
NewXToa |

Hello!
I'm trying to think of a backup character for me to play in the event that my current character dies. I don't plan on dying, but I'd like to be ready for the unexpected.
There's 7 players total in this campaign (plus the GM), so I'm trying to find something that fills the niche I currently fill, but I'd also like it to feel different.
I am currently an Inquisitor Archer, with an emphasis on skill checks. I'm looking for other types of ranged characters - builds that don't use spell-casting or melee as their plan A (although backup plans are always nice, and spells are great for utility), and aren't necessarily archery-based.
Does anyone have any suggestions? I'm not looking for fully fleshed out builds, but if there's a particular archetype or feat that enables something new, I'd like to hear about it :)
I hope that made sense, feel free to ask for clarification if I was unclear. I realize this is a kind of vague question, which is why I'm looking more for bread-crumb trails I can go follow than fully fleshed out builds.

MrCharisma |

Alchemist, Kineticist, Eldritch Archer Magus.
Alternately you could switch things up by going for OVERWATCH STYLE (and eventually OVERWATCH VORTEX). You could still use a bow, but you're using it differently (presumably).

NewXToa |

Overwatch style could be fun, with the Crossbowman Fighter archetype and a few levels of Unchained Rogue. Although Unchained Rogue would mean a hit to my BAB, so I'd get Overwatch Vortex later. It'd take some tinkering, to figure out how to best take advantage of everything. I've never made a crossbow-based character, either, so that sounds interesting

Meirril |
Well, if you have an incredibly munchkinish table you might go with something truly strange and disgusting.
You really need 3 questions answered before you walk this abortion into your campaign. First is does your GM mind you using stuff from the Technological pathfinder rules? The second question is does he mind you using a Shadowcrafted weapon as a Technological weapon? (that basically means you have a Laser Riffle that doesn't need power) And the last question is 'what is that going to cost?'
And when I say cost, I mean in feats and traits. Possibly you might be required to have a PrC level invested in Technomancer, though my own suggestion would just to pick up the Technologist feat, and maybe Craft Technological Arms and Armor to excuse the fact that you know how to change a purely magical transforming weapon into a high tech beam cannon.
The biggest advantage of this is being able to change the damage type as a standard action. Certainly worth 2 or 3 feats.
This certainly isn't something you could do at low levels. Shadowcrafting a two-handed ranged weapon would be 12k plus the cost of actual enchantments. And if the monster you are fighting figures out that this shoots illusions, you get minimum damage on every dice. Still, it is a good gimmick.
Since the plan is to have a weapon that transforms into a bunch of different firearms (including the very ordinary ones usually found in pathfinder), it doesn't pay off to get dex to damage because all of those abilities say with "a single type of firearm (ranged weapon)" and you'll be transforming between lots of different types. Since Technological ranged weapons hit touch at all range increments you should ignore to hit and go for interesting abilities.
I'd suggest Magus (Eldritch Archerer) as the base character. Maybe dip 1 level into Spellslinger to pick up more tricks you can do with a firearm/extra feats. As long as you start high enough level to afford the shadowshooting weapon I wouldn't worry about misfires or reloading feats.
You could also focus on full BAB classes so you get more itterative attacks, but I think the extra carrier that Magus can do is going to have more impact. Especially late game where a lot of monsters have True Sight and they should be taking minimum damage from the shadowcrafted weapon.

NewXToa |

We're currently 8th level, but I don't intend on dying soon and we're leveling fairly quickly so I'd say 10 is a reasonable level to build for.
Shadowcraft laser rifles sound spicy, but that will save to disbelieve sounds a bit worrisome - especially considering it scales off the enhancement bonus of the weapon. It'd get expensive fast, haha. Although we do have a few crafters in the party, so that would help.
A ranged sunder build is intriguing, although I expect there to be lots of Proteans in our future, and I'm not sure I'll get much use out of it. (natural weapons, et cetera) Other combat maneuvers are a possibility, though. Magic items and holy symbols do make enticing targets, too! My GM is pretty flexible, so he could probably adjust to me destroying stuff he intended to give to the party.
We've already got a skald in our party, as well as an Arcanist who's leaning heavily towards dispel/counterspell shenanigans, so I'm leaning away from that last suggestion. Stepping on toes is inevitable when there's this many players, but I'd rather not be too redundant ;)
I'll confess I don't particularly like the feel of Alchemists, although if anything could make me get over that bias it would be the prospect of lots of explosions. They're INT-based as well, which would let me keep rolling skill checks.
On closer inspection, Grenadiers are pretty cool. Is there any particular (cost-efficient) alchemical dusts/liquids that pair well with their Alchemical Weapon class feature? Their ability to make alchemical items themselves obviously comes in handy there.
All the suggestions are appreciated! In retrospect it looks like I only pointed out all the things wrong with each of those, but whatever I may have said about each idea they did get me thinking, which was the point of this thread ^-^

