Step 1: Be Grandma
Step 2: Store your sewing kit, I mean thieves tools/disguise kit, in THAT cookie tin (you know the one)
Step 3: Profit.
I oopsed into a quite strong thrown weapon character a few years ago when I played pathfinder 2 for the first time and I’m wanting to play again. I want to share my character idea, to both get feedback before I play again and showcase a build that a lot of other people seem to struggle to make. I haven’t played since that first weekend 2 years ago, so I’m probably going to butcher some game mechanics, please correct me.
I played this character at level 1, 2 and ~5ish, over the course of 4-5 one shots in mostly PFS play (the level 5 was outside PFS, but basically followed all the same rules).
A tool for every job, 10 steps ahead of the enemies.
Mastermind Rogue, Alchemist Dedication (Grandma Elf), Quick Draw, (more alchemy at level 4)
Combat:
Identify enemy weakness via Recall Knowledge, throw the thing that hits that weakness. Recall knowledge also makes enemies off-guard, one of the only ways to get that juicy effective +2 to hit on thrown weapons! (off guard). As a player who doesn't have any player knowledge of weaknesses in PF2, this was SUPER NICE!
Alchemist dedication gives so many additional options. Have a couple permanent bombs (gold cost) in a mundane (not throwers) bandolier, and a couple daily bombs from level 4 alchemist dedication. Now you can hit: Fire/Lightning/Cold/Splash weaknesses with those bombs from 1 action, Spam Splash/Acid weaknesses with Quick Alchemy if needed along with a few more bombs that cost 2 actions.
- I'm aware Investigator + alchemy stuff exists. Math/action economy didn't add up when I looked at it. Less skill monkey, less recall knowledge, no ranged off-guard.
For your bread and butter turns, you can pick Slashing/Bludgening/Piercing thrown (from your Throwers Bandolier at level 4+), via Throwing Hammers, Star knives, darts, and apparently Shurikens (I didn’t use them, but internet said they are negligible bulk, woohoo).
You can also get COLD IRON thrown weapons, along with similar weakness targeting things! hit ALL the weaknesses! (this might have been why I delayed throwers bandolier, dunno)
Note: You’re not in a rush to get a thrower’s Bandolier, since getting a striking rune on weapons that only do 1d4 damage. Use your early gold to ensure more bombs. Most of your damage is coming from Sneak Attack and hitting weaknesses. Bombs will do sneak attack damage to the main target they hit. Their splash damage does not apply precision damage.
Bombs/potions can’t go in a thrower’s bandolier, place them in a mundane bandolier
Don't be afraid to flank in melee, as it's guranteed off-guard vs. a -chance- of failing. It's roughly the same action economy (stride into position vs. stand and recall knowledge). You can get extra health potions via alchemy, so spending some (but not all) time in melee might take some pressure off your tank. You still have GREAT AC due to high Dex + (possibly) nimble dodge. Just remember, flanking Off-guard applies only to melee attacks so no bombs (thanks Owlbear137!)
Quickdraw works with loaded slings
At level 2+ store a couple 6+ loaded slings in a mundane bandolier. With Quick draw, you can one action draw and fire a loaded sling, then free action drop them, rather than reload. 1d6 damage is higher than your thrown weapons against enemies with no weaknesses to slashing/priercing, and the range increment is 50! 2.5 times farther than a starknife. Even though they won’t have the +1/striking from a throwers bandolier (they’re not a thrown weapon), having an instant-long range option is incredibly valuable, as you can get two shots of -instead- of striding into range to throw. You can leave slings behind for bulk reasons if you pick up loot in the dungeon, as they don’t have a cost to replace.
Thanks to Nimble Elf, we have 35 speed, allowing us to get in position to throw easily, or occasionally flank and be in melee. Speed keeps us much more safe and allows us to get safely into positions that provide flanking. If I’m first to act in combat, I don’t usually charge in, I recall knowledge and quick draw slings (due to extra range), firing two shots from behind the tank/beefcake.
Roleplay:
I am a skill monkey, everything but performance is trained so I have mechanically impactful roleplay options. And I’m grandma. 10/10 floppy hats and ginger snaps. Playing an old person with low charisma (aka gives zero fucks) that -does- actually know better than you is fun af. I roleplay that I -was- an adventurer… 500 years ago, and I’m basically remembering more as I level up, as the past couple hundred years I’ve been… doing non-adventuring stuff.
* On level up I get skill feat “Lore ____”? Yeah, my character pulled out a text book and read up on the subject. Side note, she wrote that textbook 400 years ago, after her first retirement from adventuring.
Skills:
Every single skill feat is “Additional Lore.” This allows you to get automatic scaling on more specific information, making your Recall Knowledge checks more impactful (Specific lore lowers the check DC compared to using something like "religion", Additional lore also auto-ranks up "At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory".)
I had: Undead Lore, First World Lore, Hell Lore, PFS Lore, Outer Rifts Lore, and basically was just rotating through all the planes with lore if I was in a more dedicated campaign, I’d get lore related to it. I then had Expert in Society to try to get better checks on more mundane enemies, and would eventually get expert etc. on broader topics like nature/religion etc.
Attributes:
+0 Str
+4 Dex
+0 Con
+3 Int
+2 Wis
+0 Charisma.
I tested +4 int a level 1, but with all the +lore, it was okay to drop it to just +3. Damage from Strength is irrelevant but I was running into issues with being able to carry all this bulk, due to so many potions. Seriously considered picking up Hefty Hauler until I get +1 strength at level 4. I think I dropped/sold my rapier for bulk reasons. Low Con has been survivable so far, due to being able to avoid melee. Plus, I’m grandma. Ye-old bones or something (even though elves don’t really age like humans)
Past level 2 ideas:
Skill feats = additional Lore, as it auto-scales with player level.
Throwers bandolier a level or two late, since buffing 1d4 damage is irrelevant (the +1 to hit is nice).
Level 4 Improved Alchemy for more GOOD bombs a day, that only cost 1 action (no quick alchemy tax)
5/6/7, I’m unsure what to get
Level 5 Ancestry feat: Free Heart?, something with more lore? Dunno.
Level 6: Analyze Weakness?
Level 7: Some useful
Level 8 is a no-brainer.
Advanced Concoction (Alchemy Dedication)->Efficient Alchemy (Level 4 Alchemist Feat)
This should override the hard limit of “4” advanced alchemy products per daily preparation and replace it with 6+ INT, or 10-11 FREE bombs/potions per day.
Level 10: Dunno
Level 12: Maybe Alchemical Power, to make all my bombs scale proper.
If I do find a good group to play with, I’ll have time to figure out later levels for sure.
So Reddit, here’s what I ask of you:
Give me your BEST grandma story, even if it’s unrelated to Pathfinder. I need more roleplaying ideas.
Oh, and suggestions and/edits to the build would be great.