Half-Orc Alchemist (Grenadier)
Bombs, bombs, and more bombs. Bombs to kill enemies, bombs to stun enemies, bombs to make enemies fall down. The Mad Bombers focuses on throwing as many bombs as effectively as possible, and will take the half-orc favored class bonus of ½ more bomb damage per level.
2: Precise Bombs from Grenadier Archetype, Smoke Bomb
3: Precise Shot
4: Stink Bomb
5: Rapid Shot
6: Tanglefoot Bomb
7: Two-Weapon Fighting
8: Fast Bombs
9: Weapon Focus: Bombs
10: Confusion Bomb
11: Improved Critical: Bombs
13: Improved Two-Weapon Fighting
14: Blinding Bomb
15: Greater Two-Weapon Fighting
16: Greater Mutagen
17: Extra Bombs
18: Grand Mutagen
19: Extra Bombs
20: Elemental Mutagen, Explosive Bomb, True Mutagen
Intelligence is important for bombs and alchemist goodies, Dex is important for throwing. Con is important for staying alive, while Strength and Charisma are two clear dump stats. Int>Dex>Con>Wis>Str>Cha
15 Point Buy
INT: 18 (16+2)
20 Point Buy
INT: 19 (17+2)
25 Point Buy
INT: 20 (18+2)
Attribute increases: Get Dex and Int to even numbers, then boost Int. If you are going for greater two weapon fighting, you want 19 Dex by level 15.
TraitsReactionary: +2 Initiative
Fate's Favored: +1 Luck bonuses. In combination with Sacred Tattoo, this trait equals an additional +1 to all saves!
Take the alternate racial trait “Sacred Tattoo” to get +1 luck bonus to all saving throws at the expense of orcish ferocity. With Fate's Favored, it's awesome!
Anything with a luck bonus, such as jingasa of the fortunate soldier, is also going to be golden due to the Fate's Favored trait.
What the Build Looks Like at...
Level 1: HP: 9, AC 17. Throws one bomb at +5 touch for d6+4 damage.
Level 4: HP: 27, AC 19. Throws one bomb at +11 touch for 2d6+7 damage. 9 bombs a day
Level 8: HP: 51, AC 20. Throws four bombs at +9/+9/+9/+4 touch for 4d6+9 damage. 13 bombs a day, DC 19. Can make bombs entangle and glue, or have a radius of 10 feet.
Level 12: HP: 75, AC 20. Throws four bombs at +14/+14/+14/+9 touch for 6d6+11 damage (19-20/x2). 17 bombs a day, DC 22. Can make bombs entangle and glue, confuse, blind or have a radius of 10 feet. (DPR 88 against average CR 12 creature)
Level 16: HP: 131, AC 22. Throws seven bombs at +18/+18/+18/+13/+13/+8/+8 touch for 8d6+14 damage (19-20/x2). 22 bombs a day, DC 24. Can make bombs entangle and glue, confuse, blind, deal extra damage to undead and other creepsters, or have a radius of 10 feet.
Level 20: HP: 203, AC 27. Throws seven bombs at +22/+22/+22/+17/+17/+15/+5 touch for 10d6+15 damage (19-20/x2). 25 bombs a day, DC 25. Can make bombs entangle and glue, confuse, blind, deal extra damage to undead and other creepsters, nauseate, or have a radius of 10 feet.
Get in there and Bomb! Use a variety of different kinds of bomb to drop different status ailments on dudes. Try not to blow your load all at once, don't go nova until boss fights.
Guide to the Builds
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