
LordAwesome |
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Here's what I have:
Str: 10-2 (8)
Dex: 15 (15)
Con: 10+2 (12)
Int: 18 (18)
Wis: 10 (10)
Cha: 7+2 (9)
Alt. Racial Traits:
Gift of Tongues (hatred, defensive training)
Pyromaniac (gnome magic, illusion resistance) +1 lvl for bomb dmg (includes rogue)
Traits:
Alchemical Adept (+2 alchemy, dont fk up by 5 or more)
Reactionary
1st
Alchemist
Alchemy, Bomb 1d6, Throw Anything, Chameleon Mutagen, Point-Blank Shot (1st)
2nd
Alchemist
Alchemical Weapon, Precise Bombs, Discovery: Explosive Bomb
3rd
Alchemist
Bomb 2d6, Swift Alchemy, Precise Shot (3rd)
4th
Alchemist
Discovery: Explosive Missile
5th
Rouge
Sneak Attack 1d6, Trapfinding, Ricochet Splash Weapon
6th
Rogue
Chemical Weapon, Rogue Talent: Bomber
7th
Rogue
Sneak Attack 2d6, Trap Sense +1, Extra Bombs
8th
Rogue
Precise Splash Weapon, Uncanny Dodge
9th
Alchemist
Bomb 3d6, Extra Discovery: Bore Bomb
10th
Alchemist
Directed Blast, Discovery: Wings
11th
Alchemist
Bomb 4d6, Iron Will
12th
Alchemist
Discovery: Frost Bomb
Plan:
Hybridization funnel tangleburn bag and acid flask precombat. Imbue the hybrid into your bomb using your Grenadier ability as a move action. Place your bomb on your crossbow bolt using Explosive Missile as a standard action (Weapon of choice being Heavy Underwater Crossbow) and fire! You need not spend an action to reload due to Explosive Missile. Also, the weapon should have the Conductive ability, so you can spend 3 uses of bomb (2 must be of same type) and effectively get 2 bombs off in one attack. The bolt damage, magic damage from bow, bomb damage from Conductive, bomb damage from Alchemical Weapon, damage from the hybrid tangleburn/acid flask and potentially sneak attack damage.
Note:
The Conductive ability allows you to say whether or not you want to imbue the ability until you “strike the opponent.” (official wording: When the wielder makes a successful attack of the appropriate type, he may choose to expend two uses of his magical ability to channel it through the weapon to the struck opponent, which suffers the effects of both the weapon attack and the special ability. ) This means you can see if you hit, then do even more damage!
I realize bows are just better than crossbows (generally) and for thematic purposes of being small size and a gnome, I decided to go with a crossbow to not deal with the strength issues and just go for raw damage. I'm just here looking for general advice. Items, alchemical stuff, vague feats/discoveries that would be thematic and effective.
Also, I based this character off Gaetan 'The Mole' Moliere from the 2001 film, Atlantis.

Gulthor |

A couple points:
You couldn't use the Grandier's Alchemical Weapon ability on a bomb (since it doesn't exist prior to the action you use to attack with it), but since you're using it with Explosive Missile anyway, just use it on the ammunition instead.
The other big one is whether or not you can use a tangleburn bag with a hybridization funnel - most will say no.
Now, that said, if you're going the crossbow route, Rapid Reload into Crossbow Mastery opens up the opportunity to use a Launching Crossbow...

