Elf Archer Grenadier


Advice


Basically I'm focusing on a long range debuffer type set up by taking advantage of Explosive Missile and longbow proficiency by taking a bunch of bomb discoveries like Tanglefoot Bomb, Blinding Bomb, Dispelling Bomb etc

Has anyone ever tried this before? Is it viable? Are there any discoveries I should prioritize over others? Any specific items that would be useful for this build?


The DCs on your bombs are the exact same formula as a witch's hex (10+1/2 level+int). You have a bit more to worry about with stats since you are not quite as SAD...but hey, you are an archer, so it is not that bad. So your DCs are not a problem.

And with the right selection of discoveries the debuffing is not a problem- you can put on a variety of conditions, and many of the bomb types have secondary effects on a direct hit (such as frost bomb doing a staggering effect). And there are a lot of bombs which also allow you to throw out the cloud series of spells.

Heck, some of the bombs are 'those low level options you love, but with a much, much better DC'. Tanglefootbombs, grease bombs, curse bomb, etc.

Really, when you use it right...your bombs basically give you an ability similar to a spontaneous caster, allowing you to throw out whatever spell is appropriate. It is just that, in return for not having to deal with spell levels, you have a rather restricted list of spells known, each bought with a discovery (or a feat to buy a discovery).

So when it comes to debuffing...you are FINE.

Add the option to trade in the easy hit of touch AC and splash for a huge range, and you are doing stellar. Just remember that it is an 'option', and that regular bombs can be far, far safer bet (higher level monsters rely largely on armor and natural armor- terrible touch AC).

Too many people think that the best thing about bombs is their blasting and nova ability. No...saving them like spell slots for debuffs can have much more devastating effects. ...Altough having the option to blast a dragon down with heavy ordinance is not bad too...


My stats are a bit over the place due to rolling, but the DM gives us a free 18, and I managed to roll 2 16s so this is what my stat array looks like

Str: 12
Dex: 20
Con: 13
Int: 18
Wis: 16
Cha: 13


...yeah...your stats are stupid good. Many witches aspire to that level, and you also have fantastic dex and even good wisdom (for will saves). So your saves are fantastic and you have little reason to fear accuracy when you use bombs as missiles.

You have little to nothing to worry about. Just pick some bombs that seem appropriate and useful in a lot of situations.

And generally try to get a variety of bombs that target different saves (confusion targets will, most bombs target reflex, some of them like the ones that stagger target fort, etc.). This is just a general rule for anyone that relies on targeted saves.


That's one pretty awesome character roll set. Consider juggling the WIS and the STR or CON. CON will do you better in the long run than lots of WIS (there are other ways to get good will saves). STR will give you a small boost to composite bow damage, and make you a viable switch-hitter (though it might not be necessary). Later on, consider picking up the Spell Knowledge discovery, then getting Arcane Strike for archery.


But do they need to be a switch hitter?

The build seems to ba a debuffer/battlefield control that can also do great buffs with extracts. That is a fine set of roles! So bow damage doesn't necessarily have to be a priority, and going out with a melee weapon is even lower on the totem pole.

At the same time...arcane strike does also pave the way for Riving strike (-2 to saves vs spells on anything you hit with arcane strike). So it does boost damage and open options for more debuffs. So that is certainly a valid path.


Opuk0 wrote:

Basically I'm focusing on a long range debuffer type set up by taking advantage of Explosive Missile and longbow proficiency by taking a bunch of bomb discoveries like Tanglefoot Bomb, Blinding Bomb, Dispelling Bomb etc

Has anyone ever tried this before? Is it viable? Are there any discoveries I should prioritize over others? Any specific items that would be useful for this build?

I haven't, but I've been wanting to. That's like the only character I'd think of just single classing. I was thinking more of inflicting massive damage with exploding arrows covered with Adamantine Blanch, Force Bomb, Acid Bomb, and Fast Bombs along with Deadly Aim and True Strike rather than debuffing, but yeah, you have a lot of options.

I recommend Stabbing Shot and maybe Snap Shot feats for when things get up close.

If you use Marker Dye Arrows, they resolve as Ranged Touch Attacks. They don't do damage, but you want to use them to deliver Tanglefoot and Blinding Bombs with some itching powder mixed in anyway.

And any way you want to go, your build is pretty straightforward.


Could you use Fast Bomb with Explosive Missile now that you mention it?

