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Derek Vande Brake wrote:
You should be able to use Traveller20 with Starfinder if Starfinder is 3.5 compatible like Pathfinder. Traveller20 is pretty hard SF. The only thing remotely magical is the Psionics )and that's usually optional in most games). So playing Starfinder without the magic would probably work just fine. EDIT: There's also a SciFi20 out there that was based on Traveller20. ![]()
Sounds like you want something similar to a Sleep Arrow. Just replace the 'Sleep' spell with the 'Cure Serious Wounds' spell when crafting the ammunition. Quote:
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Ok, then, so reworking the first 10 levels, it looks like this: Human Fighter Feats
Clustered Shots is only useful against something with Damage Reduction - how often does that happen at lower levels? Also, I'm not sure if Quick Draw is necessary or not for reloading an arrow. If not, I need something else to put in it's place. It is necessary for pulling a bow out at the beginning of combat, right? ![]()
I took Bullseye Shot to offset the negative from Deadly Aim. But, I can't use Bullseye Shot with a full-attack action. Deadly Aim is nice for damage, especially with Rapid Shot and ManyShot, but Rapid Shot reduces your chance to hit as well, in addition to the attack roll minus from Deadly Aim. Bullseye Shot is limited to an attack action, but then does it work with Snap Shot? If not, then it's too limited, and I have to drop it. Rereading Snap Shot, do I need to have Quick Draw and Combat Reflexes to do more than one Attack of Opportunity in a round? I can never remember if drawing and nocking an arrow is a free action or not. If I do need them, Snap Shot is in the wrong place, and so is Quick Draw. Snap Shot is almost a necessity, tho. Unless all the archer is going to do is shoot from a distance. Reading up on Impact Critical Shot, that seems like a very limited use. I'd rather increase the damage from a critical than get a Bull Rush or Trip maneuver. How often would that Bull Rush or Trip happen? The same with Staggering Critical. Pinpoint Targeting is to offset the higher negative from Deadly Aim. Deadly Aim is giving a -4 to attack but a +8 to damage at level 16. You're not always going to be able to do a full-attack, shouldn't you be buffing up the attack action as well then? The way I see it, archer feats have to do one of the following: 1.) Increase the ability of any arrows fired to hit the target (including Critical Hits)
Anything else isn't killing the monsters, right? ![]()
Here he is as a Fighter. We can make him better than he was. Better, stronger, faster. Should Clustered Shots be just after ManyShot? Why doesn't Bullseye Shot and Vital Strike work well together? Impact Critical Shot looks nice, but where to put it? What other Critical feats could I use? Let's rebuild him. Human Fighter Feats
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I know I'm late to the conversation, but I thought I'd throw this up. Just in case someone wanted to use it. Human Fighter with the Archer archetype. Give it a "shot" sometime. Human Fighter (Archer) Feats
Here's the Archer at the SRD: http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo-fight er-archetypes/archer/ ![]()
Kelldor picked up his bow. He pulled an arrow from his quiver and nocked it on the string. Pulling the bowstring back, he took aim at the target and said to the student standing next to him, "To prepare an Archer for Battle..." For a Feat to be good for an Archer in Combat, it must provide a benefit for: A.) ANY Arrow shot by the Archer (preferred)
AND the Feat must do one of the Following: 1.) Increase the Archer's chance to Hit or Critical Hit with an Arrow
And surprisingly, that's it. Feats that don't do any of the above aren't going to do much good in Combat. This doesn't include Feats that are just good in general for Combat, like Improved Initiative. Take those when you can fit them in. There are Feats that could keep you out of Combat, such as Point Blank Master keeping you from getting Attacks of Opportunity when using a ranged weapon, and I'm not saying you shouldn't take Feats like those, but those Feats won't help you hit or damage your target any better than before you took the Feat. And this is about Archery Combat. Avoid Feats concerning Special Situations like they are Yellow Mold. If you can only use the Feat once per game (or worse, once per campaign), no matter how cool it sounds, it's definitely not going to help in most Combat, and is almost a wasted Feat. As with anything else, Your Mileage May Vary Thanks for reading, Kelldor Here are the Feats for my Archer build up to 20th Level. You can use these with the Fighter in the Core Rulebook or the Archer Archetype in the Advanced Player's Guide or adapt them to another Class build. Give it a shot. Or two. Depending on the Feat. Human Bonus Feat (Weapon Focus)
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