| Mike Andersen 351 |
I have made my first PFS character for the upcoming game day. Please see the spoiler as otherwise it is TL;DR.
Notes: I have all books until about 6 months ago, so just about anything legal is fair play. I will be getting the new Codex on release and before I level up just incase Wayang end up getting a nice Alchemist racial.
In short (gnome joke!)
7 Str; 14 Dex; 12 Con; 18 Int; 10 Wis; 11 Cha.
Eternal Hope alt racial
Pyro alt racial
Grenadier Archetype - Shortbow (more gnome jokes!)
Progression:
1) Feat - Splash Weapon Mastery
2) Smoke Bomb Discovery - Discovery tax on Stink Bomb
3) Feat - Extra Discovery - Stink Bomb
4) Tumor Familiar Discovery - Greensting Scorpion; +1 Int
5) Feat - Extra Discovery - Infusion - Another Tax . . .
6) Wings Discovery - Just because sometimes you don't have the time to drop all your buffs.
7) Feat - Improved Familiar - Homunculus (or Faerie Dragon if available by then)
8) Discovery Confusion Bomb +1 Int
9) Feat- Improved Initiative (lost+4 2 levels ago to Improved Familiar)
10) Explosive Bomb (anti Minion
11) ---- I have no idea what Feat to put here ----
12) Madness Bomb
Firebug + Pragmatic Activator traits.
Gnome alchemist (grenadier) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide; Pathfinder RPG Advanced Player's Guide 26)
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 armor, +2 dexterity, +1 size)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +0; +2 bonus vs. fear and despair
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Ranged bomb +5 (1d6+4 Fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—dancing lights, flare (DC 10), prestidigitation, produce flame
Alchemist (Grenadier) Spells Prepared (CL 1st; concentration +5)
. . 1st—reduce person (DC 15), targeted bomb admixture{super}UC{/super}
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 18, Wis 10, Cha 11
Base Atk +0; CMB -3; CMD 9
Feats Martial Weapon Proficiency, Splash Weapon Mastery, Throw Anything
Traits firebug, pragmatic activator
Skills Craft (alchemy) +10 (+11 to create alchemical items), Knowledge (arcana) +8, Knowledge (nature) +8, Perception +6, Sleight of Hand +3, Spellcraft +8, Survival +4, Use Magic Device +8; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Dwarven, Elven, Gnome, Goblin, Orc, Sylvan
SQ alchemy, eternal hope, mutagen
Other Gear leather armor, alchemy crafting kit, dilettante's outfit, formula book, ink, black, inkpen, journal, obsession log, sheriff's whistle, 50 gp, 9 sp
--------------------
Special Abilities
--------------------
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Firebug +1 to attack rolls with thrown splash weapons.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
| HyperMissingno |
Question, who will be with you in the party? If you have a bard or cleric with you infusion becomes less of a priority. On the other hand if you're the only person with cure light wounds on your "spell" list you might want to get infusion on the second, third, or fourth level in case of emergencies.
| Under A Bleeding Sun |
PFS, party members change.
I'd work in point blank and precise shot. I know your targeting touch but -4 is a lot even against touch. And, I assume you'll be shooting alchemy infused bolts, which won't be targeting touch. May be able to train it out at a higher level If you find its not useful after a point, but you certainly want it until probably level 10 at least.
I'd personally skip infusion. Theres enough nice self buffs that you don't really need it. I never use it on my alchemists despite what the guides say.
| HyperMissingno |
PFS, party members change.
I'd work in point blank and precise shot. I know your targeting touch but -4 is a lot even against touch. And, I assume you'll be shooting alchemy infused bolts, which won't be targeting touch. May be able to train it out at a higher level If you find its not useful after a point, but you certainly want it until probably level 10 at least.
I'd personally skip infusion. Theres enough nice self buffs that you don't really need it. I never use it on my alchemists despite what the guides say.
I'd have to disagree on infusion but that's the supporter in me. Sometimes it's better to give the barbarian an Enlarge Person extract than it is to give yourself a Reduce Person extract. Plus with the weird way an alchemist prepares spells you're a pseudo-spontaneous caster that can not only heal HP, but ability damage and even negative levels.
That said I cannot agree more with Point Blank and Precise Shot. Also try to make room Far Shot somewhere down the line. In addition to the -4 melee penalty the bomb only has a 20 foot range, meaning at 25-40 feet you gain a -6 penalty if you shoot into melee and this adds up fast. This is on top of the Gnome's slower 20 speed which will make positioning that much harder for you.
| Mike Andersen 351 |
based on community feedback, thank you, I am making some changes. The feat list and discovery list now looks like this:
1) Feat - Point-Blank Shot
2) Discovery - Smoke Bomb - Discovery tax on Stink Bomb
3) Feat - Extra Discovery - Stink Bomb
4) Tumor Familiar Discovery - Greensting Scorpion; +1 Int
5) Feat - Precise Shot
6) Discovery - Infusion
7) Feat - Improved Familiar - Homunculus (or Faerie Dragon if available by then)
8) Discovery Confusion Bomb; +1 Int
9) Feat- Improved Initiative (lost+4 2 levels ago to Improved Familiar)
10) Discovery - Wings
11) Feat - Extra Discovery - Explosive Bomb
12) Madness Bomb; +1 Int (and hope for +1 Int tome . . . )
| Mike Andersen 351 |
The North is Starting Realm
Defense: 7d6 + 5 ⇒ (3, 6, 2, 2, 6, 5, 3) + 5 = 32
Influence: 7d6 + 10 ⇒ (6, 3, 5, 2, 3, 5, 5) + 10 = 39
Lands: 7d6 + 20 ⇒ (6, 3, 4, 1, 2, 5, 5) + 20 = 46
Law: 7d6 - 10 ⇒ (5, 4, 5, 5, 6, 2, 5) - 10 = 22
Population: 7d6 - 5 ⇒ (6, 6, 3, 1, 3, 3, 4) - 5 = 21
Power: 7d6 - 5 ⇒ (2, 3, 5, 2, 2, 4, 1) - 5 = 14
Wealth: 7d6 - 5 ⇒ (5, 1, 2, 2, 1, 6, 5) - 5 = 17
| Mike Andersen 351 |
Final totals:
Defense 43: Good defenses with, almost certainly, a castle, along with a few other strong points. Roads and rivers provide easy transportation. Alternatively, natural terrain features, such as mountains or swamps, provide additional fortification.
Influence 53: Maximum Lord's Status 6. A major house. Examples include House Tully and House Martell.
Lands 48: A large area of land, that spreads across a great distance. This area likely includes a variety of terrain features. House Martell’s control of Dorne is representative of this level of resource.
Law 5: Bandits, raiders, and other criminal bands are afoot in your lands, causing mischief and trouble.
Population 10: Thinly populated. Tiny settlements are scattered throughout your lands.
Power 56:You can muster a huge force of soldiers, drawn from your lands and those from your numerous banner houses.
Wealth 25: Common. Your family has enough to get by.