|Ehm Sven Nien|
So I actually have a fair amount of leeway on this guy. He advanced several levels at once from running a module series. His build is below. But I could still change the last few levels of gear and build since I haven't played him yet.
Not sure about a few choices and how some of them interact by the rules.
- This guy is going for the single big hit grenade launcher action. The explosive missile discovery and conductive weapon will let me add 2 bomb damage onto my pistol damage (for the cost of 3 of my daily bombs). Correct me if I'm wrong but if I use those with the targeted bomb admixture formula, I can take a shot (usually ranged touch) that will do d6 bullet plus 8d6+20 fire damage. At 8th level, that is pretty nice.
- Concussive missile discovery is for those fire resistant enemies. Had a real tough time with a bunch of poison and fire immune devils. It is the very rare creature that is resistant to sonic damage. Even more rare to be resistant to both fire and sonic.
Those 2 discoveries are pretty set in the build.
- Was thinking about the bore bomb discover. It seems very saboteur-ish. But unless an inanimate object resists at least the first 15 of fire or 10 of sonic, I'd actually do better with regular bombs.
- Not really sure about explosive bombs. Do I really need a radius increase? PFS is usually a very small number of opponents anyway. Similar thinking for the strafe bomb discovery.
- Considered the tangle or poison bombs. But the couple guys I've seen use them, most creatures seem to make the saves. Alchemist DC's don't tend to get as high as focused spell caster DC's.
- Thought about deadly aim, but is specifically says it doesn't work with ranged touch attacks. And usually I'm maneuvering to try and get close enough that my pistol as wells as bombs are always touch attacks.
- Is there some way to get something like keen or impact on a pistol or its ammo?
- I know he needs to purchase some silver, adamantine and cold-iron ammo. That is next on the list, just haven't gotten to it yet.
- What do you think about all the other types of specialty ammo? Are they worth the cost?
- Does dryload ammo need to have a +1 enchantment first? I'm getting differing opinions.
- Bought the endless bandolier. But is there some other alchemist or gunslinger specifc items I should be purchasing for this type of character? Maybe before the headband and the second plus on the armor?
- Far shot and reckless aim feats are under consideration.
- Distance, reliable, and seeking are properties I was considering adding to my pistol.
- Any way to increase the bomb save DC's
Male gnome alchemist (saboteur) 7/gunslinger (pistolero) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 36, Pathfinder RPG Ultimate Combat 9, 51)
CG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +14 (+16 vs. magic traps)
AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 69 (8 HD; 7d8+1d10+24)
Fort +12, Ref +11, Will +5; +4 bonus vs. poison
Speed 20 ft.
Melee mwk cold iron steel terbutje +8/+3 (1d6/19-20)
Ranged +1 conductive pistol +11 (1d6+1/×4) or
. . bomb +10 (4d6+5 fire) or
. . concussive bomb +10 (4d4+5 sonic) or
. . pistol +10 (1d6/×4)
Special Attacks bomb 17/day (4d6+5 fire, DC 18), deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (1)
Alchemist (Saboteur) Extracts Prepared (CL 7th; concentration +12)
. . 3rd—fly (2)
. . 2nd—alter self, aram zey’s focus, false life, see invisibility
. . 1st—blurred movement[ACG], bomber's eye[APG], heightened awareness[ACG], longshot[UC], shield, targeted bomb admixture[UC]
Str 10, Dex 14, Con 16, Int 20, Wis 12, Cha 9
Base Atk +6; CMB +5; CMD 17
Feats Extra Bombs[APG], Extra Discovery[APG], Gunsmithing[UC], Point-Blank Shot, Precise Shot, Throw Anything, Weapon Focus (pistol)
Traits black powder bravado, meticulous concoction
Skills Acrobatics +6 (+2 to jump), Appraise +9, Climb +6, Craft (alchemy) +20 (+27 to create alchemical items), Diplomacy -1 (+1 vs. geniekind), Disable Device +14 (+16 vs. magic traps), Fly +8, Heal +5, Knowledge (arcana) +16 (+18 to understand the nature and ways of dragons), Knowledge (engineering) +17, Knowledge (local) +16 (+18 to identify drow and their customs, weaknesses, and tactics), Knowledge (planes) +13 (+15 vs. geniekind, +15 to identify demons and other outsiders native to the Abyss), Linguistics +7 (+9 to learn about Azlanti sentence construction and idioms), Perception +14 (+16 vs. magic traps), Ride +6, Sense Motive +1 (+3 to distinguish between true statements and exaggeration regarding esoteric topics), Sleight of Hand +6, Spellcraft +12, Survival +5 (+7 to navigate Jungles of Mwangi Expanse, +7 to notice and follow tracks in Arctic environments), Swim +4, Use Magic Device +3; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Abyssal, Celestial, Common, Dwarven, Gnome, Hallit, Infernal, Kelish, Osiriani, Sylvan
SQ alchemy (alchemy crafting +7), discoveries (concussive bomb, explosive bomb, explosive missile[UC], precise bombs [5 squares]), gunsmith, master tinker[APG], poison use, swift alchemy
Combat Gear oil of magic weapon, potion of cure light wounds, wand of comprehend languages (47 charges), wand of detect magic (47 charges), wand of endure elements (40 charges), wand of infernal healing (29 charges), acid, alchemical grease[APG], alchemist's fire, antiplague[APG], antitoxin, bottled lightning[UE], flash powder[APG], holy water, itching powder[UE], liquid ice[APG], tanglefoot bag, thunderstone, vermin repellent[UE]; Other Gear +1 expeditious mithral chain shirt, +1 conductive pistol[UC], mwk cold iron steel terbutje, paper cartridge[UC] (17), pistol[UC], cloak of resistance +2, endless bandolier[UE], handy haversack, headband of vast intelligence +2, adamantine wire saw[UE], alchemist's lab, alchemy crafting kit[APG], candle, chalk, climber's kit, cold weather outfit, earplugs[APG], fishhook, flint and steel, ink, inkpen, parchment, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, scroll case, sewing needle, signal whistle, spell component pouch, spell component pouch, string or twine[APG], swarmsuit[APG], thieves' tools, torch, trail rations (3), waterskin, weapon cord[APG], whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 268 pp, 7 gp, 1 sp, 1 cp
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+5 (17/day, DC 18) (Su) Thrown Splash Weapon deals 4d6+5 fire damage.
