| Wasum |
Aloha everyone!
I'm building a giblin alchemist pirate for skulls and shackles AP!
Now I need some help on what discoveries I should pick, especially when it comes to different types of bombs.
Stats are going to be:
STR: 7 DEX: 18 CON: 14 INT: 17 WIS: 12 CHA: 5
Coming to feats and dicoveries I'm a little uncertain. I may only pick from CRB, APG, UM and UC - most of the other stuff is not allowed. For now I have something like:
1 F: PBS
2 D: BOMB
3 F: Infusion (extra discovery)
4 D: Precise Bombs
5 F: Tumor Familiar(extra discovery)
6 D: BOMB
7 F: BOMB
8 D: Fast Bombs
9 F: Rapid Shot
10 D: Force Bomb
11 F: Improved Familiar
12 D: BOMB
All entries "BOMB" are going to be one of these:
Smoke Bomb
-> Stink Bomb (I think the best bomb out there)
Tanglefoot Bomb
Frost Bomb
Sticky Bomb
Explosive Bomb
But sadly I have no idea what to pick. While stink bomb is amazing it needs smoke bomb and I dont like that one much at all. Then I'd like to have either frost bomb or tanglefoot bomb as both target reflex and bring some control. The effect of frost bomb is stronger but targets a usually stronger save and only effects one creature. I dont want to pick both (as you can see, I do not have much space left there), so do you have any good reason why to pick one over the other?
Should I get stink bomb even though its so "expensive"?
What about sticky and explosive bomb? Do you guys think one of these might fit in better then those I mentioned? Or is there even something else I did not think of?
Also, do you think my picking order is fine? any reasons to change stuff? I'm not sure whether it might be useful to get the monkey familiar earlier to have him use infusion for action economy and maybe throw some alchemical weapons.
I'd also like to have precise shot in there at some point but it hardly fits in - but I should be able to still hit anyway, shouldnt I?
As soon as he gets "beat morph" and "monstrous physics" extracts he is going to hand those as infusions to other characters whithout them knowing what the effect is. The idea is to surprise them with what form they are going to become after drinking and therefor I'm interessted in forms that might be strong and entertaining (maybe with some exception, could be really funny to have my melee brute become some tiny fish once in a while!). Do you maybe have some good ideas? I want my players to take the risk so the forms shouldnt be too bad:)
Thanks in advance for all your advice!
Wasum
pendothrax
|
Especially for a goblin, scrap bomb would be a very good choice. many creatures are immune to various elements, but none are immune to physical damage. Also, you bypass the 1/2 damage to objects for most energy types.
fo a familiar, an imp, mephit, or quasit for wand use is rather potent. Also a small earth elemental with armor and shield could prove a great meatshield for your squishy alchemist.
| Wasum |
Scrap bomb would be really great but its not in those books we're allowed to use for this campaign:/
I like the idea with the elemental, but probably quasit or mephit would fit better, still have some levels to decide about that:D
Do you have some more advice concerning attributes and which bomb discoveries to pick?
N. Jolly
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Tired now, throwing this up to dot the thread, will give advice later
It's been too long since I've actually helped build a character, at least on the forums. Been too busy with homebrew and (FINALLY) finishing my pokedex.
N. Jolly
|
I'd say stink bomb is worth your time, as not a lot in that AP seems to be immune to poisons, lots of human opponents. It'll do you well for quite some time. I'd stay away from sticky since you're probably throwing out enough already, the extra damage isn't really that important, and you don't want to finish things too soon and anger your party.
For 7th, I'd probably go either Tangle or Frost, probably Frost to mix up your damage a bit, while 12th could easily be Blinding for another way to play.
| Wasum |
1 F: PBS
2 D: Smoke Bomb
3 F: Stink Bomb(extra discovery)
4 D: Precise Bombs
5 F: Infusion(extra discovery)
6 D: Tumor Familiar(extra discovery)
7 F: BOMB (Frost/Tanglefoot)
8 D: Fast Bombs
9 F: Rapid Shot
10 D: Force Bomb
11 F: Improved Familiar
12 D: Blinding Bomb
That is what I got so far.... now I still dont have precice shot and I do not have the slightest idea what to give up in exchange