Making crossbows useful?


Advice


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Wondering what my options are here. Playing as a cleric who wants to carry around a crossbow, but I'm not seeing a lot of ways to optimize it, specifically in terms of damage output. All I'm seeing are options like Focused Shot / Vital Strike, which take standard actions (though as a medium-BAB class, I guess I shouldn't necessarily shy away from that, since I'll only have one shot per round for awhile anyway).

I know a better option is to get longbow/shortbow proficiency, but that's not what I want to do.

Am I just out of luck? Or will my buffing spells make up for the lackluster crossbow performance?


Pathfinder PF Special Edition Subscriber

I was asking allot of the same questions awhile back. I created a thread HERE. I hope that can be of some help.

Dark Archive

It depends on how effective you want to make crossbows. Most people do not want it better than bows, just something that isn't a complete joke past level 3 or 4.

One very common house rule is to allow the wielder to add his DEX modifier to damage.

Shadow Lodge

you can take rapid reload and point blank, rapid, and precise shot.

you wont out damage a bow user, and you will have to burn more feats to be less effective... but you can do it. a different option is to grab a repeating crossbow, its a d10 and you can shoot up to 5 shots before needing to reload, that requires an ewp feat for it.

thats about as good as it gets unless you use the crossbow fighter archetype.


Thanks Lokie, just saw that thread in General; I'll check it out for sure.

I was debating taking a repeating crossbow. It's an extra feat but really, I'm not so sure Crossbow Mastery would be worth it since the requirements are fairly high. And as a cleric, I wouldn't be shooting more than 5 bolts in a given battle anyway; I'd have better stuff to do.

I don't want to be primarily an archer, but I want the option to not suck, basically.


Pathfinder PF Special Edition Subscriber
BYC wrote:

It depends on how effective you want to make crossbows. Most people do not want it better than bows, just something that isn't a complete joke past level 3 or 4.

One very common house rule is to allow the wielder to add his DEX modifier to damage.

That have a feat for that. I think its called crossbow sniper and allows half your Dex mod to be added to damage.


That's 3.5, though, right?

I'll have an 18 Dex, so that could be decent... but I suppose I will have spells that will accomplish the same thing, less situationally.


There is always deadly aim i.e. ranged power attack.

Paizo Employee Design Manager

Deadly Aim, and the cleric spell Divine Favor can both help with your damage without taking you too far off the beaten track for your cleric-y effectiveness.


Mechanically (time wise) and in use, a crossbow would never match a Composite Bow so it makes sense that it's not an optimal choice.
It seems like you'd have to burn a ton of feats to get a resonable use out of it.
Any chance of another option?


Yeah, I really dont see a benefit for crossbow vs comp longbow unless it's for flavor.


Or you have a - to +0 str mod.


Vital Strike is another option. It helps your melee as well if you're ever going to make attacks that aren't full attacks. You can ready a standard action, which means readied attacks to disrupt spellcasting should benefit from vital strike. If you rapid reload a heavy crossbow you'll get up to 3d10 a shot which will give enemy casters a nasty concentration check. Get the crossbow as seeking to negate most miss chances and cover.


I think there might be a ranged version of vital strike.Not sure if vital strike can be used with a ranged weapon. I think it specifies melee. This is all conjecture however as i am at the library surrounded by books, none of which are Pathfinder.


Crossbow DOES let you shoot prone tho, if you want to stay behind the lines.


How do you get 3d10 a shot? Vital Strike would turn 1d10 into 2d10. Rapid Reload for a heavy crossbow turns reloading into a move action I believe.

Hmm, Vital Strike might not be bad overall. I'm taking Travel as one of my domains, and the Dimensional Hop ability is a move action that doesn't provoke AoOs, so I could see attacking as a standard action when an enemy gets close, then hopping away out of reach.

Oh, I agree that a Comp. Longbow or just any regular bow is going to be better mechanically. I just won't get the proficiency, so I figure I could grab a couple of feats to make my crossbow hurt more. I guess Repeating Crossbow wouldn't make sense, then, since I'd need to grab EWP and extra archery feats; it would be the same as grabbing Martial Weapon Proficiency for a longbow and extra archery feats in addition. I'd like to work with the versions I'm proficient with - that is, unless there's some awesome crossbow variant out there that totally puts all the others to shame (which I doubt).

