Ash_Gazn
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I'm leveling up my PFS Halfling (He's lvl 1 Alchemist and Lvl 1 Gunslinger, about to take his 2nd level of Alchemist) and I'm trying to figure out what Alchemist discovery to take.
Feats thus far are Splash Weapon Mastery and Precise Shot.
Part of me thinks Vestigial Arm a good choice, for both reloading firearms and throwing bombs same round.
Precise Bombs might also be a good one, to allow better bombing into melee.
Anyone have insight or other suggestions? Anything from APG, UC, UM, and ARG is fine.
bigkilla
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Precise Bombs is always a good discovery to take so would Strafe Bomb. Enhance or Extend Potion are good a little later on. Level 4 Alchemist is where you want Explosive Missile.
Explosive Missile
Prerequisite: Alchemist 4
Benefit: 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.
| Rycaut |
Depending on what type of Gunslinger you plan on being (and how many levels you plan on taking) it may also be worth looking at Gunslinger specific feats that also help alchemist class features:
- Point blank shot would help both your bombs (since they are typically at close range) and likely your guns
- Extra Grit or a Grit Feat might be useful to consider. Grit doesn't scale up all that much but is pretty useful - extra grit more so than many other "extra *" feats can be really helpful
- Rapid Reload can make a big difference for many gunslinger builds (depending on your gun preference) though you likely have more alternative actions than many gunslingers would as an alchemist
Note that the tempting Deadly Aim isn't all that helpful for Alchemists or Gunslingers as it does not apply to "Touch" attacks (so not to guns at close range or to alchemist bombs) but does add a lot of damage to longer range attacks when/if you focus on those.
kinevon
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Note that the tempting Deadly Aim isn't all that helpful for Alchemists or Gunslingers as it does not apply to "Touch" attacks (so not to guns at close range or to alchemist bombs) but does add a lot of damage to longer range attacks when/if you focus on those.
Could you please stop spreading this inaccuracy?
Deadly Aim applies to all firearm attacks, at any range.
When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.
Kyrie Ebonblade
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I went with the Grenadier archetype with my Musket Master. It's been fun so far.. (GS 3/Alch 2). You can use the bombs for swarms, add in 'special ammo' via Alchemical Infusion (infusing somehting like Acid/Alchemical Fire/Itching Powered/ect into a bullet)
Had a AWESOME crit at a Saturday PFS session. 4d12 + 1d6 (ACID) from on shot. GM didn't enjoy it that much.
You can add in things like Thunderstone to 'stunshock' casters, Alchemical Fire/Acid for regenerators. tanglefoot shots and Tanglefoot bombs to trip up escaping bad guys.
kinevon
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Ah sorry missed that nuance. I haven't played much with gunslingers. So deadly aim is pretty key for a primary gunslinger build.
About as key as it is for an archery build.
Because of the trade-offs, you have to be careful about when you use it, of course, although the gunslinger has an advantage using it in his first range increment. Touch AC is frequently lower than regular AC.
Kyrie Ebonblade
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Vestigial Arm all day long. If you don't want a four armed gunslinger then you're doing it wrong. Combined with the snapshot feats you can cover a wide area.
Maybe for close in.. I'm more 'mobile and moving' ranged. If I can't get away I'm in trouble but most of my fights are 40' or so out and working on supporting the crew close in.