Zwordsman |
haph hazardly written. Hopefully legible. Ended up with a bit more time before my appointment
About the plan:
You said “imbue into the bomb” and then later “imbue to arrow via explosive misle”
That doesn’t work. The bomb does not exist as a weapon, until you take the standard action to (create and throw normally. OR to create and imbue on an arrow)
So the OOO (order of operations) should be. Move action to imbue on arrow. Standard action to imbue bomb on arrow+fire the arrow. The alchemical item is imbued on the arrow. And then the bomb is also imbued on the arrow.
That will work. Its good to get the order right or a GM might call it out as not working. This way you get Arrow, alchemy item, bomb +conductive bomb (note this ma y or may not be allowed to have other effects on it. Some GMs allow you to apply discoveries, and some say ConductiveONLY allows the base skill as it techicnally isn’t a real bomb for the discoveries to apply to. RAW they’re effectively right. So it might always be fire even if your Explosive missle does force damage (my preference))
Another note about conductive. Depending on the GM again (on whether conductive is the actual ability or just a new effect copying it) then precise bombs may or may not help. So a concern there.
Also techicnally speaking. Explosive missle can not fire the Rogue bomber’s bombs. IT SHOULD be allowed, but if your GM is one of the more …specific on details types. It won’t. Because those bombs are not “alchemist’s bombs” they’re different bombs.
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Hum. I don’t know if you really need Rogue talent Bomber and/or extra bombs. Also I don’t’ think in general you need or really want Bomber. It will only do 2d6 damage, no INT, and only INT uses per day. I really feel like these both aren’t terribly useful. But of the two; Extra bombs is likely more useful.
I feel like there are better choices in the Rogue talents than that. And probably better in general feats… Like Rapid Reload for crossbow. Yeah you can reload as part of Explosive Missle.BUT you are unlikely to be able to get away with doing nothing but explosive missile every turn. (and unless you’re throwing debuffs on it. It won’t really be doing enough with your turn)
Could consider concentrated splash if you wanted mor damage too. That way when you’re not fighting in a group setting (where you want AOE) you could down the alchemist’ extract that loses bomb AOE and gives double int, then your splash weapon would be doing more too.
I love crossbows haha. Launching crossbow is pretty awesome too by the by. I had a fun little build that used them and Magus VMC so I had a heavy crossbow, and al aunching crossbow. Its fun since launching added enhancement bonuses to the bombs/alch items I launched from it, increasing the splash.

LordAwesome |

A couple points:
You couldn't use the Grandier's Alchemical Weapon ability on a bomb (since it doesn't exist prior to the action you use to attack with it), but since you're using it with Explosive Missile anyway, just use it on the ammunition instead.
The other big one is whether or not you can use a tangleburn bag with a hybridization funnel - most will say no.
Now, that said, if you're going the crossbow route, Rapid Reload into Crossbow Mastery opens up the opportunity to use a Launching Crossbow...
I'm sorry. I meant to place the hybrid onto the bolt and not the bomb due to action economy and it not yet existing. Thanks for the feedback. I don't want to go to a table and look stupid.

LordAwesome |

haph hazardly written. Hopefully legible. Ended up with a bit more time before my appointment
About the plan:
Hum. I don’t know if you really need Rogue talent Bomber and/or extra bombs. Also I don’t’ think in general you need or really want Bomber. It will only do 2d6 damage, no INT, and only INT uses per day. I really feel like these both aren’t terribly useful. But of the two; Extra bombs is likely more useful.
Pyromaniac helps with the damage. The bombs from alchemist would all be 1d6 higher and same for the rogue bombs. I also plan on taking the gnome favored class bonus for more bombs.