I know any combat feat I take may seem suboptimal as a cleric, but I'm actually having a hard time coming up with feats that seem *essential* in the first place. I know I want Scribe Scroll. I may take Heavy Armor Proficiency, knowing it will eat most of my Dex bonus to AC (which could be OK, since I'll still get the bonus to Ref saves, initiative, and ranged attacks). I guess Alignment Channel. Divine Interference. Maybe Quick Channel.

It just seems like I have room to take some "suboptimal" feats in there, so I can make my combat contribution have more punch.


I think the 3dx was coming from the higher tiered vital strike feats.

If you have a nice GM you might could either get a special enchantment made to autoload the crossbow or even a crossbow that fabricates bolts as needed. Though I am just thinking... I am not sure if there are any enchantments like this or not. Oh! Maybe a crossbow that fires energy bolts like the Wookies... sorry... but there are many things you could talk to your GM about.


Azaelas Fayth wrote:
If you have a nice GM you might could either get a special enchantment made to autoload the crossbow or even a crossbow that fabricates bolts as needed. Though I am just thinking... I am not sure if there are any enchantments like this or not.

There was one in 3x; I've looked for one in PF but haven't found one.

There's also the potential problem of not getting to use specialized bolts for each situation. But that's a relatively small problem compared with only ever getting 1 attack/round.


There's a 'reloading hands' spell or something for guns. I guess it would be legit if my character researched a similar spell for crossbows? (or is researching new spells only for wizards?)


I would say focus on caster feats instead or somthin u wont use after 5th level... Having a decent cha and selective channel is nice, as well as u you take the dangerously curious trait, max umd out and get urself a wand of mm 3rd level for ranged option.. At higher levels searing light, holy smite, and flamestrike will give u plenty of offensive options...


CountMRVHS wrote:
Wondering what my options are here. Playing as a cleric who wants to carry around a crossbow, but I'm not seeing a lot of ways to optimize it, specifically in terms of damage output.
CountMRVHS wrote:
I guess Repeating Crossbow wouldn't make sense, then, since I'd need to grab EWP and extra archery feats; it would be the same as grabbing Martial Weapon Proficiency for a longbow and extra archery feats in addition.

I must disagree with you here. Playing a cleric you don't get an extra base attack until 8th level. Your third attack doesn't come until 15th level. Also, as a cleric you are going to be asked to do more than fire your crossbow.

Take EWP Heavy Repeating Crossbow at 1st level. Rapid Shot at third level and use the rest of your feats for other things. You can fire one bolt (tangle bolt is great) in the surprise round plus two additional combat rounds without reloading. You can always carry a second repeating crossbow if you think you'll need to be in combat that long. I think that you'll find that after two complete combat rounds you wont need to be in combat.

-Swiftbrook
Just My Thouhts


There's a 2nd level spell Spear of Purity thats a nice combat option as well


Awhile ago, I was thinking of writing a short product or magazine article about this topic. This would mostly have suggested rules for crossbows, rather than advice that you're looking for, but it may be helpful.

There are two primary problems with crossbows. The first is the reload issue. You need rapid reload as a feat. The second is that you can't add any ability bonus damage.

Secondary problems include no manyshot and repeating crossbows not being affected by rapid reload, meaning if you seriously wish to use them as a primary weapon...you're better off with Rapid Reload on a light crossbow.

Some people would like to try to use the crossbow as some sort of "one shot, one kill" weapon, which is understandable. For this, they usually go something like heavy crossbow with rapid reload and vital strike. The issue with this is that you're spending what amounts to a full round action (move + standard) to do 2d10 damage, which is 11 on average. As a 3/4ths BAB character, you're at a further disadvantage because you won't be getting vital strike until level 9 (needs +6 bab, which you get at level 8!).

People then try to fix the problem by being a rogue, and relying on the sneak attack damage. This has the problem that it's...really hard to get sneak attack at range reliably, so it can't be counted on until a much higher level (incidentally, right when you get a wand of greater invisibility. funny, that.) [Tangent: I worked on a sneak attack replacement, here for helping with this issue of ranged rogues. It was for an archetype from this book, and our crossbow rogue has been using it for 10 months now and loves it.]

There is something you can do to make this a bit nicer. Note that it does require GM permission to slightly bend the rules when it comes to the Actions necessary to use abilities.

First, play as an alchemist with the grenadier archetype. They receive Alchemical Weapon at 2nd level, which is important. Remember that whenever you use a splash weapon, you add your Int bonus to damage (see Throw Anything class ability for alchemists).

