Help me make a mad bomber?


Advice


In my next pathfinder campaign I want to make a Man named Captain Dean Ziggs A.K.A. Captain Collateral. His whole thing is to create the biggest most destructive explosions possible with little to no regard for collateral damage. Now I know the best (if not only) way to do this is with an alchemist, but I've always found them kinda confusing. Your mission if you choose to accept is to walk me through making this mad bomber. I want him to look like Ziggs from League of Legends so i'm probably gonna go with a halfling or something like that. What feat, traits, alchemist discoveries, etc to I need? Help a brother out?


Without trying to be dismissive have you seen this site before:

http://zenithgames.blogspot.co.uk/2012/11/the-comprehensive-pathfinder-guid es.html

It gives detailed guides of good alchemist choices. It even splits it by the two main alhemist builds of which yours is one

Alchemist is indeed the only way apart from this one:

http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo-wizard -archetypes/arcane-bomber/

But that one isn't as good at bombing as an alchemist

As for parts of your specific ideas:

- Mad can be considered to be low Wisdom (I am pretty sure that is what they use for Derros who gain negative wisdom and key of charisma to represent madness)

- No regard for collateral damage - take discoveries that increase splash zones (Explosive Bomb) and don't take precise bombs. But don't expect to be popular with your party

Perhaps refocus your question because asking for step by step advise is not really needed when at least 3 guides to the alchemist exist


Lanathar wrote:

Without trying to be dismissive have you seen this site before:

http://zenithgames.blogspot.co.uk/2012/11/the-comprehensive-pathfinder-guid es.html

It gives detailed guides of good alchemist choices. It even splits it by the two main alhemist builds of which yours is one

Alchemist is indeed the only way apart from this one:

http://www.d20pfsrd.com/classes/core-classes/wizard/archetypes/paizo-wizard -archetypes/arcane-bomber/

But that one isn't as good at bombing as an alchemist

As for parts of your specific ideas:

- Mad can be considered to be low Wisdom (I am pretty sure that is what they use for Derros who gain negative wisdom and key of charisma to represent madness)

- No regard for collateral damage - take discoveries that increase splash zones (Explosive Bomb) and don't take precise bombs. But don't expect to be popular with your party

Perhaps refocus your question because asking for step by step advise is not really needed when at least 3 guides to the alchemist exist

I tried to visit that site you posted and it said it does not exist. Thanks for the info though.


The zenith one?
That is odd. Go to the advice board and look at the "guide to class guides" that should link through to it

Edit - issue is there is a space in the word "guides" within the link between the d and the e

Regarding more general help do you have any parameters?
What is the point buy and what level (or if level 1 do you know what level you plan to go to).

For stats:
- As a bomber intelligence will need to be the highest stat

- You don't need a particularly high strength score other than for carrying (not sure what you GM ruling on encumbrance are). Some hand waive but they shouldn't as it encourages too much strength dumping

- As mentioned your first discovery at level 2 should be Explosive bombs

- Perhaps look to find an archetype that swaps out poison use but archetypes are thematic and some might not make sense (e.g. one is for a healer another for a researcher)

- Mutagen : You can increase your dex for AC and ranged attacks or Con for extra HP. Don't bother with the strength one. (There is an archetype that changes mutagen into a mental stat booster)

For feats there are few:

- Point blank shot is the qualifier for most ranged feats
- Far shot increases your range
- Precise shot remove -4 penalty for shooting into combat. This is less of a concern as you target touch and deal splash damage but still could be annoying

- Extra bombs is what it says

- Iron will because that save will be rubbish for you

Those are immediate thoughts. There might be some more alchemist specific ones

What else do you want from your character?
Anything beyond damage with bombs? Anything on the social skill side of things?
What type of campaign/game is this for?


Lanathar wrote:

The zenith one?

That is odd.

The forum here sometimes inserts whitespaces into URLs. Check the address in your first posting, you will see it.

Personally I try to always use URL tags to be safe: Zenith's guides


SheepishEidolon wrote:
Lanathar wrote:

The zenith one?

That is odd.

The forum here sometimes inserts whitespaces into URLs. Check the address in your first posting, you will see it.

Personally I try to always use URL tags to be safe: Zenith's guides

That is what happened.

I do not know what URL tags are. But I can see roughly how to do them in writing this reply...


Make him worship Haagenti. Mad scientist and things.


Lanathar wrote:

Regarding more general help do you have any parameters?

What is the point buy and what level (or if level 1 do you know what level you plan to go to).

For stats:
- As a bomber intelligence will need to be the highest stat

- You don't need a particularly high strength score other than for carrying (not sure what you GM ruling on encumbrance are). Some hand waive but they shouldn't as it encourages too much strength dumping

- As mentioned your first discovery at level 2 should be Explosive bombs

- Perhaps look to find an archetype that swaps out poison use but archetypes are thematic and some might not make sense (e.g. one is for a healer another for a researcher)

- Mutagen : You can increase your dex for AC and ranged attacks or Con for extra HP. Don't bother with the strength one. (There is an archetype that changes mutagen into a mental stat booster)

For feats there are few:

- Point blank shot is the qualifier for most ranged feats
- Far shot increases your range
- Precise shot remove -4 penalty for shooting into combat. This is less of a concern as you target touch and deal splash damage but still could be annoying

- Extra bombs is what it says

- Iron will because that save will be rubbish for you

Those are immediate thoughts. There might be some more alchemist specific ones

What else do you want from your character?
Anything beyond damage with bombs? Anything on the social skill side of things?
What type of campaign/game is this for?

