| Idward Evanhand |
I am looking at trying to create a character that basically fires bombs from a gun, any suggestions on how to improve it?
By end level it looks like I can be doing 1d12+Dex+8d6+Int+1d6, or 3d12+dex+1d6. The last 1d6 coming from alchemical fire, acid, or liquid ice.
I might end up removing Shot on the run, and the Vital Strike feats, and replacing them with extra bombs or extra discovery, something like that.
15 Alchemist (Grenadier)
5 Gunslinger (Musket-Master)
Human
Str Low
Dex High
Con Low
Int High
Wis Med
Cha Low
Skills
Disable Device
Craft (Alchemy)
Use Magic Device
Perception
+Int (Spellcraft,Heal,Fly,Knowledge (arcana), others)
Traits
Pragmatic Activator
+1 other (preferably Trap Finder from Mummy's Mask if allowed)
End stats
Grit = Wis
Bombs = 15+Int
Bomb DC = 17+Int
Bomb Dice = 8d6+Int
Splash = 8+Int
Gun = 1d12+Dex
1 Level: AG 1
Feat 1: Point Blank shot
Bonus Feat 1: Precise Shot
Bonus Feat 1: Throw Anything
Bomb: 1d6
2 Level: AG 2
Discovery 2: Explosive Bomb
Bonus Discovery 2: Precise bombs
3 Level: GMM 1
Feat 3: Deadly Aim
Bonus Feat 1: Gunsmithing
Bonus Feat 1: Rapid reload
4 Level: GMM 2
5 Level: GMM 3
Feat 5: Dodge
6 Level: GMM 4
Bonus 4: Mobility
7 Level: AG 3
Feat 7: Vital Strike
Bomb: 2d6
8 Level: AG 4
Discovery 4: Explosive Missile
9 Level: GMM 5
Feat 9: Improved Precise Shot
10 Level: AG 5
Bomb: 3d6
11 Level: AG 6
Feat 11: Improved Vital Strike
Discovery 6: Smoke Bomb*
12 Level: AG 7
Bomb: 4d6
13 Level: AG 8
Feat 13: Deft Shootist Deed
Discovery 8: Fast Bombs
14 Level: AG 9
Bomb: 5d6
15 Level: AG 10
Feat 15: Shot on the Run
Discovery 10: Force Bomb*
16 Level: AG 11
Bomb: 6d6
17 Level: AG 12
Feat 17: Greater Vital Strike
Discovery 12: Stink Bomb*
18 Level: AG 13
Bomb: 7d6
19 Level: AG 14
Feat 19: Weapon Focus
Discovery 14: Sticky Bomb
20 Level: AG 15
Bomb: 8d6