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There IS a way you can play a level 13 character - if you level up during the 'Eyes of the Ten' set of games. You can conceivably have your cake on that one.
My ten cents is that by the time you hit level 12, 3d6 on a bomb is next to nothing compared to the CL of the mooks you will face. Admittedly you can add bomb features that may increase the utility to beyond damage.
There comes a point where NUMERICALLY the rule of cool breaks down in the face of reality. Have fun is the first rule of PFS and if the concept is cool to you, play it out, but I think (from an effectiveness standpoint) its better to either go majority Alchemist with some minor Gunslinger dips (they are pretty effective at level 4) or just go with Gunslinger.

Mike Mistele |

rly? i thought it would help alot >_>
The problem is that Will is the weakest save category for both classes. Let's say that you go Gunslinger 7 / Alchemist 5. At 12th level, your Will save (just from class bonuses) will only be +3. If you single-classed with either Gunslinger or Alchemist, it'd be +4 at that point (which isn't that much better), but, assuming you're doing some alternating back-and-forth between the two classes as you level, it's going to always be your Achilles' heel save. If, for example, you alternated at low levels between taking levels in both classes (gunslinger, then alchemist, then gunslinger, then alchemist), it'd be 5th level before your base Will save even got to +1.
Sure, you'll be able to bump that up a bit with your Wisdom score, but Wisdom isn't going to be your primary attribute, so, at best, you're probably only going to be getting +2 or so from Wisdom.