avr |

Acid's the cheapest alchemical weapon at 10 gp a pop. Get a hybridization funnel and acid + alkali = 2d6 acid damage for 25 gp. Incendiary catalyst + alchemist's fire + bomb fire damage is potentially a fair bit. A ghast retch flask (powder not liquid so not hybridizable) is 3 rounds of sickened even if they make the save. Kitumu's ire could be used to direct a swarm created by the vomit swarm extract - a friend once noted that alchemist's abilities seemed to be designed to make him go 'ick'. Tanglefoot bags are still good.
Mineral acid and Artokus's fire are more expensive, 2d6 damage versions of acid and alchemist's fire.

MrCharisma |

My thoughts for Alchemist were that you could just use bombs and it'd he different to what you're playing now. You get debuffs/control as discoveries, and just take some of the usual ranged feats but it'd have a very different feel compared to your archer Inquisitor.
INT-based means skills as well, so yay.
Kineticist and Eldritch Archer were similar ideas, but probably less different and with less skills.
Further you could combine all of this with Overwatch-Style/Tactician if you wanted (you wouldn't get Vortex till level 15). Then you've got yourself a new ranged character who'l play very differently to the one you're playing now, while still covering the same bases for the party.

NewXToa |

I've never made a character that focuses on summons and it could be fun, but with 7 players I'm afraid I'd slow things down, even if I was always as prepared as I could be.
Eldritch Archers are cool, but you've got a point about them playing similar to my Inquisitor. I am very tempted to do a thrown weapon magus, though... Magus are cool, I just need to find a way around thrown ammunition destroying itself after it's used. On a similar vein, I've never done a Warlock Vigilante before.
Kineticists and I don't really mesh, unfortunately - every time I start making one, I get sidetracked into doing something else that fulfills my personal goals better.
I really like shuriken ninjas, but unfortunately I've never been able to put one together that satisfies me. It hasn't been for lack of trying, though! Part of it comes back to the whole disposable ammunition thing I mentioned with the magus. In addition I'm wary of relying on Invisibility for my main shtick because it's so easy to counter, considering the enemies we've been fighting are intelligent and have used scrying in the past.
So far I'm most tempted by an alchemist, an overwatch-style fighter, a thrown-weapon magus, or warlock vigilante... 2/3rds casters are addicting in their utility and versatility (alchemists aren't 2/3ds, but they use extracts which have similar application in this context).

Scott Wilhelm |
Grenadier alchemist makes for a weird archer, especially with the explosive missile discovery. It can use a crossbow, or with a dip or something a bow or pistol is a valid option. Or generally any sort of mad bomber alchemist can work.
Goblin Gunslinger Grenadier Alchemist! Range Touch Attacks with Exploding Bullets! Goblin Gunslinger is a Feat that lets them use Guns a size bigger than normal. Adding lamp oil or alchemist fire to your bullets will also allow you to take Burn! Burn! Burn! Another option would be Gunchemist.

Scott Wilhelm |
Start off with an Elf or Half Orc using an Orc Hornbow.
Start off as a level 1 fighter and take Precise Shot.
Dip a level in Ranger with the Freebooter Archetype and use a Wand of Gravity bow.
Dip a level in Living Monolith while you can and grow a size bigger and shoot bigger arrows.
Since Enlarged arrows shrink as you shoot them, you need to do a workaround. Carry around a quiver of Size Large Arrows. Drop them as a Free Action. Enlarge a s Swift Action. Pick up your quiver as a Move Action, then use your Wand as a Standard Action. Next round you are Full Attacking with Arrows that inflict 4d6 Damage, unless you are going Grenadier Alchemist, in which case you are shooting once/round but with exploding arrows, so you should take Vital Strike Feats and shoot arrows that do 8d6 and up and then explode.

Scott Wilhelm |
After your first level in Fighter, take 2 levels in Ninja. Take Vanishing Trick, and False Attacker.
So you turn Invisible and use Stealth to find a nice spider hole to shoot from.
Invisible to your oppoents, you get Sneak Attack Damage. Normally, you can make a Stealth Check at -20 to Stay hidden. But False Attacker lets you make a Bluff Check first, and if successful, you stay hidden without having to make any Stealth Check.
Another invisible archer build would be to take 3 levels in Bard with the Flame Dancer Archetype. Then get yourself an Eversmoking Bottle. The Bottle will make everyone blind with the smoke except for you and all your allies you bless with Song of Fiery Gaze. This is much more powerful, so your GM will punish you.