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*Pathfinder & Starfinder
Protection from "magical" arrows
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<blockquote data-quote="Darklone" data-source="post: 3650531" data-attributes="member: 1372"><p>VonRichthofen asked here more than once and I did so as well... Several posters here told me it's not out of the line. I do not fully agree and I'm happy to see you think so too. I am not certain though whether Imp Skirmish or Greater Manyshot is the problem, IMHO Imp Skirmish gives a damage boost at low levels that is a little bit too high. Greater Manyshot by itself is often balanced by the decreased chance to hit... but both feats in combination are against most opponents simply too strong.</p><p></p><p>I think Imp Skirmish would have been better with +1d6/+1AC.</p><p></p><p>The problem with Scout archers: They can start a round within 30ft of the opponent, shoot a full salvo and move away with a real good AC. Next round they close and shoot. Our hobgoblin scout/ranger was in a row of arena fights in a 30ft pit against specialised archers, grapplers, tower shield dwarves, dudes with Deflect arrows, a raging barbarian gnoll with twohanded weapon and several other builds. A locked gauntlet helped against the disarm specialist though... And I didn't use Sunder. Still, with the possible exception of Sunder, he dished out so much damage thanks to Imp Skirmish that he even beat the luckily rolling gnoll (who had a str of 29 thanks to some drugs atm).</p><p></p><p>Scouts who take the alternative class feature with climb speed are even worse since they can often stay within 30 ft of their enemies while staying out of reach.</p></blockquote><p></p>
[QUOTE="Darklone, post: 3650531, member: 1372"] VonRichthofen asked here more than once and I did so as well... Several posters here told me it's not out of the line. I do not fully agree and I'm happy to see you think so too. I am not certain though whether Imp Skirmish or Greater Manyshot is the problem, IMHO Imp Skirmish gives a damage boost at low levels that is a little bit too high. Greater Manyshot by itself is often balanced by the decreased chance to hit... but both feats in combination are against most opponents simply too strong. I think Imp Skirmish would have been better with +1d6/+1AC. The problem with Scout archers: They can start a round within 30ft of the opponent, shoot a full salvo and move away with a real good AC. Next round they close and shoot. Our hobgoblin scout/ranger was in a row of arena fights in a 30ft pit against specialised archers, grapplers, tower shield dwarves, dudes with Deflect arrows, a raging barbarian gnoll with twohanded weapon and several other builds. A locked gauntlet helped against the disarm specialist though... And I didn't use Sunder. Still, with the possible exception of Sunder, he dished out so much damage thanks to Imp Skirmish that he even beat the luckily rolling gnoll (who had a str of 29 thanks to some drugs atm). Scouts who take the alternative class feature with climb speed are even worse since they can often stay within 30 ft of their enemies while staying out of reach. [/QUOTE]
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Protection from "magical" arrows
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