Posted February 19, 2013
I made a dwarven grenadier, and he was very powerful. Molotov cocktails are cheap, don't hurt you or your allies, push enemies away from you, and do decent damage. And that's the first level in explosives. Other explosives are more contextual, like the stun grenade which you can throw at the end of your turn to cause enemies to lose their turns, and then resume the attack. Grab a boomerang for when you don't want to use up your grenades and you're all set. I actually didn't finish playing that character, but I'd guess that there would be room to branch out into other tech disciplines too to make it more interesting, especially if you didn't need the high-level grenades.
Gazoinks: I've been meaning to try Throwing for a while, so I'll probably try out this build. Any thoughts on replacing the Magic with Tech so you can build explosives?
I would add, by the way, that I think Arcanum is less fun when one looks for the "best" build. Pure melee builds are really easy, but also really boring. What makes Arcanum great is how many different builds are viable, and how many opportunities there are for roleplaying those builds and making different choices. I'd advise just trying a build that sounds cool, and if it doesn't work out, start over with something else.