Sysryke |
Okay, since several of you mentioned that you'd be willing to share NPC builds on the last thread I started, I figured I'd jump in here. This will sort of be a conceptual child of the thread I started some time last year, but I will try to break it into manageable chunks and trim down my normal text walls. Campaign and background details will follow as I think of them, or as requested for building guidance. As always, thanks to you all.
At the moment I'm in need of a human female alchemist who can do delayed bombs. As GM, I know I can hand wave and bestow extra/unique powers, but options for multiple delayed bombs, alchemical substitutions, or the like would be good. Basically, she's a field leader in a terrorist/cult organization inside of the city my crew has just entered. We're all level 5 and gestalt. This gal should be a good fight, but by know means super lethal. It's more about the chaos she can wreak upon the grand square. As subject quote may clue in, I'm drawing inspiration from Cheryl/Carol in the last two seasons of Archer.
I botched the encounter getting my crew through the gates of the city, but the guards they passed could come back up as sources of info, or small encounters later. Relatively generic, but a human, and drow, a half-orc, and a kitsune warrior, all about level 6. Decent fighting stats, but I'm more interested in skills and traits that point towards personality traits. The kitsune was friendly and amused by the party, the human and orc kind of neutral, the drow somewhat hostile, but not evil.
Keeping is mind that the party is only level 5, my penultimate villain (many months away) is a corrupted "Grand" cleric of this world's water deity. I'm looking for a guy who can summon some type of twisted, diseased, or otherwise tainted water elementals.
That's a good start, and already a bigger text wall than I meant to make. Looking forward to your all's suggestions.
DeathlessOne |
Hmm... I have several ideas for such a character but I am not a real fan of the alchemist class in PF1. Nothing wrong with it, it doesn't jive with me is all. I've only built a handful of characters that use that class to any significant degree.
HOWEVER, I do have something that has the alchemist 'feel' to it (complete with bombs) and setting up 'traps'. I can put something together if you are interested in it:
Class: Unchained Rogue
Archetypes: Eldritch Trickster/Underground Chemist
Variant Rule: Variant Multiclass (Alchemist)
Online: Level 7 (seems about right for your needs)
What are the highlights?
Bombs
Debilitating Injury
Intelligence based 'caster' with access to best spell list
Intelligence (and sneak attack) to bomb damage (splash gets INT too)
Character level * 1.5 to Craft (Alchemy) checks
Can deal with (and set) traps, especially magic ones
Access to Rogue and Ninja talents (spend spell slots as Ki)
Access to select Alchemist Discoveries
Sysryke |
That could work. Sounds good anyway. Mostly I want this character to chuck some bombs, and set off several pre-set detonations. If that can be done with crafted alchemy items that are explosive as opposed to the delayed bomb discovery, that's just fine. Basically I want fantasy's answer to remote detonated explosives. Bonus if I can have her temporarily wreathed in flames (like the jelly stuntmen use to safely burn in action films).
zza ni |
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deathlessone build above has access to both rogue talents and can pick a bomb discovery via the rogue talent of bomber's discovery, which call out to 'modifies a bomb' but doesn't state it has to be from the 'bomb discoveries' list.
so pick up the rogue talent of cunny trigger (can trigger traps he makes as swift action within 30 ft range) and the Explosive Calligraphy alchemist discovery which let him set up semi- explosive runes (which is a magical trap) with his bombs.
best parts -its permanent so she can make a bunch days a head of time and as per the spell inside 10 ft range there is no save
Youd have to ether allow the bomber and bomber discoveries for unchained rogue (which a see little problem with. The unchained couldn't list every side book rogue talent out there) or use chained rogue.
i used a build that had the bomber talent, no Variant Multiclass and no trickster. straight up underground chemist.(can splash with scout for extra sneak attack options)
can also do a lot with normal alchemical splash weapons as minimum damage with no save. splash weapon mastery feat let you gain more targets with it. just +5 int mean 6 minimum splash damage up to 5 spaces at no save since splash weapons other then bomb give no save for half for the splash damage and it's a dc 5 to aim at a grid. underground chemist treat splash weapons as weapons for drawing them so quick draw let you full attack. even with two weapon fighting penalties hitting dc 5 for grids is easy.
DeathlessOne |
Need to amend my previous post, should have been the ELDRITCH SCOUNDREL archetype, not Eldritch Trickster (somehow I blended Eldritch Scoundrel and Sylvan Trickster in my mind).
Here is a link to a custom table for the class/archetype progression so you don't have to flip back and forth each time you level. And below are the selectable options I recommend to take up to level 6.
Feats:
1) Point-Blanks Shot
5) Precise Shot
6) Forgotten Trick (rogue talent)
There are some handy Ninja tricks you can pick up for a few rounds at the cost of a 2nd level spell slot. Its the Rogue/Ninja version of martial flexibility. I recommend Pressure Points to deal ability damage whenever you land a sneak attack, though maybe pick that one up as a permanent trick when you have more to spare.
VoodistMonk |
Delayed Bomb is locked behind 8 levels of Alchemist... which is okay, actually... Alchemist 8 has BAB+6 and probably over a dozen 4D6 bombs.
Saboteur Alchemist can take Complex Bomb, which combines the effects of two different Discoveries that modify Bombs... it costs two daily uses of Bombs per one Complex Bomb.
Trap Breaker Alchemist can set thier bombs as Land Mines... it costs two daily uses of Bombs per one Land Mine, until level 10, then it's only one use per.
Saboteur and Trap Breaker stack, so at level 10, you could have a Complex Bomb Land Mine that only costs two uses of your daily Bombs.
I haven't quite finished fleshing her out, yet, but this Sabotuer-Trap Breaker Alchemist 10 is what I'm working on.
VoodistMonk |
Not quite done, yet... I'm converting the level 7 Alchemist "Numerian Fluid Scavenger" NPC... adding archetypes and levels... taking away her addiction...
Right meow, she has Bombs, Complex Bombs, Delayed Dombs, Land Mines, and Styringe Stirge... so she can throw grenades, set time bombs, place land mines, and has remote drone strike capabilities.
What sort of bomb shenanigans are we combining with Complex Bombs? What sort of Discoveries that modify Bombs were you thinking for this character? I like Blinding Bombs and Confusion Bombs, personally... some things are more exciting than just damage, alone.
Sysryke |
Thank you all. I love seeing how your minds work. As far as bomb combos go, nothing too exotic. I want fun and a bit challenging, but complexly entertaining is a bonus. Ultimately, this character is meant to be a one time opponent. Since she is a member of a cult/terrorist cell, some minions/flunkies/mooks might be useful. I know conventional wisdom is that party vs. one fights are either too quick and dull, or too unbalanced and deadly.
Sysryke |
The group I play with is half comprised of players from another shared Gaming, sandbox, homebrew game from years ago. When I ran in that group, it was my first major GM undertaking. We had fun for a few months, and then I TPK'd the group and killed the game. I'd really like to not do that again. Game/campaign killer is not the GM legacy I want to leave.