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*Pathfinder & Starfinder
Deepwood sniper conversion?
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<blockquote data-quote="Rackhir" data-source="post: 2385500" data-attributes="member: 149"><p>Not in my experience from the several times I have run it. </p><p></p><p>The crit range is only bumped by 1 point, which you could duplicate with either imp crit or keen. We are also only talking about going from 20 to 19-20, not 16-20 like on a 3.0 Imp crit, keen Scimitar.</p><p></p><p>Obviously the crit multiplier is more significant, but is still something that is only likely to actually come into play once or twice in a combat. Further more, the second multiplier increase isn't achieved until the character is a minimum of 11th level. </p><p></p><p>Range increase and poison use are nice, but neither is exactly game breaking assuming at least reasonable restrictions on poision availablity. The range increase being of arguably pretty marginal usefulness given how few encounters take place at a range greater than even the first range increment for a standard Comp Long Bow. </p><p></p><p>Take aim is again, nice but usable only in a limited number of circumstances given the no movement (PC and target) restriction. The +4 to hit hardly being an overwhelming advantage. Also like true strike, it is most likely to be used in an attempt to counterbalance range penalties. Rather than actually increasing a char's attack bonus.</p><p></p><p>The re-roll ability is also nice, but nothing other classes don't have. Mostly though it's just going to limit the amount of times you fumble. </p><p></p><p>The True Strike ability is arguably one of the most powerful class abilities, but it is only 1/day, still takes a standard action to cast just the spell (no attack that round) and you don't get it until you are hitting a minimum of 15th lvl at which point casters are getting stuff like Limited Wish, Force Cage, Finger of Death, Resurection, Holy Word and Harm. </p><p></p><p>My basic attitude is given what the caster classes are going to be tossing around by the time you are hitting the upper DWS sniper levels, what the hell are you worrying about?</p></blockquote><p></p>
[QUOTE="Rackhir, post: 2385500, member: 149"] Not in my experience from the several times I have run it. The crit range is only bumped by 1 point, which you could duplicate with either imp crit or keen. We are also only talking about going from 20 to 19-20, not 16-20 like on a 3.0 Imp crit, keen Scimitar. Obviously the crit multiplier is more significant, but is still something that is only likely to actually come into play once or twice in a combat. Further more, the second multiplier increase isn't achieved until the character is a minimum of 11th level. Range increase and poison use are nice, but neither is exactly game breaking assuming at least reasonable restrictions on poision availablity. The range increase being of arguably pretty marginal usefulness given how few encounters take place at a range greater than even the first range increment for a standard Comp Long Bow. Take aim is again, nice but usable only in a limited number of circumstances given the no movement (PC and target) restriction. The +4 to hit hardly being an overwhelming advantage. Also like true strike, it is most likely to be used in an attempt to counterbalance range penalties. Rather than actually increasing a char's attack bonus. The re-roll ability is also nice, but nothing other classes don't have. Mostly though it's just going to limit the amount of times you fumble. The True Strike ability is arguably one of the most powerful class abilities, but it is only 1/day, still takes a standard action to cast just the spell (no attack that round) and you don't get it until you are hitting a minimum of 15th lvl at which point casters are getting stuff like Limited Wish, Force Cage, Finger of Death, Resurection, Holy Word and Harm. My basic attitude is given what the caster classes are going to be tossing around by the time you are hitting the upper DWS sniper levels, what the hell are you worrying about? [/QUOTE]
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