him. I might just end up starting a new character just so I don't have to worry about him planning the night around my character.
I'm thinking about creating a Fighter/Archer and was trying to figure it out and get some ideas. I saw a build that said to pump up the dex, but then they used Comp. Long Bows, which confused me because this are strength based.
What I'm thinking is a character who can get higher ground, whether it be a tree, hill, or roof, and rain arrows with precision.
It will be starting at level 8.
Any suggestions or builds would be appreciated.
These are all good ideas! Thank you I will pass them along.
Hello all. Now that my alchemist is lvl 8 and getting multiple bombs per round, and hitting touch... My DM is not happy at all. For the most part, as long as I don't roll a 1 I can hit with every bomb. He feels that class is broken and is having a hard time figuring out what to throw at us other than trying to focus all mobs on me every battle, which would suck because I'm squishy. He found that demons and devils have a higher touch, dex, and resistance to pretty much anything I throw at them, but doesn't want to change his whole dragon campaign into a demon & devil campaign.
Do you all have any suggestions as to help balance this back out?
Saethori wrote: Fast Bombs doesn't grant any new bombs. What it does is let you throw bombs as a full attack, as opposed to the usual for bombs which limits then to one a round due to standard action gating.
So once you have Fast Bombs, then you can full attack with bombs based on your base attack bonus, feats, etcetera. It is entirely possible that at the time you get the discovery, you have no iterative or additional attacks with which to benefit from it.
Thank you, that's exactly what I was wondering :-)
I just thought about something, does the Fast Bombs Discovery overlap the BAB or does it add to it? What I mean is do i start off with 2 throws because of BAB and then add another with the FB Discovery, or does the FB Discovery enhance the original 2 so that I can add the other feats?
james014Aura wrote: Okay, then:
BAB +6/+1
Haste +7/+7/+2
Firebug +8/+8/+3
Point-Blank +9/+9/+4
Throw Anything +10/+10/+5
Dex PRE-mutagen +15/+15/+10
Rapid and Two-Weapon: +11/+11/+11/+11/+6
Mutagen: +13/+13/+13/+13/+8
All at touch.
Thank you this helps me a lot!
The only other question I have is lets say I only decide to throw 3 bombs, would i simply add the last three numbers such as the +13/+13/+8?
james014Aura wrote: It would not be; he assumed BAB +8, which is level 11 for you (alchemist 3/4 BAB). You have BAB +6, so:
+6/+1 to hit
Haste: +7/+7/+2
Throw Anything: +8/+8/+3
Rapid Shot: +6/+6/+6/+1
TWF: +4/+4/+4/+4/-1
Of course, this ignores your dexterity. If you have Dex 14, then you would have:
+6/+6/+6/+6/+1
Or at 16 dex: +7/+7/+7/+7/+2
(For your full attack bonus, we need dex, sorry)
Ok my Dex is 20, and becomes 24 with a Mutagen.
I also have Point Blank Shot +1 and the Firebug trait +1 (fire bombs)
Ok wow, I was afraid this would turn into a TWF + Bomb argument as thats what i've seen in many other threads. But Piazo's FAQ clearly states that TWF does work with Alchemist Bombs and therefor that was not part of my original question.
Now back to my original question please. I believe Torbyne may have answered it for me.
At level 8 I have a BAB = +6/+1
So if I threw all 5 bombs would the attack rolls be as Torbyne has said: +6/+6/+6/+6/+2?
"2 from BAB
1 from Haste
1 from Rapid Shot
1 from Two Weapon Fighting
Attacks are at 8 BAB + 1 Haste + 1 Throw Anything -2 Rapid Shot -2 Two Weapon Fighting, so +6/+6/+6/+6/+2. This makes the assumption that bombs are light weapons but this is not stated anywhere that i have seen."
Hello all, I have read some posts on some of what I am asking, but I haven't read one that mentioned all of what i'm about to ask.
If an Alchemist has all of the following present, how many bombs can he toss in a single full-round action?
Haste + Fast Bombs + Rapid Shot + Two Weapon Fighting?
Here is what i'm coming up with:
Regular bomb = 1
Haste +1
Fast Bombs +1
Rapid Shot +1
TWF +1
Total = 5 bombs
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