Ratfolk Alchemist (Grenadier) / Gunslinger (Gulch Gunner)


Advice


Hello everyone,

I'm currently putting together a ratfolk grenadier/gulch gunner for one of my games. I just love the idea of a crazy maniac jumping into battle with bombs and guns blazing.

Here's what I got so far:

Abilities will be rolled, but priorities are DEX>INT>CON>WIS>STR>CHA.

Feats Discoveries

L1 Gun1: Rapid Reload
L2 Alc1:
L3 Alc2: Point-Blank Shot Precise Bombs, Explosive Bombs
L4 Alc3:
L5 Gun2: Precise Shot
L6 Gun3:
L7 Alc4: Two-Weapon Fighting Frost Bomb
L8 Alc5:
L9 Gun4: Rapid Shot, Deadly Aim
L10 Gun5:
L11 Alc6: Weapon Focus (Pistol) Explosive Missile, Tanglefoot Bomb(from FC bonus)
L12 Alc7:
L13 Alc8: Snap Shot Fast Bombs

That's where I stopped for now, but I guess you get the idea where I want to go with that build.
My biggest concerns are the 5 levels in Gunslinger, just to reach gun training to get the DEX modifier to damage. Not sure if that's still relevant by level 10. The misfire reduction is nice though. The other thing is, I'm a bit worried if reaching fast bombs at level 13 might be a bit too late. It is a massive power spike in the build.

I have neither played a gunslinger nor an alchemist so I can't really judge how this would play out. Possibly just a single level in Gunslinger could suffice and would allow me to focus more on the bomb? The 3rd level Gulch Gunner Deed is not amazing, plus I have better tools to light someone on fire. No big loss here. Not sure though, if I can miss out on the Gun Training.

Any advice or comments are welcome!
/K


So the question is whether you could gain more from 4 levels in another class or from keeping those in gunslinger. More in alchemist is certainly possible, but let's consider eldritch archer magus 4. You'd get the ability to add the snowball spell to a shot a few times a day, the ability to add 1 to your guns enhancement bonus as a swift action, a magus arcana, maybe a mirror image spell or two for defence and a few utility spells. One less feat though and the BAB is 1 lower.

Alternately a weapon master fighter 4 gets 2 more feats than the gunslinger levels would & weapon training which can be increased with gloves of dueling & which allows the advanced weapon training feat - perhaps for advanced weapon training: warrior spirit, used to make your gun lucky.

A battle host occultist's weapon can be immune to the broken condition with even a one level dip. Gulch gunner 1/battle host occultist 1/alchemist X seems very possible.


Thanks for the reply!

I looked at your suggestions and realized that I should've mentioned that earlier, sorry :-/ My GM has limited the rule books to CRB, APG, ACG, UM, UC and UE. I needed quite a few evenings convincing him over a pint to allow me the Grenadier Archetype from the PFS Guide. I don't think he's making anymore exceptions.

That being said, I looked into Weapons Master Archetype and quite like the acceleration he brings to the table Feat wise.

But how about delaying the fast bomb discovery with a build like that? The more I think about the more I think it's an issue, especially for a bomb focused grenadier. No?

/K


It's certainly an issue. The best bomber alchemists won't multiclass at all, or at most would take a one level dip. The gun stuff is either for flavour or as a backup (because your adventuring day is expected to last long enough that you'd run out of bombs).

You were considering 4 more levels in gunslinger for dex to damage. Supposing that's +7 damage, 4 more levels in alchemist would give you the same damage boost just by the increasing base damage of the bombs. It gets more complicated when you consider the extra feats of a weapon master fighter but generally in PF specialising in one class beats a more even mix.


Thanks again avr!

I was reconsidering and came up with a Gun1/AlcX build now, meaning I'll get Fast Bombs on Level 9 together with TWF. I think I can get a bit of value out of the single level Gunslinger (namely +4 AC per Grit Point; and a fairly easy mechanic of regaining said points).

This is what I would end up with (just build it to the Fast Bomb discovery)

L1 Gun Rapid Reload
L2 Alc
L3 Alc Point-Blank Shot Precise Bombs, Tanglefoot Bomb
L4 Alc
L5 Alc Precise Shot Frost Bomb
L6 Alc
L7 Alc Two-Weapon Fighting Explosive Missile
L8 Alc
L9 Alc Rapid Shot Fast Bomb, Confusion Bomb

/K

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