Silver Crusade

Opuk0 wrote:

Basically I'm focusing on a long range debuffer type set up by taking advantage of Explosive Missile and longbow proficiency by taking a bunch of bomb discoveries like Tanglefoot Bomb, Blinding Bomb, Dispelling Bomb etc

Has anyone ever tried this before? Is it viable? Are there any discoveries I should prioritize over others? Any specific items that would be useful for this build?

Yeah, that's the basic premise of the Kallen Telos build from my alchemist guide.

While I'd suggest going tiefling, there's not a huge difference aside from tail, so go nuts. Going straight alchemist is the best bet, there's no real need to dip, and most discoveries aren't huge issues for you.

And Fast Bombs won't work with Explosive Missile since Explosive Missile is a standard action.


N. Jolly wrote:
Opuk0 wrote:

Basically I'm focusing on a long range debuffer type set up by taking advantage of Explosive Missile and longbow proficiency by taking a bunch of bomb discoveries like Tanglefoot Bomb, Blinding Bomb, Dispelling Bomb etc

Has anyone ever tried this before? Is it viable? Are there any discoveries I should prioritize over others? Any specific items that would be useful for this build?

Yeah, that's the basic premise of the Kallen Telos build from my alchemist guide.

While I'd suggest going tiefling, there's not a huge difference aside from tail, so go nuts. Going straight alchemist is the best bet, there's no real need to dip, and most discoveries aren't huge issues for you.

And Fast Bombs won't work with Explosive Missile since Explosive Missile is a standard action.

Right. You use Explosive missile at range for single big shots, perhaps in conjunction with True Strike and Deadly Aim, and also use the Grenedier ability to infuse a flask of Lamp Oil, acid, or something to the Arrow, too.

Then you use Fast Bombs when you close into to Throwing Ranges.

Sorry. When I said to combine them, I meant combine them in 1 character, not necessarily one attack.


A thought occurs, do Explosive Missile work like Spellstrike when it comes to criticals?

If I crit with an Explosive Missile from a longbow, do I triple the bomb damage? Does each happen individually? Double bomb damage and triple arrow damage.


Anyone got any thoughts?

Silver Crusade

Opuk0 wrote:

A thought occurs, do Explosive Missile work like Spellstrike when it comes to criticals?

If I crit with an Explosive Missile from a longbow, do I triple the bomb damage? Does each happen individually? Double bomb damage and triple arrow damage.

It should be double bomb damage (bombs only have a x2 crit, and nothing about the ability says it changes the bomb's crit), although the arrow is still a 3x crit, so you're fun in the sun there.

Really, once you're grenadier 6, you've done as much as you can do to make this work. The rest is just ranged feats, keeping your alchemical items on lock, and buying some sick alchemical arrows (tangleshot are amazing) to make sure you're rocking the best debuffer possible.


Can you still combine alchemical weapon and explosive missile?

Silver Crusade

The 8th Dwarf wrote:
Can you still combine alchemical weapon and explosive missile?

Has there been errata to alter them?

Alch weapon is a move/swift action, explosive missile is a standard action, there's no rules that currently disallow them to be used together unless another errata snuck up to destroy something fun and not at all overpowered.


I have done an elf Archer Grenadier and it when very well. I did miss every once in a while with explosive missile but it was still pretty awesome. Don't forget about Melee buffs too you can't always be far away.


The smitter wrote:
I have done an elf Archer Grenadier and it when very well. I did miss every once in a while with explosive missile but it was still pretty awesome. Don't forget about Melee buffs too you can't always be far away.

My acrobatics trait and I would beg to differ


Two-handed firearms will up your damage and accuracy, since Explosive Missile includes reloading and firing in the same action. You'll need to spend a feat or dip for firearm proficiency, but Rapid Reload won't be necessary.


Backlash3906 wrote:
Two-handed firearms will up your damage and accuracy, since Explosive Missile includes reloading and firing in the same action. You'll need to spend a feat or dip for firearm proficiency, but Rapid Reload won't be necessary.

ETA: OOPS. One-handed only. Still, targeting touch at 30 with a regular pistol is still respectable.


N. Jolly wrote:
The 8th Dwarf wrote:
Can you still combine alchemical weapon and explosive missile?

Has there been errata to alter them?

Alch weapon is a move/swift action, explosive missile is a standard action, there's no rules that currently disallow them to be used together unless another errata snuck up to destroy something fun and not at all overpowered.

I hope not because it will mean a change in my Pistolero Grenadier character concept.

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