Lune |

So it might always be fire even if your Explosive missle does force damage (my preference)
Explosive Missile does not do force damage.
Another note about conductive. Depending on the GM again (on whether conductive is the actual ability or just a new effect copying it) then precise bombs may or may not help. So a concern there.
See the discussion here and here on the topic. I do not know of anyone who disagrees that this works together.
Also techicnally speaking. Explosive missle can not fire the Rogue bomber’s bombs. IT SHOULD be allowed, but if your GM is one of the more …specific on details types. It won’t. Because those bombs are not “alchemist’s bombs” they’re different bombs.
Luckily the Bomber Talent says "These bombs act as alchemist's bombs." I don't think we will have to rely on a "should" there. They do work.
Regarding him taking Rogue levels: He understands the benefits and downfalls of the deal. Since Saboteur is distinctly roguelike but lacks Trapfinding he wanted to pick that skill up from somewhere. And since Underground Chemist dovetails off a bomber build so well (and allows him the ability to sneak attack with bombs (including those from the Bomber Talent) it seems to fit pretty well. Also, a few corrections for you again here...
Bomber. It will only do 2d6 damage, no INT,
Incorrect, sir.
She adds her Intelligence modifier to damage dealt with splash weapons
+
These bombs act as alchemist's bombs.
+
Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier.
=
It works.Basically, because the bombs from Bomber are still splash weapons regardless of the clause in the Bomber Talent stating "...except they deal damage equal to the damage dealt by the rogue's sneak attack (the rogue doesn't add her Intelligence modifier to this damage)." they would normally not add it. But because the Rogue is also an Alchemist they do because they are still splash weapons. And Alchemists DO add +Int to damage on splash weapons even if Rogues do not.
We are also aware of the action economy not allowing for more than a single arrow/bomb/alchemical/conductive goodness per turn, I don't really see that as much of a downfall here. First of all this is for PFS play and likely wont get much above 12th level. Second, that is an aweful lot of versatility and damage on a single shot. The only way to increase it would be to get Fast Bombs but he is already going to be going through an awful lot of them with his current build.
Concentrated Splash was a consideration, thank you for the suggestion. It likely deserves a second look.
Regarding enhancement bonus on the crossbow... does that actually add to the splash damage? I can see the argument for it doing so but it seems kinda fuzzy.

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You are going to want quick draw. Underground Chemist allows you to draw alchemical items as weapons, but you still need to draw them. Without quickdraw it is going to be a move action so you get to do your thing once. Then have to either draw the item, or use alchemical weapon, at least until Alchemist 6 which is level 10 in your build. And since you don't have Vestigial Arm discovery holding extra things while firing a 2h weapon is going to be difficult.
At level 12 you are looking at +13 to hit (BAB 9 +2 dex +PBS +size, before MW/enchantments anyway, or self buffing) which is ... really low. Using the "Extremely General Guide to creating characters" that was on the forums a few weeks back, at level 12 a +16 to hit will hit 50% of the time ie rolling an 11. So with a +13-ish to hit you are looking at hitting only on a 14 of the die. Of course, a +2-3 enchantment, +2-4 dex belt, and heroism through alchemical allocation will bring that up to closer to needing a 8. But that's still not good when everything is relying on that one shot.
I recommend tangleshot arrows. You will lose the d8 from the base weapon and take a -1 to hit, but you will target Touch instead of AC. Which should put you at about needing a 4 on the die to hit or so(buffed anyway). And automatically entangle (-4 dex, -2 attack, half speed) something with a (very) minor chance to bind them in place. Which brings subsequent attacks down to needing a 2 to hit. Then drop the tangleburn bag and consider something like a Ghast Retch Flask (can't hybrid) for 3 rounds of sickened automatically (-2 attack and damage, saves, skills) and minor chance of nausea for 1 round. Which would make it a little easier for Frostbomb to actually stagger them.
After they have been CCed a little, start throwing on the damage alchemicals like artokus' fire + alchemical fire (3d6 fire, 1d6+1+x2int splash, chance to catch on fire twice?) if you want damage, or Acid + Alkali if cost is an issue (10 + 15 gp /3 for 2d6+ intx2 acid damage).
I am glad you took Alchemist 4 first. That gets you heroism early and most of your shtick going. I would recommend only Rogue 2 Underground Chemist next then another 2 alchemist. The reason is the quick draw issue I mentioned earlier. If you aren't taking quickdraw you are going to want alchemist 6 as soon as possible. After alchemist 6, I would take levels 3-4 for rogue. I would also recommend Unchained Rogue, as that gets you free weapon finesse (and dex to damage with 1 weapon at 3), a bonus to perception for surprise checks, and debilitating injury to penalize the target's attack rolls or AC a bit more.
Also, if you don't mind planning on the future a bit: Extra Traits (Armor Expert and Sargavan Guard) + Mithral Full Plate (or hellknight plate) +1 comfort enchant = +10 AC, 0 armor check penalty for ~17,000. You would have to drop Reactionary though, as Armor Expert is also a combat trait. My Alchemist eventually was walking around in +5 Mithral Hellknight plate, as much to annoy the actual Hellknight in the party as to increase my defense. But I needed it as I was the 'tank'. 50 AC, with 50% displacement, Stoneskin, protector familiar, Ablative Barrier, immunities to cold, fire, poison, stun, nonlethal... and half a dozen scroll of Mass Heal, contingent resurrection... almost wasn't enough.

