| Catbucket |
Working on a character for a new campaign, starting at level 2, currently planning on having him fight with a one handed sword, of course bombs, some thrown weapons, and possibly feral mutagen.
Current stat arrangement is 14/16/10/18/9/5, with the current feats and discoveries I'm really looking at potentially taking are
two weapon fighting (dex 15)
weapon finesse
point-blank shot
rapid shot (point-blank shot)
iron will
inproved two weapon fighting (dex 17, attack bonus 6)
precise shot (point blank shot)
----------------- discoveries
Alchemical zombie (level 8)
Explosive bomb
feral mutagen
fast bombs (level 8)
force bombs (level 8)
greater mutagen (level 12)
grand mutagen (level 16)
Healing bomb
preserve organs
mummification (level 10)
wings (level 6)
current traits are firebug and reactionary, the current DM is allowing drawbacks so I might also take a third.
Not really looking to make something super crazy, I just really like the idea of a melee grenadier and am hoping for some generic advice. Please do not recommend specific magical items, but all other recommendations are welcome
| Guardianlord |
Craft your own alchemical weapons with swift alchemy and the grenadier archetype. Lose Brew potion (so less party support) but you can take infusions to hand out buffs, of which you will have plenty thanks to decent INT.
Then you can apply alchemical weapons at 1/3 cost plus INT to damage on your first successful strike. So your 1st weapon will be mutagen STR boosted, weapon damage, STR damage, Alchemical weapon Damage (Negligible at higher levels but not nothing and with some ok rider effects), INT if the weapon was one that would have splashed, plus enchantment son the weapon itself.
This looks like a decent melee build, the low CON will hurt you, and you cannot throw bombs in melee without taking AOO's. Going the TWF route will let you throw 3 bombs a round, but lacking quickdraw you cannot get 2 blades in your hand and attack in one round if you are suddenly threatened either. Tieflings can trade Darkness spell for claws or a Bite attack, which might be nice depending on party and whether they have Darkvision or not, its a handy spell to have depending on party and game so not sure if it is worth it, but it would save a discovery you could use for other things. like fast healing 1.
Prehensile tail is Amazing for a grenadier, swift action to ready alchemical items for application, or to ready a second melee weapon without Quickdraw (free action switch "hands" on your turn).
There is also a trait that grants extended duration on Mutagens.