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So going back to the topic i made earlier, I'm tinkering with a build i worked on in the hopes of refining it. The general idea is that you are a tribal potion maker that primarily utilizes a sling using alchemical sling bullets to carry Alchemist fire and acid at a farther distance then normal.
This would be further augmented by upgrading to Artokus's Fire and mineral acid as wel as liberal use of focusing flasks and hybridization funnels, while also utilizing typical tribal weapons such as clubs, daggers and spears should they get too close.
Now i know i probably should get quick study, but something about that just didnt fit the theme i felt so i wanted to get others take on it, this is what i got so far.
Natural Philosopher/Cartographer
3.Infusion
5.Extend Potion
7.Numerical Alchemy
9.Enhance Potion
11.Greater Numerical Alchemy
13.Dilution
1.Point Blank Shot
3.Precise Shot
5.Inspired Alchemy
7.???
9.Master Alchemist
11.Splash Weapon Mastery
13.Concentrated Splash
Start with Alchemical sling bullets
Sling firing Alchemist's Bullets(Sling bullets filled with Various Alchemical Brews):Primary Weapon
Clubs/Daggers/Longspears:Secondary Weapon
Get Multiple Focusing Flasks and a Hybridization Funnel
Primarally uses primitive oil bombs or molotov cocktails

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If Sling is going to be your primary attack, and you're wanting to boost your damage, I'd take Deadly Aim instead of Power Attack. PA is only going to affect your club/dagger/spear, so that's kind of a waste unless that's your primary way of fighting.
No my damage is going to be fine with out it, besides with how alchemist sling bullets work, i wouldn't even be able to apply the damage of deadly aim because it says it only applies the damage you would have gotten from the substance itself. Basically what i want is something that will make my melee weapon not useless if i have to get up close.

Chell Raighn |

A good alternative to both is barroom brawler. Effectively once per day martial flexibility. This would give you a bit more situational control to grab a melee combat feat on the fly if needed or another ranged one of you don't think you’ll need melee that day but really need the boost this fight.
Quick Study can be good… but it takes 8 hours to learn or change a feat with it and in all honesty with that sort of time investment you are probably not going to be changing that feat choice very often if ever…

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A good alternative to both is barroom brawler. Effectively once per day martial flexibility. This would give you a bit more situational control to grab a melee combat feat on the fly if needed or another ranged one of you don't think you’ll need melee that day but really need the boost this fight.
Quick Study can be good… but it takes 8 hours to learn or change a feat with it and in all honesty with that sort of time investment you are probably not going to be changing that feat choice very often if ever…
That's actually pretty brilliant. Yeah Power Attack, Deadly Aim, hell even Ammo Drop so i can fire off a second vial. Yes. I like it.

Mysterious Stranger |

Are you talking about the feat quick study, or the investigator talent quick study? I am not sure how you would qualify for the feat since it can only be taken by a 10th level fighter that has Bravery. The investigator talent allows you to use your studied combat as a swift action. Getting ½ your level to hit and damage with a melee attack is a lot better than power attack or most other feats you could pick up. Being able to get your studied combat bonus as a swift action instead of a move action is incredibly good.
If you are going to be in melee combat, I cannot see using one of those feats and not using studied combat. Having to take a move action to do is going to limit your character especially at higher levels. If you have to use a move action, that will prevent you from making a full attack.
The talent quick study is much better than a once-a-day use of any combat feat you qualify for.

Mark Hoover 330 |
If playing a PC focusing on sling bullets, why not halfling? Start with the Alternate Racial Trait Warslinger. Pick up a halfling slingstaff. This combines a club AND a sling in one. You only pay once for enchantments if those enchantments can be used for both Melee and Ranged, you've got 80' range increments and base damage is still 1d4.
There's a feat line called Slipslinger Style. Its feat intensive, requiring the 3 style feats along with Weapon Focus (Sling), Throw Anything, and Quick Draw but by the third one, Slipslinger Bombardment you can make full attacks, with iterative attacks (since Warslinger makes loading your slingstaff a Free action) loading your slingstaff with alchemical splash weapons and each hit deals normal slingstaff damage PLUS the damage of the splash weapon.
Just throwing that out there, not trying to muddy the waters or anything. Apologize if you already considered and discarded that build.

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If playing a PC focusing on sling bullets, why not halfling? Start with the Alternate Racial Trait Warslinger. Pick up a halfling slingstaff. This combines a club AND a sling in one. You only pay once for enchantments if those enchantments can be used for both Melee and Ranged, you've got 80' range increments and base damage is still 1d4.
There's a feat line called Slipslinger Style. Its feat intensive, requiring the 3 style feats along with Weapon Focus (Sling), Throw Anything, and Quick Draw but by the third one, Slipslinger Bombardment you can make full attacks, with iterative attacks (since Warslinger makes loading your slingstaff a Free action) loading your slingstaff with alchemical splash weapons and each hit deals normal slingstaff damage PLUS the damage of the splash weapon.
Just throwing that out there, not trying to muddy the waters or anything. Apologize if you already considered and discarded that build.
i wanted to make a build that anybody could theoretically get into and isnt race locked.

Dragonchess Player |

Personally, I'd try to fit in Ranged Study, although you need Weapon Focus first, to use Studied Combat (and Studied Strike) with the sling. Possibly dipping 1-2 levels of fighter for the bonus feats; or maybe three levels of mutation warrior fighter to gain a mutagen as well as using extracts.

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Personally, I'd try to fit in Ranged Study, although you need Weapon Focus first, to use Studied Combat (and Studied Strike) with the sling. Possibly dipping 1-2 levels of fighter for the bonus feats; or maybe three levels of mutation warrior fighter to gain a mutagen as well as using extracts.
I dont like multi classing with casters unless its something super specific. Dilutes their casting ability.

MrCharisma |

Chell Raighn wrote:That's actually pretty brilliant. Yeah Power Attack, Deadly Aim, hell even Ammo Drop so i can fire off a second vial. Yes. I like it.A good alternative to both is barroom brawler. Effectively once per day martial flexibility. This would give you a bit more situational control to grab a melee combat feat on the fly if needed or another ranged one of you don't think you’ll need melee that day but really need the boost this fight.
Quick Study can be good… but it takes 8 hours to learn or change a feat with it and in all honesty with that sort of time investment you are probably not going to be changing that feat choice very often if ever…
I know you said you don't want to multiclass, but I think a 1 level dip into Brawler is amazing for an Investigator (for most melee classes really). You get Medium armour proficiency, Improved Unarmed Strike, a bump to your HP and Fort-saves (and it keeps your Reflex saves up) and 4 uses of Martial Flexibility per day.
And yes you'll lose 1 caster-level, but personally I find 1 level is fine even on 9th level casters, and will be barely noticeable on a 6th level caster like the Investigator.
Regarding the Switch-hitting, as long as you have Ranged Study you don't need all that much support. Investigators are one of the most accurate classes in the game, and between Studied Combat, Studied Strike and an INSPIRED weapon you'll have a decent amount of damage without feats. I recommend the Half-Elf for their FCB (+1/4 to Inspiration rolls). By the time you have Combat Inspiration this will be giving you another +2 to hit and +4 damage on important attack rolls from your Inspired Weapon.