Lune |

Firebug: Some questions...
So Quickdraw you are talking about needing for the drawing of alchemical items? As far as the ammunition goes that is a free action. If it is specific ammunition then the Efficient Quiver can help with that. Alchemical Weapons can be made ahead of time and placed onto arrows and it will last for 1 minute. Its not much but it can help if you have a bit to prepare. Do you have any other suggestions outside of vestigial arm that could help with this?
I have warned him that the attack bonus is going to be low. I suggested against going with Saboteur so that he could still make a Dex mutagen to help offset this penalty. I have also suggested picking up Iron Will to help with his Will saves. Outside of that the only things I can think of that will help him are items. I would suggest Bracers of Archery but they don't work for Crossbows. Bracers of Falcon's Aim are not PFS legal. Outside of Dex items and weapon enhancements I don't have a lot of suggestions for adding to his to-hit. Suggestions?
I don't think you can do Int to damage twice if it is all from the same source. It coming from 2 different things I think is a bit moot if the delivery device is the same. Unless there has been some ruling on this that I am not aware of?
Unchained Rogue is a good suggestion. We do not own the book yet but it would likely be a good purchase. Finesse Training doesn't work with ranged weapons and I honestly do not see him ever use a melee weapon with this character so that goes to waste. Debilitating Injury could be helpful, though.
I made a tank Alchemist for the last home game I played in. It was fun, but you are right. In the arms race that is Pathfinder one can never be too tanky. Ablative Barrier is so good with Healing Touch by the way. ;)

Lune |

Right now LordAwesome is mulling over the idea of dropping Saboteur. He doesn't like the idea of giving up the iconic imagery of what a Saboteur does. But mechanically speaking the only thing he thinks he is going to miss are the Bore Bombs which I have said can't be that important if he is putting them off until 9th level.
Does anyone know of some good ways to damage structures? I think if he has this part of the concept filled then he wont have any issue with dropping Saboteur.

Zwordsman |
the implication was, that he would have other discoveries for bombs. that he would apply on it. My preference wa the force damage. I like that its always useful. even if your just shooting the floor to hit a ghost.
See the discussion here and here on the topic. I do not know of anyone who disagrees that this works together.
and I have encountered more than a handful of GMs who have called Conductive its own thing that replicates an ability. This was in and out of pfs.
Fair warning seems like it can only help~=====
cool beans. Yeah I only quick read the the underground stuff. Nifty it works nicel
I have no problem with the action enconomy of it. I was pointing it out cause TONS of folks love to get on alchemist's shoulder if they aren't spamming fast bombs. I'm very much a one shot builder (back when bolt ace came out I was building up my beloved double shot xbower.
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I suppose one could argue on it. But all splashdamage just says the minimum of the damage to the main target right? More or less speaking.
That is why the splash on a flask thrown by an alchemist is higher, due to the bonus INT. I really can't see why something that magically enchants weapons (the stuff that splashes) wouldn't empower the entire thing.
Right now LordAwesome is mulling over the idea of dropping Saboteur. He doesn't like the idea of giving up the iconic imagery of what a Saboteur does. But mechanically speaking the only thing he thinks he is going to miss are the Bore Bombs which I have said can't be that important if he is putting them off until 9th level.
Does anyone know of some good ways to damage structures? I think if he has this part of the concept filled then he wont have any issue with dropping Saboteur.
I wanan say force bombs would help. though less certain now.. but i'm pretty sure it bypasses all that
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Yup on quickdraaw. the underground chemist thingy allows you to draw it as a weapon. Usually you couldn't draw it as one.
Though I think (though according to the forums this has had a few discussions) that hte alchemical weapon ability allows you to combine it without the preexisting "draw action" but again according to the forums that has been argued here and there. It never occured to me till I forum searched it once.
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tangleshoot arrows are good
so are dye arrows. I want to say they do touch attack but don't have hte -1. just doesn't carry as good a debuff.
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unchained iso n the paizo prd last i checked. If your gm allows. idk about pfs

