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*Pathfinder & Starfinder
Creating an archer PC
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 591510" data-attributes="member: 710"><p>Rapid Shot is a must - one extra attack is nothing compared to a -2, especially when you have a great damage output. (And if you have problems hitting your opponents, you have at least one extra try)</p><p></p><p>Precise Shot is a must - there will be friends of you fighting in melee (if there aren`t, you are probably in trouble, since nothing stops the enemy from engaging you in melee). Be aware though, that you still have to position yourself correctly, since your friends still may give cover. (And you don`t want to hit them, especially if you have a munched up Archer dealing 1d8+10+20d6 points of damage per attack - or whatever the current benchmark is <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>Far Shot - if you do not only fight in tight dungeons, this can be very useful. Probably not the first one to get...</p><p></p><p>Shot on the Run - probably not as useful as Spring Attack. But in a campaign where ranged weapons are standard weapons (like in Dragonstar/Starwars and so on), this is a good way to stay in cover. </p><p></p><p>Mustrum Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 591510, member: 710"] Rapid Shot is a must - one extra attack is nothing compared to a -2, especially when you have a great damage output. (And if you have problems hitting your opponents, you have at least one extra try) Precise Shot is a must - there will be friends of you fighting in melee (if there aren`t, you are probably in trouble, since nothing stops the enemy from engaging you in melee). Be aware though, that you still have to position yourself correctly, since your friends still may give cover. (And you don`t want to hit them, especially if you have a munched up Archer dealing 1d8+10+20d6 points of damage per attack - or whatever the current benchmark is :) ) Far Shot - if you do not only fight in tight dungeons, this can be very useful. Probably not the first one to get... Shot on the Run - probably not as useful as Spring Attack. But in a campaign where ranged weapons are standard weapons (like in Dragonstar/Starwars and so on), this is a good way to stay in cover. Mustrum Ridcully [/QUOTE]
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