Gunslinger / Alchemist build


Advice


I recently had a character die in a game and decided to roll up a gunslinger/alchemist. The concept seems very interesting to me, I can deal pretty decent damage relatively easy and still be able to create utility potions to aid the party.

I'm currently going with Gunslinger 5/Alchemist 2 and I am using the base archetypes for both classes.

Human character, feats are: Point Blank Shot, Rapid Reload, Iron Will, Extra Discovery, and Iron Will. Deadly Aim is my gunslinger bonus feat.

I have a pretty good idea how to play the gunslinger, but was looking for some advice regarding the alchemist and if there were any must have feats. I'll be using him as a bomber (obviously) and the bombs will be serving more as a utility thing. I took Extra Discovery so I could have Stink Bomb (it's so good). Any advice is welcome.


Look into the Grenidiar Archtype for the Alchemist and you wil learn to imbue regular shots with alchemial items such as alchemist fire or acid.

Also explosive shot can be useful as a discovery since it lets you target a bomb on a single creature with a shot from your gun.

Grand Lodge

Pathfinder Companion Subscriber

Four arms to wield two two-handed guns eh?


I forgot to mention that I will be using a revolver as my weapon, advanced firearms have been allowed and I will be using a musket as a back up.

Grand Lodge

Pathfinder Companion Subscriber

Two revolvers?

The Exchange

blackbloodtroll wrote:
Two revolvers?

No, two muskets. :P


Edgar Lamoureux wrote:
blackbloodtroll wrote:
Two revolvers?
No, two muskets. :P

Hah, yeah, I saw some of that build in Drake's guide to gunslinger's. Dip 2 into alchemist for the tentacle discovery so you can two weapon fight with revolvers and still be able to reload without issue.

The musket's more for long range shots. I imagine this character will be more of a skirmisher because of the bombs. The party's got a rogue and a samurai right now, so having a skirmisher will help with the overall damaging capability.

I do like the grenadier build and being able to add an extra die of damage is pretty sweet. Any other recommendations for alchemist items outside of the Alchemist Fire and Acid?

Grand Lodge

Pathfinder Companion Subscriber

Alchemical cartridges galore.

Grand Lodge

Pathfinder Companion Subscriber

Vivisectionist for sneak attack on touch ac?


blackbloodtroll wrote:
Vivisectionist for sneak attack on touch ac?

Perhaps...there's an old 3.5 feat that let's you make feint attempts with ranged weapons...so combined with that and a Vivisectionist, it would be very interesting.

Grand Lodge

Pathfinder Companion Subscriber

Explosive Missile could be quite useful.

The Exchange

There's also Startling shot, which you become able to use at 7th level.

Startling Shot:
At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

That'll also help your party members who are in melee. The ninja, mostly.


I'm pretty happy with the Gunslinger/Grenadier build...being able to apply different alchemical items to bullets is a pretty great feature. Losing Brew Potion isn't really a big deal, as this character will be a little more self centered in how he aids the party. I'm just wondering if it would be more advantageous to level more into Gunslinger or more into Alchemist...I know I'm going to want at least 7 levels in Gunslinger for Deadshot and probably Targeting, but gaining access to more extracts and bomb damage does also seem like it would be a better thing.

Figure Alchemist might be a bit better because I'll always be attacking touch AC.


blackbloodtroll wrote:
Explosive Missile could be quite useful.

Yeah, that actually sounds like it would be very, very useful. Looks like I'll level up Alchemist for two more levels so I can take that. Single attacks will be far more interesting this way.


Edgar Lamoureux wrote:
blackbloodtroll wrote:
Two revolvers?
No, two muskets. :P

Isn't the Musket a two-handed weapon though?


Any recommendations for 20 level progression? I was thinking 11 Gunslinger/9 Alchemist. He's not a caster, the bombs are there for AoE stuff, but getting access to 4th level spells so I can utilize other wizard spells would be helpful.

Suggestions?

Grand Lodge

Pathfinder Companion Subscriber

Grab a wand?

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Gunslinger / Alchemist build All Messageboards

Want to post a reply? Sign in.