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General Tabletop Discussion
*Pathfinder & Starfinder
The Deadliest Archer of Them All
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<blockquote data-quote="Jeremy" data-source="post: 332252" data-attributes="member: 4036"><p>Ah. <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>Well throw my vote behind the Deepwood Sniper then.</p><p></p><p>Auto keen of all arrows combined with what seems small on paper (critical modifier +1) but ends up huge in combat (x5 damage) is a massive advantage. The fact that it can be done at any range though is the kicker.</p><p></p><p>The last place an archer should be is within 30' of his foe. He doesn't threaten an area so any muscled foe can charge you (even a heavily armored dwarf) and grapple you, sunder your rather low hp bow, or disarm you and you don't even get an AofO to defend yourself. Aside from that you are an obvious target at all times. One of the advantage of being an archer is that you are afforded the ability to fight out of the range of your enemies.</p><p></p><p>With OBI's and PA's you have to negate that ability and find someway to keep your opponents flat footed (since you can't flank with a ranged weapon) to get your class ability.</p><p></p><p>The amount of damage a deepwood sniper with improved crit and gmw can do at range is often 100-200 points of damage per round. Because if any of those 3-4 arrows happen to be an 18, 19, 20... That could be 5d8+60 or even 6d8+1d6+5d10+180 with proper planning.</p><p></p><p>Phase arrows and seeker arrows are nice, but they aren't that nice. And the best ability of the AA is something teamwork should easily supply given that gmw can be cast upon your bow and arrows at the beginning of the day and should last most if not all of it. Especially if you have a plan of how the day will go.</p><p></p><p>Of course if you happen to be a spellcasting class or psionic class, you can do it yourself. Or a rogue or psychic warrior you can use a wand (or dorje) to do it yourself. Even a low level sorcerer can use a high caster level wand for +5 arrows for 15 hours per casting.</p><p></p><p>I think...</p></blockquote><p></p>
[QUOTE="Jeremy, post: 332252, member: 4036"] Ah. :) Well throw my vote behind the Deepwood Sniper then. Auto keen of all arrows combined with what seems small on paper (critical modifier +1) but ends up huge in combat (x5 damage) is a massive advantage. The fact that it can be done at any range though is the kicker. The last place an archer should be is within 30' of his foe. He doesn't threaten an area so any muscled foe can charge you (even a heavily armored dwarf) and grapple you, sunder your rather low hp bow, or disarm you and you don't even get an AofO to defend yourself. Aside from that you are an obvious target at all times. One of the advantage of being an archer is that you are afforded the ability to fight out of the range of your enemies. With OBI's and PA's you have to negate that ability and find someway to keep your opponents flat footed (since you can't flank with a ranged weapon) to get your class ability. The amount of damage a deepwood sniper with improved crit and gmw can do at range is often 100-200 points of damage per round. Because if any of those 3-4 arrows happen to be an 18, 19, 20... That could be 5d8+60 or even 6d8+1d6+5d10+180 with proper planning. Phase arrows and seeker arrows are nice, but they aren't that nice. And the best ability of the AA is something teamwork should easily supply given that gmw can be cast upon your bow and arrows at the beginning of the day and should last most if not all of it. Especially if you have a plan of how the day will go. Of course if you happen to be a spellcasting class or psionic class, you can do it yourself. Or a rogue or psychic warrior you can use a wand (or dorje) to do it yourself. Even a low level sorcerer can use a high caster level wand for +5 arrows for 15 hours per casting. I think... [/QUOTE]
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