Concussive Bomb (Su) Bomb deals sonic damage with reduced die size.
Deeds Use Grit to perform special abilities with your firearms.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Explosive Missile Use bomb with ranged weapon.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Tinker You are proficient with any weapon you have personally crafted.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
I'm not an expert on PFS, or a bunch of this actually, but here's what I can offer.
Your pistol should be 1d6+1 if you have a +1 conductive weapon, but otherwise it looks like you got your damage right with targeted bomb admixture.
Deadly Aim probably doesn't work with bombs (pretty sure, but maybe check), but it should work with your gun. It may not actually be worth it since a huge amount of your damage is coming from bombs, but if you're hitting on a 3+ anyway then you can provably afford the penalty.
If you have adamantine/cold-iron/silver bullets as well as fire/sonic bombs you probably don't need anything else. The only other damage I'd consider would be more energy types from bombs - less for the damage and more for the status effects you can impart with different bomb types. If you don't feel you need it then don't worry.
Distance is probably a great weapon enchantment for you, but Reliable isn't as amazing - since you'll be firing as a standard action (rather than a full round action) you can simply use quick-clear to get your gun working for next round. Reliable isn't useless, but it's not as necessary for you as it is for the average gunslinger.
Under Early Firearm rules: "Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments."
You can use Deadly Aim just fine (well, accuracy penalty and all).
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actually, look at the grenadier archetype
use the conductive pistol, with explosive missile, and
Alchemical Weapon (Su): At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action. This action consumes the alchemical item, but transfers its effect to the weapon in question. The alchemical item takes full effect on the next creature struck by the weapon, but does not splash, spread, or otherwise affect additional targets. Any extra damage added is treated like bonus dice of damage, and is not doubled on a critical hit. The alchemical treatment causes no harm to the weapon treated, and wears off 1 minute after application if no blow is struck. At 6th level, a grenadier can use her alchemical weapon ability as a swift action. At 15th level, this ability becomes a free action. This ability replaces poison resistance.
use a hybridization funnel to add 2 things instead of 1. like an acid flask and an alchemist fire
now shoot for bomb+int+1(explosive missile), +bomb+int(conductive weapon)+d6+int(alchemist fire),+d6+int(acid flask)+any other bonuses as a standard and a move action
i wouldnt bother with extra bombs or weapon focus as a feat, but i would grab rapid shot and deadly aim
I wouldn't worry about Rapid Shot, it can't be combined with Explosive Missile. It could be used with bullets if you run out of bombs (or just want to save them or whatever), but you'd also need Rapid Reload. Seems like a lot to invest in something you'l hopefully never do.
Grenadier is a good idea though, as is the hybridization funnel =)
|Ehm Sven Nien|
... but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. ...
actually, look at the grenadier archetype...
I've already got 5 levels in with the saboteur archetype. I will have to look and see if it is worth the cost of retraining. It might be.
|Ehm Sven Nien|
Ok, I looked it over and it is worth it. It just gives up the poison stuff which isn't that useful in PFS anyway. If I do the retraining to add the grenadier archetype before I add the chronicles, it isn't all that pricey.
So I took grenadier.
Decided to take the infusion discovery instead of the explosive bombs.
For feats, I took deadly aim and reckless aim.
I bought the hybridization funnel. For ammo:
5 adamantine cartrdges
10 alchemical silver cartridges
10 cold iron cartridges
5 flare shot cartridges
Does the ammo have to be magical to add the dry load property?
Can an alchemist craft his own alchemist fire, acid flasks, etc... to use with the hybridization funnel and alchemical weapon ability? Seems like I remember reading that they could, but now I can't find it.
Any other suggestions?