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Firebug: Some questions...
So Quickdraw you are talking about needing for the drawing of alchemical items? As far as the ammunition goes that is a free action. If it is specific ammunition then the Efficient Quiver can help with that. Alchemical Weapons can be made ahead of time and placed onto arrows and it will last for 1 minute.
In my experience having 1 full minute of prep time is never going to happen unless you are the one doing the ambushing and don't have to worry about stealth. You may have a round or two at most.
Bombs, Extracts, etc all state that drawing the components of, creating, and using the item take the same (standard) action. The Alchemical Weapon (grenadier ability) says using the alchemical item is a move (swift/free later) action. It makes no mention of drawing the item as part of the same action. Or creating the item, but I think we can assume that the alchemist fire is already created, spontaneous alchemy ignored. Many people like to act like its just like a bomb/extract and that its all the same action, or because it doesn't say you need to draw the item you don't need to do so. Alchemical Weapon doesn't have the "as the same action" language. I would say its common sense to need the item in hand/drawn when manipulating/using the item. But until you allow me to fire my grappling hook from by backpack without drawing it we're going to have a double standard if you allow non-drawing Alchemical Weapon. As far as drawing ammunition, yeah, that's fine and assumed to be a free action. But alchemical items (typically, alchemical arrows/etc aside) are not ammunition.Outside of Dex items and weapon enhancements I don't have a lot of suggestions for adding to his to-hit. Suggestions?
Heroism (+2 morale, also will save), Pale Green Prism (Cracked) Ioun Stone (+1 competence), invisibility (+2 and vs flatfooted, if it wasn't PFS sipping jacket + CL 5 potion of vanish or greater invisibility made by a summoner), Tangleshot Arrows (-1 but touch), Haste (+1 to hit), Reduce Person (+2 dex, +1 to hit, if using tangleshot your arrow doesn't do any damage anyway...), Scent + Pheromone Arrows, Ring of Tactical Precision with (Coordinated Shot, Friendly Fire Maneuvers and/or Enfilading Fire) and give it to someone who is going to be in melee anyway.
Instead of Iron Will, choose extra discovery: tumor familiar with a familiar that gives +2 will, like a hedgehog. So same bonus, plus alertness and if its a protector familiar effectively shield other a good amount of the time, and its not a target because its attached. Valet and share the teamwork feats I mentioned earlier. + Invisibility extract/infusion and never making attacks on its own just providing flanking for your melee teammates.I don't think you can do Int to damage twice if it is all from the same source. It coming from 2 different things I think is a bit moot if the delivery device is the same. Unless there has been some ruling on this that I am not aware of?
Hybridization Funnel:"...when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both." So... as if it is hit twice. So apply Int to each. However, it does get its fire/acid/etc resistance vs each. Now, of course when you are taking a shortcut and just saying "I add my Int to damage 8 times" it can be confusing to have to explain that it is over the course of 5 damage rolls and your entire round (Explosive Missile: Arrow + Kirin Strike 2x int, Hybrid alchemical weapon 2x int, bomb + targeted bomb admixture 2x, conductive bomb + targeted bomb admixture 2x). And no one bats an eye at adding strength to damage multiple times in a round but Int is off limits?
I made a tank Alchemist for the last home game I played in. It was fun, but you are right. In the arms race that is Pathfinder one can never be too tanky. Ablative Barrier is so good with Healing Touch by the way. ;)
Better when you add Mummification to be immune to the non-lethal damage and save Spontaneous healing for when you drop below 0.