The GM has not gone into specifics yet but if it's anything like last game we will start at 3-4 and play until 12-15. As for other things. He is not gonna be very charismatic. He is smart but his solution to most problems is blow it up. Campaign is a rather grand one. Save the world from a planet destroying dragon. Again, thanks for the info.


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"I am here to ask you one question, and one question only: EXPLOSIONS?!"

Mister Torgue High-Five Flexington, PFS-legal Half-Orc Gunslinger (firebrand)
20 Pt. Buy: Str-14, Dex-14, Con-14, Int-7, Wis-7, Cha-19
Favored Class: gunslinger(+1/3 to pistol whip attack rolls per gunslinger level)
Traits: irrepressible (social), never stop shooting (combat)
Class Abilities
1- Deeds (dragon fire, gunslinger's dodge, quick clear), Gunsmith, Wild Card
2- Nimble +1
3- Deeds (gunslinger initiative, pistol whip, utility shot)
4- +1 Cha, Scorched Earth +1d6
5- Bombs 1d6, Discovery (explosive bombs, mandatory)
6- Nimble +2
7- Bombs 2d6, Deeds (big boom, startling shot, targeting)
8- +1 Cha, Scorched Earth +2d6
9- Bombs 3d6
10- Nimble +3
11- Bombs 4d6, Deeds (bleeding wound, expert loading, lightning reload)
12- +1 Cha, Scorched Earth +3d6
13- Bombs 5d6
14- Nimble +4
15- Bombs 6d6, Deeds (evasive, menacing shot, slinger's luck)
16- +1 Cha, Scorched Earth +4d6
17- Bombs 7d6
18- Nimble +5
19- Bombs 8d6, Deeds (cheat death, death's shot, stunning shot)
20- +1 Cha, Scorched Earth +5d6, True Grit
Feats
1- (B)Gunsmithing, Rapid Reload (dragon pistol)
3- Blowout Shot Deed
5- Whip-Shot Deed
7- Rapid Shot
9- Improved Critical (dragon pistol)
11- Critical Focus
13- Sickening Critical
15- Signature Deed (whip shot)
17- Improved Initiative
19- Iron Will


Potato disciple wrote:
Make him worship Haagenti. Mad scientist and things.

Haagenti is a good idea as he does govern alchemy but even though my toon will be an alchemist he cares more about the bombs aspect and does not really care too much about any other form of alchemy. Plus Haagenti governs inventions and Ziggs is gonna be all about destroying things. The only thing he might invent is bigger bombs.


WRoy wrote:

"I am here to ask you one question, and one question only: EXPLOSIONS?!"

Mister Torgue High-Five Flexington, PFS-legal Half-Orc Gunslinger (firebrand)
20 Pt. Buy: Str-14, Dex-14, Con-14, Int-7, Wis-7, Cha-19
Favored Class: gunslinger(+1/3 to pistol whip attack rolls per gunslinger level)

I feel you dawg. I do. But this build seems to be more focused on firing his gun than blowing stuff up. Plus his bombs are -4 level of an alchemist so aren't they much weaker?


InfinityKage wrote:
WRoy wrote:

"I am here to ask you one question, and one question only: EXPLOSIONS?!"

Mister Torgue High-Five Flexington, PFS-legal Half-Orc Gunslinger (firebrand)
20 Pt. Buy: Str-14, Dex-14, Con-14, Int-7, Wis-7, Cha-19
Favored Class: gunslinger(+1/3 to pistol whip attack rolls per gunslinger level)

I feel you dawg. I do. But this build seems to be more focused on firing his gun than blowing stuff up. Plus his bombs are -4 level of an alchemist so aren't they much weaker?

His bombs deal 2d6 less than an equivalent alchemist using explosive bomb discovery (using Cha instead of Int), but whenever he isn't throwing bombs he can fire multiple cones of dragon's breath rounds with a full attack that deal additional damage(scorched earth) and have a lower chance to misfire (dragon fire), plus can have their DC staged up by his Cha mod for 1 grit (dragon fire). Thanks to the Gunsmithing feat, he makes these cone-effect ammo himself for 4gp a pop.

He shoots people at the same time he pistol-whips them (whip-shot deed).

Also, as a standard action for 2 grit and a daily use of bomb he can shoot off a 30' cone: one target gets an attack roll for gun+bomb damage, every other target gets bomb splash.

Also, "DID YOU KNOW THAT NINETY-SEVEN PERCENT OF ALL LIVING THINGS ON GOLARION AREN'T EXPLODING RIGHT NOW? THAT'S B*******, BUY TORGUE!"

(I figured an Int 7, Wis 7 Torgue who focuses on multiple ways of burning and 'sploding things fit the mad bomber bill. But no, not pure bombs.)


Worth asking if guns are going to be allowed
Lots of GMs ban them

But bombing focused would be Alchemist definitely

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