Archery Feats

The following feats grant aim tokens if you have levels in the archer class. These tokens are in addition to those you get normally by spending an action to aim. Unless the feat specifies otherwise, you must spend at least a move action to aim as per the archer class description to gain these tokens.


Far Shot

Base Mastery: 2. When you use a projectile weapon, its range increment increases by one-half (multiple by 1.5). When you use a thrown weapon, its range increment doubles. Furthermore, if you have levels in the archer class, you gain 1 aim token if you spend a move action aiming at your target, or 2 tokens if you spend a standard or full-round action doing so.

Special: The benefits for expanded mastery levels 6 and 10 are identical. Their effects stack, ie if you have both feats, you can gain precision-based damage to a range equal to your weaponís first two range increments.

Expanded Mastery: 4. You take half the usual penalty to attack rolls due to range, -1 rather than -2. Similarly, you take half the usual penalty to to Hide checks when sniping, -10 rather than -20.

Expanded Mastery: 6, 10. If you make a ranged attack as a standard action or an attack action (but not a full attack action), you can gain precision-based damage out to a range equal to your weaponís first range increment. Furthermore, if you have levels in the archer class, you gain 1 aim token if you spend a move action aiming at your target, or 2 tokens if you spend a standard or full-round action doing so.

Expanded Mastery: 8. You can gain precision-based damage out to a range of 60 feet with all ranged attacks.


Manyshot

Prerequisites: You cannot use a slow-loading projectile with this feat.

Base Mastery: 4. As a standard action, you may fire two projectiles or throw two weapons at a single opponent within 30 feet. Both weapons or missiles use the same attack roll (with a -6 penalty) to determine success, but each inflicts damage separately.

Special: You only gain precision-based damage with the first of these weapons or missiles. If you score a critical hit, only the first shot deals critical damage, while all others deal regular damage.

The benefits for expanded mastery levels 6 and 10 are identical. Their effects stack, ie you can fire up to four weapons or projectiles at a single opponent if you have both feats, at a -14 penalty. The range limitation on Manyshot does not count as a precision-based effect, and so is not affected by the Far Shot expanded mastery feats.

Expanded Mastery: 6, 10. You may fire an additional arrow or throw an additional weapon as part of a Manyshot attack. You take a -4 penalty to your attack roll for each such attack.

Expanded Mastery: 8. When making a Manyshot attack, you can aim your attacks at multiple targets. Use the same attack roll (and threat confirmation roll, if applicable) for each shot, but apply the result based on each targetís own defense bonus. It is possible for you to hit with some attacks and miss with others. Each of your targets must be within 10 feet of at least one other target. You can gain precision-based damage once per target, and similarly you can score a critical hit once per target.


Point Blank Shot

Base Mastery: 1. You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Furthermore, if you have levels in the archer class, you gain 1 aim token per round if you can see the target of your aim pool and they are within 30 feet. The attack and damage bonuses, and the aim token gained, count as precision-based effects.

Expanded Mastery: 2. You gain a +4 active bonus to defense against attacks of opportunity caused by using a ranged weapon within a threatened area.

Expanded Mastery: 3. You gain your Dexterity bonus to damage on ranged attacks. This counts as precision-based damage, and so usually applies only to targets within 30 feet.

Expanded Mastery: 4. You gain a +10 active bonus to defense against attacks of opportunity caused by using a ranged weapon within a threatened area. This bonus stacks with that provided by expanded mastery level 2. Furthermore, if you have levels in the archer class, you gain 1 aim token per round if you can see the target of your aim pool and they are within 30 feet. The aim token gained counts as a precision-based effect.

Expanded Mastery: 8. If you move into your targetís square and make a ranged attack, your target loses their active defense bonus against you.

Special: Normally you cannot end your movement within an opponentís square (unless they are helpless), so you must also have the Shot on the Run feat to make use of this benefit.


Precise Shot

Base Mastery: 2. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. Furthermore, if you have levels in the archer class, you gain 1 aim token per round if you can see the target of your aim pool.

Special: Note that the benefits for expanded mastery levels 3, 5, 7 and 9 are identical. Their effects stack, both the sneak attack damage and the aim tokens gained.

Expanded Mastery: 3, 5, 7, 9. You gain +1d6 points of sneak attack damage to ranged attacks. Furthermore, if you have levels in the archer class, you gain 1 aim token per round if you can see the target of your aim pool.

Expanded Mastery: 4. When using a projectile or thrown weapon, increase its critical damage multiplier by 1.

Expanded Mastery: 6. Once per encounter, you may reroll a ranged attack roll. You must take the result of the reroll, even if it is worse than your original roll.

Expanded Mastery: 8. You automatically confirm all ranged critical threats.

Expanded Mastery: 10. Once per round, as a free action you can make either a Bluff or a base attack check with your ranged weapon (your choice) against a selected target. Your target opposes your check with either a base attack check or a Sense Motive check (their choice). If you succeed, your target loses their active defense bonus against your next attack. Furthermore, if you have levels in the archer class, you gain 2 aim tokens if you successfully use this ability against the target of your aim pool.


Rapid Shot

Prerequisites: As per IH p.141.

Base Mastery: 2. You get one extra attack with a full attack with a ranged weapon. Make the attack at your highest attack bonus. However, each attack you make that round (the extra one and the normal ones) takes a -4 penalty.

Special: Note that the benefits for the base mastery and expanded mastery levels 6 and 8 are identical. Their effects stack, ie you can gain multiple extra attacks by taking larger penalties to your attack rolls. Similarly, the benefits for expanded mastery levels 4 and 10 stack: if you have both feats, you gain 2 attacks on all targets within 20 feet of your selected point, at a -4 penalty to your attacks.

Expanded Mastery: 4, 10. Select a target point within your weaponís first range increment. As a full round action, you can make one ranged attack on all targets within a 20 foot radius of your selected point. You must have line of effect and line of sight to all targets whom you wish to attack. You take a -4 penalty to each of your attacks.

Expanded Mastery: 6, 8. You get one extra attack with a full attack with a ranged weapon. Make the attack at your highest attack bonus. However, each extra attack you make that round inflicts a further -4 penalty on all your attacks.


Shot on the Run

Base Mastery: 4. You can use a full attack action to make a single attack with a ranged weapon while moving. You can move both before and after the attack, provided that your total distance moved is not greater than your speed. Furthermore, if you have levels in the archer class, you gain 1 aim token at the end of your turn if you attack in this manner and your attack is on the target of your aim pool.

Special: You cannot combine Shot on the Run with feats and abilities that require a standard action or an attack action to use, for example Manyshot.

Expanded Mastery: 6. You gain a +4 active bonus to defense against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. Furthermore, if you have levels in the archer class, you gain 1 aim token at the end of your turn if you attack in this manner and your attack is on the target of your aim pool.

Expanded Mastery: 8. If you use a full attack action to move and attack and your target is within 30 feet, you deal double damage on a successful hit. The extra damage counts as precision-based damage.

Expanded Mastery: 10. You gain a +10 active bonus to defense against attacks of opportunity due to moving into or out of a threatened area, if you have a ranged weapon in hand. Furthermore, if you have levels in the archer class, you gain 2 aim tokens at the end of your turn if you attack in this manner and your attack is on the target of your aim pool.


Last updated: 23 Jun 2006

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