
StreamOfTheSky |

Assuming bomber, all bombers should look the same the first few levels.
Level 1 feat: Splash Weapon Mastery
Level 2 Disc.: Smoke Bomb
Level 3 feat: Extra Discovery (Stink Bomb)
Being able to use stinking cloud at level 3 is one the bomber's few claims to awesomeness, don't squander the opportunity. Splash Weapon Mastery is just a nice feat, and you can't take Extra Discovery at level 1.

chaoseffect |

If you're going with thrown, you may want to consider acting as though you were an archer; precise shot, point blank shot, rapid shot. You can't use Rapid Shot with bombs, but you can use it for Alchemist Fire and Acid Flasks if you want to save your bombs, though you'd need Quick Draw too (not sure if those count as weapons by RAW though, but I'd bet most DMs would think so).

Big Lemon |

Why Caps Lock bro?
Compensating?;)
It's like walking into a crowded cafe and just yelling.
AS per the OP's question, lantzkev's got the answer. Take Extra Discovery every time you can. When I'm a witch, I take extra Hex almost every time. Selectable class features are at worse as strong as feats (rogue talents excluded), at best they're worth 2.

Dr. Hugo Grimm |

blackbloodtroll wrote:Why Caps Lock bro?
Compensating?;)
It's like walking into a crowded cafe and just yelling.
AS per the OP's question, lantzkev's got the answer. Take Extra Discovery every time you can. When I'm a witch, I take extra Hex almost every time. Selectable class features are at worse as strong as feats (rogue talents excluded), at best they're worth 2.
Great suggestion. Is there anyway to multiattack with extra arm?

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If you look at the discoverys you get from the class you'll realize you only have about 9 that you get "for free"
Out of those, some are just must haves, and it's obvious what they are.
So look at all the ones you'd like and think "are they better than a feat or equal" for me the answer is a resounding "yes" so I take quite a few alchemical discoveries. The few things I take that aren't are "improved will" or other niche things.
For bombing:
Tanglefoot
Smoke bomb
-Plague bomb
-Poison Bomb
Precise Bombs
Fast Bombs
Acid Bomb
Sticky Bomb, etc.
Melee:
Feral Mutagen
Preserve Organs
Spontaneous Healing
Mummification
as you can see it's alot of things that add up to requiring you to use your feats if you want them. I also recommend picking a race with natural attacks, so that you aren't running with different weapons for different situations.

StreamOfTheSky |

Great suggestion. Is there anyway to multiattack with extra arm?
Fight with manufactured weapon(s) in the vestigial arms, and have claws on the other hands (from feral mutagen or where ever). You're not gaining extra attacks that way, you're just set up so that your claw attacks are not in the same hands as your weapon attacks and thus aren't over-ridden.

SoulGambit0 |
All you really -need- in Melee is Feral Mutagen. Here's a basic template for levels 1-10. You basically have three free feats. Traditionally these are Point Blank Shot, Precise Shot, Rapid Shot or Two-Weapon Fighting. However, if you are taking Feral Mutagen and have the point-buy to support it, I'd advise against that rout. Switch hit ftw.
1. Free Feat OMG!
2. Smoke Bomb
3. Stink Bomb
4. Feral Mutagen
5. Free Feat! OMG!
6. Free Feat! OMG!
7. Tumor Familiar
8. Fast Bombs
9. Force Bombs
10. Sticky Bombs

Dr. Hugo Grimm |

All you really -need- in Melee is Feral Mutagen. Here's a basic template for levels 1-10. You basically have three free feats. Traditionally these are Point Blank Shot, Precise Shot, Rapid Shot or Two-Weapon Fighting. However, if you are taking Feral Mutagen and have the point-buy to support it, I'd advise against that rout. Switch hit ftw.
1. Free Feat OMG!
2. Smoke Bomb
3. Stink Bomb
4. Feral Mutagen
5. Free Feat! OMG!
6. Free Feat! OMG!
7. Tumor Familiar
8. Fast Bombs
9. Force Bombs
10. Sticky Bombs
This was my thought also. Why not do both? Soften them up from range and then rush into the fray. I have one vestigial arm, the other two can be used for claws.