Ok, so by using the alchemical weapon ability with a flask of acid, we're adding 1d6+Int mod damage. Making your own will cost 3 gp 3 sp 3 cp, but due to the crappy craft rules, time will always be the major factor. I think around level 6 you should be able to make 2 acid flasks a day. (-_-) Make them during your down days, and have a bag of holding to store them. Take a few out before combat encounters to have easier access.

Anyways, your light crossbow is now doing 1d8 + 1d6 + Int mod when you spent a move action to apply the acid to the bolt, and fire it.

Now take Focused Shot as soon as possible. With this, you'll be doing 1d8 + 1d6 + (Int mod * 2). Probably best to take a level or two of fighter, otherwise you won't be able to get these 4 feats (rapid reload, PBS, precise shot, focused shot).

Take the Explosive Missile discovery as well. This is the part that requires the rules bending, as focused shot and explosive missile both need a standard action to use. Ask your GM if you can just combine them. You're already twisting yourself to make a somewhat effective crossbowman. At 5th level of alchemist, you'll be doing 1d8 (base) + 1d6 (acid) + 3d6 (bomb) + Int mod (alchemical weapon / throw anything) + Int mod (focused shot) + Int mod (bomb / throw anything), or 1d8 + 4d6 + (Int Mod * 3)

Drink a targeted bomb admixture before hand to be doing double your Int mod from the bomb, so you'll have 1d8+4d6+(Int mod * 4). Assuming about 18 Int at this point, you'll be doing 34.5 damage per round using up one daily resource and 3 gp.

Sustainable? Without using fast bombs, you won't go through your bombs so fast, so yea, it's sustainable.

Worth all the effort and the rules bending? Probably not.

Amusing? A bit.

There might be an issue with adding your Int multiple times because it's basically the same bonus, but I forget how that debate ended so I'll just note it.

Liberty's Edge

Play with your crossbow as it were a high crit weapon. Improved Critical, Slap on Flaming Burst, and then purchase enchanted bolts for special occasions that you really want the hit to count. Purchasing Bane bolts just for those occassions you need to deal with a specific creature type and your set. Don't forget to diversify your bolt selection. Cold Iron Bolts are usually only slighly more expensive than regular bolts, so I load up on those as my primary ammo. Since your going to encounter creatures using crossbows in your travels, you can always steal theirs to supplement or save up your special bolts.


Well, I don't plan on using a crossbow exclusively. If I were, I'd be probably playing a ranger and grabbing Crossbow Mastery at lvl 6.

As a prepared caster (which I haven't played at all, really), I think I'll need to contribute in ways other than spellcasting on occasion - I'll run out of spells, or I'll have prepared the wrong thing, my scrolls will be out, or sometimes I just won't *want* to cast.

My options were to pump my Str and focus on melee on the side, or pump Dex and focus more on ranged, with the associated benefits of a high Dex: initiative and reflex saves, as well as AC (at least until I get some really heavy armor). I figured Dex would give me more benefits overall.

With all of that, a crossbow really fits the campaign (the idea is our 'party', consisting of my cleric and an inquisitor, are religious bounty hunters or enforcers of a lawful city who have to go out into the savage wilderness to hunt down bad dudes. A crossbow is a good 'city-dweller's' weapon.).

So I don't plan on shooting all the time. Just want to take some pot-shots once I've either levelled the playing field by debuffing the target, or when we've set up a good surprise situation... or to give me something to do once I start casting fly.

The repeating crossbow seems to fit this pretty well... I could take a couple feats and not detract too much from my clericy stuff. I probably wouldn't be shooting more than the 5 bolts in a particular battle, anyway.

Can't I craft my own magic bolts, though?


Porphyrogenitus wrote:
Azaelas Fayth wrote:
If you have a nice GM you might could either get a special enchantment made to autoload the crossbow or even a crossbow that fabricates bolts as needed. Though I am just thinking... I am not sure if there are any enchantments like this or not.

There was one in 3x; I've looked for one in PF but haven't found one.

There's also the potential problem of not getting to use specialized bolts for each situation. But that's a relatively small problem compared with only ever getting 1 attack/round.

My thought was something along the lines of it creates basic arrows unless you load a specific types. Or if you had it connected to a special Quiver then you just put the special arrows into the quiver and imagine the crossbow loading those. Just theorycrafting though...


CountMRVHS wrote:
Wondering what my options are here. Playing as a cleric who wants to carry around a crossbow, but I'm not seeing a lot of ways to optimize it, specifically in terms of damage output.

Strap it to your forearm. Take the shield bashing feats.

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