
Casual Viking |

I feel like making a character focused on using the Launching Crossbow.
It's exotic, takes a full round action to load, and has 30' range. Also, depending on ammo, it targets touch AC and does about 1d6 damage, expensively.
So, I'm going to want the following bits and bobs:
*Proficiency
*Rapid Shot (Point Blank Shot)
*Crossbow Mastery (Point Blank Shot, Rapid Shot, Rapid Reload, Dex 15)
*Concentrated Splash (Throw Anything or Precise Shot)
*Int to damage (Alchemist 1/Underground Chemist 2) OR Focused Shot
*Dex to damage (Bolt Ace 5)
*Basic shoot crossbow good ability.
Class-wise, I'm considering:
*Bolt Ace 1, for proficiency, free MW crossbow. I also get Sharpshoot, Gunslinger's Dodge and Vigilant loading.
*Alchemist 1, for Int-to-damage, Mutagen, spell-trigger items, and a bonus to crafting my own ammo.
*Alchemist 2, to get a Discovery (probably a familiar), Poison Use, and poison Resistance.
*Bolt Ace 2, because I have to. +1 AC from Nimble is not terrible, but not exciting either.
*Bolt Ace 3. Shooter's Resolve is decent, and I'm not doing much else with my Grit. +2 Initiative is always nice, and Crossbow-whip might be fun.
*Bolt Ace 4. Bonus feat.
*Bolt Ace 5. Dex to damage, *3 crits, and we're done with this class.
Feat-wise, I think it's going to be
1: Rapid Reload....Ugh, you can't actually take Rapid Reload (Launching Crossbow). Laaaame.
So, by the rules, I'll be stuck with full-round action loading until level 5. Maybe I should carry multiple loaded crossbows. This blows.

![]() |

Hm, reading over this reminded me of an idea I wanted to mess around with.
I really like Underground Chemist for this for the reasons I'm about to mention.
Reason for this is we're still getting int to splash, but we're also getting the ability to draw alchemical items as weapons just to make sure there's no 'you can't load bombs/alch items into a launching crossbow' talk happening.
We're also taking concentrated splash to
A: make our attacks safer to allies
B: increase our damage. A lot.
Another nice thing is our bonus damage is boosted on crits, which makes our inevitable purchase of 'bracers of falcon's aim' THAT much better.
Sure, Alch 1 gives mutagen and spells so it's better if your GM will always let you draw alchemical items as ammo, but if not underground chemist is a solid call.
Really, this should be used with general purpose alch items (acid, alchemist fire, etc) instead of bombs due to ruling and a lack of concentrated splash working with them. Really once you've got it all set up, you can make a really cool 'grenade laucher' build that does a lot of different types of damage.
Also something that I think is vital to REALLY making this fun is both the hybridization funnel (custom combine alch items for awesome ammo) and the focusing flask (for big booms.) There's technically no rule against combining them (3 hybrid concoctions into one focusing flask makes for a HUGE explosion, especially combined with concentrated splash), although that might be going a bit TOO much with this.
A note that a focusing flask will run you some decent cash, so try and hold off on using them as a main offensive. Plan your hybridization well too, since they only last a day. This is best for when you know you have time to set up for things and want to make one hell of a riot.

![]() |

Thinking about it more, why even bother with Alchemist/Underground Chemist that early? You don't have enough of an intelligence focus to really boost it much above 16/18, so this is 3/4 additional damage, 4/6 with concentrated splash. I mean I guess it is after going BA 5 and making sure you've got CB Master to get some extra stat damage for a dip, but I wouldn't consider going Alch/U. Chemist until 6th level.
It just kind of sucks that the build can't have more intelligence synergy.

Zwordsman |
Huh Concentrated Splash is neat.....
-------------
I've done this build before. Though I also dipped Inspired Swash... maainnlly for the INT to grit synergy and a backup bleeding poisoned rapier (as I like bleed and poison and the games I play ALWAYS end up in places where ranged won't work well so I tend to carry backups)). but boy does it set back the Alchemist portion of the build no doubt there.
In that build I ended up forgoing Dex to damage due to group changes though, and the gm letting me switch out 3 Acebolt for Alchemist.
------
I wouldn't bother with Focused Shot. 30foot range, normal crossbows only for INT damage. Doesn't seem worth it.
---------------
Overall it worked well for me, though it was muted because of all the multiclassing and money costs sadly..
If ever was a chance to play gesult it would be along this build's line. (either xbow or gun I mean)
----
Prior to level 5 it'll be pretty annoying to afford a lot of splash weapons anyway. I suppose if you wanted that utility you could take 2nd level in alchemist instead. But that postpones Dex Damage so your call.
before that a auto crossbows are pretty nice. Well I like them, and it isn't bad to have reload in them as backup. Alternatively.
you could snag one of the newer crossbows that are showing up. They have like cranks and stuff to make grappling or something? I think it was in the ranged combat booklet. It is up on d20 at least. Might add some utility for Bat-Family style swinging.

Exguardi |

Combine Artokus's Fire and an acid flask in the Hybridization Funnel for 3d6 damage.
Human Alchemist 1 / Bolt Ace 5
7 / 20 / 12 / 18 / 7 / 7
1) Quick Draw, Point-Blank Shot [BONUS], Throw Anything [BONUS]
3) Rapid Shot
5) Concentrated Splash
According to WBL guidelines, you have 16K to work with by level 6. As an alchemist you craft alchemical items for 1/3rd price. Initial investment costs are 200 GP (Hybridization Funnel) and, say, 750 GP for 10 Launching Crossbows. Extracts of Ant Haul (and Muleback Cords if needed) negate any concern over weight.
That leaves 14,050 GP to spend on attacking. A Focusing Flask containing three Artokus's Fire/Acid Flasks costs 810 GP; that's ~17 lifetime attacks, or ~127 attacks without Focusing Flasks.
If you Quick Draw preloaded Focusing Flask Launching Crossbows, you'll be doing two shots at 1.5*(6d6 [Fire] + 3d6 [Acid] + 5 [DEX] + 4 [INT] + 1 [PBS]) = ~62.25 damage each.
If you draw preloaded non-Focusing Flask Launching Crossbows, you'll do two shots at 1.5*(2d6 [Fire] + 1d6 [Acid] + 5 [DEX] + 4 [INT] + 1 [PBS]) = ~30.75 damage each.
^ Note that Mutagen bumps these numbers up a bit, if you manage to have it up.

Zwordsman |
Is that "alchemist craft alchemical items at 1/3rd cost" a PFS thing, or have I somehow been missing a note in the class section itself for.... what 3 years?
I'm going to guess you can't take a focusing flask. Fill it, then pour the concentrated brew out into a new bottle huh?
One costy tool but still pretty neat.
sidenote.
if you end up going acebolt and crossbow mastery. Minotaur Double Crossbow is amusing as non splash weapon funded backup. Heavy though

![]() |

Is there a list anywhere of splash weapons (besides Alch-bombs) that stay relevant into double digit levels? Tanglefoot bags and other alchemical items lose steam pretty quickly.
Effect wise, you're going to lose steam around 5th level. Thankfully, focusing flask/hybridization funnel help keep things useful up into the 10th and up range. Really, you should be expecting a price hike eventually, and hybrid (which isn't a price hike, just a beautiful item) as well as focusing flask help make sure you can still use items like this.
Really, most casting classes need an hour to prepare spells. In that time, you could hybrid 6 acid/fire, acid/tangleburn, or really whatever else you wanted to have 6 big attacks while the rest were just alch fire/acid/etc. Not to mention the intense damage boost you're getting from concentrated splash, keeping your damage relevant for a long time.