Alchemist / Gunslinger Suggestion Needed


Advice


Hello everyone !

I'm starting new AP and i wanna play - try - firearms in this new AP. I just didn't want to go full gunslinger (not fun for me) so i wanted to ask your guys opinion.

My current character 1 lvl alchemist elf (mindchemist / gunchemist)

STR:10
DEX:18
CON:10
INT:20 ( I know its min-maxed but i'm kinda only damager for my party )
WIS:10
CHA:7

I took rapid reload and pistol for my first level. How should i keep going ?

My first idea :

Go full alchemist:

get damage from bullet and bomb mix and discoverys
i can use cartidges for no misfire increase and my bomb bullets can bleed them slow them etc.

My Second idea :

Go multiclass get 5 Lv (or 3 Lv ??) gunslinger Musket Master archetype
i can reload musket as swift action and my non-bomb bullets can add my dex to damage than go all other levels alchemist

What you guys think ? and I'm open for all feat suggestions (never played with firearms before)


I was thinking about a Gunslinger Alchemist, too.

I was thinking Goblin. I was thinking Grenadier Alchemist. I was thinking Burn! Burn! Burn! and Explosive Missile.

Godfrey Gloop, the Goblin, Grenadier, Gunslinger!

Level1, Fighter 1: Precise Shot
2F1Alchemist1: Grenadier
3F1A2: Alchemal Weapon, Burn! Burn! Burn!

Alchemal Weapon lets you attach an Alchemal Weapon, such as Alchemist Fire to your ammunition as a Move Action. Burn! Burn! Burn! is a Goblin Feat that makes your nonmagical fire weaapons do an extra d4 damage.

4F1A3
5F1A4: Explosive Missile, Deadly Aim
6F1A4Gunslinger1

Explosive Missile lets you attach your Bomb to a piece of ammunition and Fire it all as a Standard Action. You don't even need to take Rapid Reload or anything. Explosive Missile actually increases the rate of fire of a musket pistol.

Deadly Aim is like Power Attack for a Ranged Weapon, very reasonable since you are making Ranged Touch Attacks. That won't work with your Bombs, but it will work with your bullets, so it will work with your bombs!

7F1A5G1: Goblin Gunslinger

Goblin Gunslinger is a Feat that lets your Goblin use a Size Medium gun instead of a size small.

So now you have a little Goblin shooting exploding bullets. What could be cooler?


Well as far as Musket goes. WIth Explosive MIssle Weapon discovery, that in fact lets you load and fire as a standard action. But. One handed firearm only.

On the topic of one handed vs Musket. I tend to prefer one handed paddle pistool. The one with 4 barrels? I leave one empty. 1 with Dragonfire alchemical shot and one more with some other special shot (as needed). and one with just normal ammo or scatter. That way I can load or fire what I need. I love having pellet or bullet as an option, and explosive ordience's with pelet is a nice aoe. WOrks well with the Gunner's Buckler.
However, if you want a musket you can make it work without going several levels into musket master. (see below)

Gunchemist Alchemist. I think as far as firearm and alchemist goes, its the best choice. With a potential dip into Black Powder Vaulter Gunslinger to reload while moving. I think it works rather nicely.

Additionally their explosive ordience specifies it countst as bombs for discoveries. So that means you could still use it for the reloading trick I mentioned earlier.

With Black Powder Vaulter and Alchemical Ammo and Rapid reload I believe it helps the reloading issue with Muskets though.

So standard rapid realod with muskets is a standard actoin. Alchemcial cartrirdges knock that down 1 step, to move action.
Black powder vaulter lets you move and reload via 1 move action.
Reloading would let you infuse via explosive ordience (gunchemist).
so you could fire one good shot while always moving.

