D20r:Archery Feats

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(Created page with '===Brutal Precision [Investing]=== ''Prerequisites:'' Dexterity 13, Point Blank Shot ''Benefit:'' On your action, before making attack rolls for a round, you may choose to subt…')
 
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===Brutal Precision [Investing]===
===Brutal Precision [Investing]===
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If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.
If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.
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===Far Shot [Investing]===
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''Prerequisites:'' Point Blank Shot
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''Benefit:'' When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.
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''Investiture:'' For each five points of prowess invested in this feat, your ranges multiply by another .5. For instance, if you have five martial ranks, your ranges for projectile weapons is multiplied by 2, and your thrown weapons are multiplied by 2.5.
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===Manyshot [Investing]===
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''Prerequisites:'' Dexterity 17, Point Blank Shot, Rapid Shot, base attack bonus +6
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''Benefit:'' As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
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For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
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Damage reduction and other resistances apply separately against each arrow fired. Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
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''Investiture:'' If you have at least fifteen points of prowess invested in this feat, the penalty decreases to -1 per arrow, and you may apply precision damage and critical hits to each arrow, instead of just the first.
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===Pin Opponent [Investing]===
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''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision
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''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to pin your foe.
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Your foe must be near a wall, tree, or solid object and must be within 30' of you for you to be able to use this feat. Instead of dealing damage, make a second attack roll at your highest base attack bonus and add your Strength modifier (limited by your weapon's maximum Strength bonus) and the bonus damage you would have received from your Brutal Precision feat. Your result is the Strength check DC needed for your opponent to break free from the pin.
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An opponent can be pinned multiple times using this feat. Each pin beyond the first increases the Strength check DC by 2.
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Breaking free from this pin is a full-round action that provokes attacks of opportunity. While pinned, your foe can defend themselves as normal, but is unable to move from their current square. They also take a -4 penalty to Dexterity while pinned.
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''Investiture:'' You gain a +1 bonus on the Strength check DC for each three points of prowess invested in this feat.
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''Special:'' You may not utilize this feat in conjunction with Ranged Trip, Ranged Disarm, or Ranged Bull-Rush.
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===Point Blank Shot [Investing]===
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''Benefit:'' You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
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''Investiture:'' Gain an additional +1 for each 4 points of prowess invested in this feat.
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The penalty for firing into melee is reduced by 1 for each points of prowess invested in this feat.
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===Ranged Bull-Rush [Investing]===
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''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision
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''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to bull-rush your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the bull-rush check equal to the extra damage you would have gained.
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Resolve other modifiers on the bull-rush attempt (including size and Strength modifier) normally. Keep in mind that your bull-rush attempt is still limited by your weapon's maximum Strength bonus.
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Unlike a normal bull-rush, you do not move with your opponent when utilizing this feat.
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''Investiture:'' You gain a +1 bonus on bull-rush attempts using this feat for each three points of prowess invested in this feat.
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''Special:''You may not utilize this feat in conjunction with Pin Opponent, Ranged Trip, or Ranged Disarm.
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===Ranged Disarm [Investing]===
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''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision
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''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to disarm your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the disarm check equal to the extra damage you would have gained.
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Resolve other modifiers on the disarm attempt (including size and Strength modifier) normally. Keep in mind that your disarm attempt is still limited by your weapon's maximum Strength bonus.
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''Investiture:'' You gain a +1 bonus on disarm attempts using this feat for each three points of prowess invested in this feat.
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''Special:''You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Trip.
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===Ranged Trip [Investing]===
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''Prerequisites:'' Dexterity 13, Point Blank Shot, Brutal Precision
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''Benefit:'' When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to trip your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the trip check equal to the extra damage you would have gained.
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Resolve other modifiers on the trip attempt (including size and Strength modifier) normally. Keep in mind that your trip attempt is still limited by your weapon's maximum Strength bonus.
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Unlike a normal trip attempt, your opponent cannot make a counter trip attempt.
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''Investiture:'' You gain a +1 bonus on trip attempts using this feat for each three points of prowess invested in this feat.
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''Special:''You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Disarm.
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===Rapid Shot [Investing]===
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''Prerequisites:'' Dexterity 13, Point Blank Shot
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''Benefit:'' You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
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''Investiture:'' Your penalty on attack rolls for using this feat reduces by 1 for each five points of prowess invested in this feat.
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===Shot On The Run [Investing]===
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''Prerequisites:'' Dexterity 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4
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''Benefit:'' When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
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''Investiture:'' For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage.

Current revision as of 22:55, 28 September 2010

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