There's another neat use of Feral Combat Training - combine it with
graft weapon.
And now an unusual build attempt. A 20th-level PF fighter gets 21 feats, a rogue can gain bonus feats through talents, and there are more feats with fighter level prereqs now. Can we get anything useful out of this?
Not the Face!Alchemist 1/Fighter (
crossbowman) 19//Rogue (
sniper) 20
Rogue Talents: Bleeding Attack, Fast Getaway, Stealthy Sniper (advanced)
Traits: Heirloom Weapon (launching crossbow)
Feats: Crossbow Mastery,
Deadly Aim,
Disrupting Shot, Far Shot,
Focused Shot, Improved Precise Shot, Point Blank Shot, Precise Shot, Rapid Shot, Rapid Reload
Equipment: Sniper's gogglesThe launching crossbow is a type of exotic crossbow which fires splash weapons. Proficiency is provided by the Ancestral Weapon trait. It normally takes a full-round action to load, but Crossbow Mastery reduces that to a free action. If you don't want to take 13 levels of fighter to avoid AoOs,
Point Blank Master also works.
Splash weapons are touch attacks. Crossbowman fighter adds Dex to damage with crossbows and denies Dex to AC (as long as it's a readied attack). Alchemist adds Int to damage with splash weapons. Focused Shot adds Int to damage with standard-action ranged attacks, which readied attacks are. Deadly Aim gives you 2:1 Power Attack with ranged weapons. Crossbow expert gives you another +4 attack/damage. Oh, and you also get to deliver sneak attack at
out to 90ft any range, and don't take a penalty on Stealth checks made to snipe.
There's still plenty of room left in the build for other stuff, like social skills. Some levels could be swapped out for broader abilities. For instance, you could move the alchemist level to the rogue side and add the
Vivisectionist archetype, replacing some or all of the rogue levels with that.