Not exactly as powerful as the Full ATtack Spamathon. but I like it. However, you can only use the "bomb/explosive ordience" once a round unless you get the multi fire discovery at lv 8. At which point you you could pull a weird trick.
with the multi per round ordience discovery, explosive missle and a conductive proeprty on your musket you could. (I THINK. GO CHECK as I haven't got the text on hand right now. So i'm working from memory)
Standard action Explosive Missle Weapon, which lets you load via that same standard action-while also infusing said bullet during the reload. And then using conductive property on hit. Which using Bullseye Aim, will help you hit more accurately.
So you use 4 uses of bomb for 3 bombs on impact. Not super eficient but fun.
However, do go check the actual wording. There might be something that prevents the double layering bombs. Though one is infusing the bullet, while one is infusing the ammo as a whole. So fast ordience discovery should allow it I imagine.

I went on a tangent here..
Probably not that helpful though


Ok, I know that loading a pistol is a standard action without Rapid Reload, but without Precise Shot you will be getting penalties for shooting into any melee situation. And you need Point-Blank Shot to take Precise Shot. If you don't want to go with a human to get the bonus feat, I would like to suggest a quick dip into Fighter to get what you need. You can use the Trench Fighter archetype and later take two more levels to get dex to damage with your guns.

Oh, and the Gunchemist archetype replaces bombs completely. There's no discovery to get them back.


Zwordsman wrote:
WIth Explosive MIssle Weapon discovery, that in fact lets you load and fire as a standard action. But. One handed firearm only.

True, but I consider this a minor problem. The damage will be coming from Bombs with a kick from Alchemist Fire + Burn! Burn! Burn! The musket ball also serves as a platform upon which to apply Deadly Aim, which scales up with BAB.

The character can pump up his damage more through Enlarge Person. Most of the time, the advantage of this is limited because you take a Dex and size penalty to your attack bonus, but that should be more than offset most of the time by the fact that guns make Ranged Touch Attacks. The base Damage of a Size Medium Goblin firing a size Large musket pistol will be 2d6: quite respectable. Then add Bomb Damage, Alchemist fire +1d4. 1 shot/round is fast for a gun, even with Rapid Reload. I think you need an exotic item to beat it like an Advanced Firearm or Alchemal Cartridges.

Heather 540 wrote:
without Precise Shot you will be getting penalties for shooting into any melee situation. And you need Point-Blank Shot to take Precise Shot. If you don't want to go with a human to get the bonus feat, I would like to suggest a quick dip into Fighter to get what you need.

That's what my character does!

I wrote:
Level1, Fighter 1: Precise Shot

I left out Point-Blank Shot as a way of shorthand. I figured readers would understand the character was taking Point Blank Shot also.

Heather 540 wrote:

You can use the Trench Fighter archetype and later take two more levels to get dex to damage with your guns.

Oh, and the Gunchemist archetype replaces bombs completely. There's no discovery to get them back.

Trench Fighter eh? I will have a look! Also at Gunchemist.


Heather 540 wrote:
Oh, and the Gunchemist archetype replaces bombs completely. There's no discovery to get them back.

True, but Gunchemists' Alchemal Ordinance does as much damage as Bombs. And they have their own version of Fast Bombs, and that's huge.

It does mean the Gunchemist is committed to using Bombs + bullets together and doesn't have the same options of using them separately. That might be a problem.

Zwordsman wrote:
Not exactly as powerful as the Full ATtack Spamathon.

I think maybe it is. The Fast Ordinance Discovery lets you nova your not-Bomb attack with your gun, and the Damage gets huge. You can apply Deadly Aim to your attacks, multiplied by the number of attacks you get. Mine gets the 1d6+1d4 kick earlier on, but my character can't Fast Bombs with his Gun, while yours can, and I think that might make all the difference.

Also, my character has to dip a level into Gunslinger, and Gunchemists don't.

Heather 540 wrote:
loading a pistol is a standard action without Rapid Reload

Gunchemists do get Rapid Reload as a Bonus Feat at Level 6.

I wrote:
Trench Fighter eh? I will have a look!

Trench fighter is interesting. It gives you proficiency with a gun, but it doesn't give you a gun like Gunslinger and GunChemist does. Also, it takes 3 levels in Fighter before you get it. That might be okay, since then you just need a 4 level to take Weapon Specialization, and that's nice. Plus, the Bonus Feat never goes amiss.

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