Lune |

the implication was, that he would have other discoveries for bombs. that he would apply on it. My preference wa the force damage.
Ah, gotcha. Was confused. But yeah, and I guess that would help with the damaging structures thing.
and I have encountered more than a handful of GMs who have called Conductive its own thing that replicates an ability. This was in and out of pfs.
Fair warning seems like it can only help
Frankly I am surprised. I shouldn't be with the number of clearly wrong interpretations I have seen enforced. Either way, thank you for the heads up.
I was pointing it out cause TONS of folks love to get on alchemist's shoulder if they aren't spamming fast bombs.
Fast bombs just isn't sustainable. And besides it wont work with his schtick. Also, even if it did he couldn't be hitting their AC so he could only do it with normal bombs. So... screw those folks. ;)
In my experience having 1 full minute of prep time is never going to happen unless you are the one doing the ambushing and don't have to worry about stealth. You may have a round or two at most.
Before you go into the dungeon could work but doesn't give a lot of time before the encounter. There is also before you open that door you know has stuff behind it. But I know what you mean. But anyway, so the only solution you can suggest for this is Quick Draw? I had thought that there was an item that could help for this. I thought it was a Bandolier but can't find anything that would apply in this situation.
Heroism (+2 morale, also will save), Pale Green Prism (Cracked) Ioun Stone (+1 competence), invisibility (+2 and vs flatfooted, if it wasn't PFS sipping jacket + CL 5 potion of vanish or greater invisibility made by a summoner), Tangleshot Arrows (-1 but touch), Haste (+1 to hit), Reduce Person (+2 dex, +1 to hit, if using tangleshot your arrow doesn't do any damage anyway...), Scent + Pheromone Arrows, Ring of Tactical Precision with (Coordinated Shot, Friendly Fire Maneuvers and/or Enfilading Fire) and give it to someone who is going to be in melee anyway.
Yeah, Heroism is going to be staple for him. I suggested grabbing a potion and using Alchemical Allocation for it most of the time. Same with Haste as it also helps him with his poor movement speed. Reduce Person doesn't change the size of ranged weapons because once the ammo leaves your body it returns to normal size. So it is really only beneficial to him but it has a short duration. It also helps with Stealth though. Greater Invisibility will be great later on as he can still get his sneak attack on the bolt itself. However, it doesn't work with potions made by Summoners as that isn't how potions work in PFS.
The Tangleshot Arrows I think are the best suggestion yet as it seems like they solve the low to-hit issues almost single-handedly. There is still the bit about cost, though, but that is largely taken care of by the fact that he can make them himself. And I found a bit in the Alchemy Manual that allows them to be made as bolts. Same with Dye Arrows and they are cheaper.
Instead of Iron Will, choose extra discovery: tumor familiar with a familiar that gives +2 will, like a hedgehog. So same bonus, plus alertness and if its a protector familiar effectively shield other a good amount of the time, and its not a target because its attached. Valet and share the teamwork feats I mentioned earlier. + Invisibility extract/infusion and never making attacks on its own just providing flanking for your melee teammates.
Tumor Familiar is really one of those things that needs to be part of a concept for a character. Mechanically, I will grant you that it is better for sure. About the Valet Familiar though, that is out in PFS and likely is out outside as well due to this line:
"...the valet familiar retains the Alertness feat and does not gain Cooperative Crafting, though this still counts as modifying the alertness ability for the purpose of qualifying for archetypes."I will bring up Protector Familiar though.
Int to damage x2
Hm... I can see your point. If it requires 2 saves and hits resistance twice then it should apply Int twice.
Better when you add Mummification to be immune to the non-lethal damage and save Spontaneous healing for when you drop below 0.
Actually it equates to about the same thing since when you heal damage you heal an equal amount of non-lethal. Yeah, being immune to non-lethal is helpful but when you are healing it every round it is nearly as good and saves you a Discovery. ;)

