
Alex Mack |

Imbicatus wrote:
In order to make crossbows useful, you really need 5 levels of Bolt Ace gunslinger. The Illsurian Archer is good for them, but it will always be behind an archer without the Bolt Ace dip.
This is correct. However you might be able to pull off a nice Vital Strike Crossbowman build. Bullseye Shot is pretty sweet here... There's also a cool new teamwork feat in Inner Sea Races which allows you to wield a large crossbow that might be fun...

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Alex Mack wrote:
Imbicatus wrote:In order to make crossbows useful, you really need 5 levels of Bolt Ace gunslinger. The Illsurian Archer is good for them, but it will always be behind an archer without the Bolt Ace dip.This is correct. However you might be able to pull off a nice Vital Strike Crossbowman build. Bullseye Shot is pretty sweet here... There's also a cool new teamwork feat in Inner Sea Races which allows you to wield a large crossbow that might be fun...
I've played a Vital Strike crossbowman fighter 7/rogue x before. It's nice for a one big hit build, and good at disrupting mages, but it's no where near optimal. It can still be effective despite that, but I wouldn't recommend it unless you are okay with that.

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Imbicatus wrote:
Alex Mack wrote:I've played a Vital Strike crossbowman fighter 7/rogue x before. It's nice for a one big hit build, and good at disrupting mages, but it's no where near optimal. It can still be effective despite that, but I wouldn't recommend it unless you are okay with that.Imbicatus wrote:In order to make crossbows useful, you really need 5 levels of Bolt Ace gunslinger. The Illsurian Archer is good for them, but it will always be behind an archer without the Bolt Ace dip.This is correct. However you might be able to pull off a nice Vital Strike Crossbowman build. Bullseye Shot is pretty sweet here... There's also a cool new teamwork feat in Inner Sea Races which allows you to wield a large crossbow that might be fun...
Of course, Ranger also brings gravity bow to the table, which allows Vital Strikes for 4d8 damage. Still not close to optimal, but it nets an average of 7 more damage per shot over 2d10.