Gunslinger alchemist build


Advice


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

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