
Rushniyamat |
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It is greatly depends on the playstyle you want. Also, if you realy want to see suggestions for build we need to know what level your character is.
First thing to know, in Pathfinder 2e teamwork in combat is realy important. Sometimes teamwork can determine if a fight would be deadly or not. Don't ingore abilities that don't increase your damage but will help your allies (like Trip). Additionaly, Pathfinder is a system that was built to almost not allow min/max. As long as your core stat for your attacks is 18 ( make your core stat 18, it is realy important ), you will would be fine.
The math in pathfinder is realy tight. +1 to something can look as a minor bonus, but it isn't something you should ignore. Because the realy tight math and the fact that passing the DC by 10 or more turns success to critical success, which can double the damage you inflict or give a good benefit, +1 could realy matter.

Rushniyamat |

You can do just fine with a 16 in your main stat, i've had several characters who have a 16 in there main stat and do contribute greatly.
Fair point, but if you want to maximize your attack and check bonus or spell DC you should make it 18.
Cyndara, I used the term "tactics", but I should give you example, at least in combat.
Lets say you play as a fighter who uses a long sword and has good bonus with Athletics and Intimidation. Your enemy is a creature in the same level as your fighter, so just attacking it won't kill him in one turn. You can just Stride, Strike, Strike (-5 to hit with the attack because MAP). Another option is to Stride, Demoralize (an Intimidation skill actions that can give the target the frightened condition), Strike.
I personaly thinks the second action routin is better than the first. Because the MAP (Multipule Attack Penalty), attacking a second time gives you -5 to hit. Demoralize can give the target -1 to AC, saves and checks, increasing your chance to hit. Additionaly, the condition will help your allies - because the penality they would succeed more often with their Strikes, spell and skill checks.
I am sorry if I repeat things you already know.

Cyndara Vinthorian |

You can do just fine with a 16 in your main stat, i've had several characters who have a 16 in there main stat and do contribute greatly.
My character will start out at level 6. She is an Archer.
My husband put together a list of the different feats I could choose from for an Elf Tiefling Archer. Feats from Ranger, Archer and Fighter. I choose a Ranger because the feats for a ranger worked the best for the type of character I want. I really thought It would be Archer but the feats for an Archer are not all that great in my opinion.
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pixierose wrote:You can do just fine with a 16 in your main stat, i've had several characters who have a 16 in there main stat and do contribute greatly.My character will start out at level 6. She is an Archer.
My husband put together a list of the different feats I could choose from for an Elf Tiefling Archer. Feats from Ranger, Archer and Fighter. I choose a Ranger because the feats for a ranger worked the best for the type of character I want. I really thought It would be Archer but the feats for an Archer are not all that great in my opinion.
One thing to keep in mind is Fighter and Archer both offer the Point-Blank Shot* feat, which can be very useful in a typical dungeon crawl (longbows do the best damage but take a painful attack penalty in close quarters due to their Volley 30ft trait) so taking one of these as an archetype might not be a horrible idea (Unfortunately, neither dedication feat offers you much by itself).
*Note that Point-Blank Shot has both the Stance and Open traits, so you'll need to familiarize yourself with how those work.
Of course, you can bypass the 'need' for PBS by just using a shortbow instead of a longbow, but larger damage dice tend to add up.

Cyndara Vinthorian |

Thank you, everyone for you suggestions.
For my Elf Tiefling Ranger Archer, so far I have chosen
(Shortbow)
Background: Feral Child
Hunter's Edge: Flurry
Class Feat:
1-Hunted Shot
2-Hunter's Aim
4-Far Shot
6-Skirmish Strike
Ancestry Feat:
1-PitBorn
5-?
Skill Feat:
1-Quick Jump
2-Battle Medicine
3-Fleet (General)
4-Godless Healing
6-?
Skills:
Acrobatics +12, Arcana +10, Athletics +12, Crafting +10, Deception +8, Intimidation +8, Medicine +9, Nature +9, Performance +8, Stealth +12, Survival +11
Stats:
Str+2 14, Dex+4 19, Con+2 14, Int+2 14, Wis+1 12, Cha+0 10,
Any suggestions or changes?

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- Skirmish Strike - Note that this and Hunted Shot are both Flourish feats, so you can't use both in the same round. Also, you are limited to a generic strike when using this feat, so you can't take a free step and then use Hunter's Aim right away.
- Godless Healing - Note that this feat only increases the healing you receive, not the healing you do (People often misread it at first and think it increases the healing you do to other people).
Also, Feral Child is a rare background, so make certain it is allowed in your campaign. Additionally, you already have Darkvision from your Tiefling heritage, so this background just gets you the scent ability (which is pretty nice, hence the rarity).