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I wasn't suggesting Valet for cooperative crafting... its the share teamwork feats. As for the familiar being part of the concept? Just treat it like every other familiar and basically ignore it. Have it be attached and never detach. You get alertness and +2 will for free even if it doesn't take an archetype.
Mummification does a bit more then make you immune to non-lethal. You are immune to Cold. And Paralysis. And Sleep. And the prereq discovery gave you 25% crit reduction. Imagine there was a feat that gave you immunity to one elemental damage type, that would be worth it right? Now tack on 3 more immunities.
Reduce Person still reduces the damage of any projectile weapon you shoot.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Greater Invis/Vanish, thats why I qualified, "if this isn't for PFS?".
But anyway, so the only solution you can suggest for this is Quick Draw?
Um, no? The solution I had was get to Alchemist 6/Rogue 2 before finishing out rogue and alchemist in that order. Until level 8, use quickdraw. Then retrain it. Or Vestigial Arm to hold an extra alchemical at the start of combat (or glove of storing, or spring loaded wrist sheath but be aware of the GM saying, so it violently springs the item into your hand... and its made to break when thrown violently...)

Lune |

So I was thinking I'd go back and take a look at your advice about the Valet familiar thinking that I missed something. So lets go back because I don't think I took anything out of context.
Ring of Tactical Precision with (Coordinated Shot, Friendly Fire Maneuvers and/or Enfilading Fire) and give it to someone who is going to be in melee anyway.
Instead of Iron Will, choose extra discovery: tumor familiar with a familiar that gives +2 will, like a hedgehog. So same bonus, plus alertness and if its a protector familiar effectively shield other a good amount of the time, and its not a target because its attached. Valet and share the teamwork feats I mentioned earlier. + Invisibility extract/infusion and never making attacks on its own just providing flanking for your melee teammates.
First of all, I think that the Hedgehog is the only familiar that gives anything to Will saves. I couldn't find another one. Unless I'm missing something?
I understand that you are changing pace with suggesting the Valet familiar vs Hedgehog but if we look at the feats that you are suggesting using with it I don't think they work.
Benefit: If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn't have this feat), this bonus increases to +2.
The bolded parts are two things that Tiny and smaller creatures cannot do. A hedgehog familiar cannot threaten and it cannot flank.
Benefit(s): You initiate this feat as a standard action, making a ranged attack against a foe engaged in melee with at least one abettor. This shot deliberately forsakes normal precautions, putting your abettor at risk, but also is unexpected enough to surprise your mutual opponent.
You gain a +2 bonus on your attack roll if the attack passes through an abettor's space. If your shot misses the target, you must immediately make a second attack roll with all the same modifiers against the abettor, potentially hitting her with the attack instead of the opponent. When the attack resolves (regardless of whether either potential target was hit), the intended target's startled reaction provokes an attack of opportunity from the abettor.
You cannot use the standard action that this feat takes to activate and still use this character's schtick (Alchemical Weapon + Explosive Missile).
Also, while the hedgehog could be between the opponent and the character it wouldn't be threatening them thus it couldn't possibly stack with Coordinated Shot even if you could find a way to make it threaten while in the opponent's square. It is either threatening and in the square or it is outside of the square and you don't get the bonus from Friendly Fire.
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
Not sure what part to bold here. Tiny creatures cannot flank so having a Tiny or smaller familiar with this feat is not helpful.
I think these feats could work fine with a different critter or with the aforementioned ring. But for a hedgehog familiar? Or really any familiar gained without Improved Familiar (outside of Mauler in their battle form, I suppose because they can threaten)? I'm not seeing it. So am I missing something?
The bit about making it a Protector familiar is good though. Thank you for that.