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Trick Shots

October 16th, 2012

Joshua Zaback

Extraordinary Feats Archive

            Hello everyone, and welcome back to another fantastic edition of Extraordinary Feats, where the best in new feats can be found each and every week. In celebration of our latest release, it’s Bow Week here at Necromancers of the Northwest, and thus it will probably come as no surprise that this week’s offering of feats will have a focus on archery. So partake of these wonderful feats, pick up a copy of The Ebon Vault: Bows of War, and make the most out of our latest innovations in archery.

 

Cluster Shot (Combat)
You can fire a tight grouping of arrows, potentially wounding a group of closely-packed creatures.
Prerequisite: Rapid Shot.
Benefit: As a full round action you can make a single ranged attack at your highest base attack bonus -2 against a single character and all characters sharing that target’s space. If the attack hits, roll damage as normal, and the target and all creatures sharing the target’s space each take that damage. Attacks against the largest target are resolved first; in the case of two or more creatures tied for size, the order of characters targeted is determined randomly. For the purpose of this feat, swarms are considered to be a single creature. You cannot use this feat if the time required to reload your ranged weapon is greater than a free action.

Indirect Shot (Combat)
Sometimes it’s more effective to fire near a target than directly at a target, causing a deadly distraction.
Prerequisite: Rapid Shot.
Benefit: As a standard action you may fire a volley with a ranged weapon you are wielding at any target square within range. This special attack requires a ranged attack roll against the AC of the target square (typically 5), which consumes three pieces of ammunition of a type appropriate for the weapon you make the attack with. If the attack is successful, each character in the target square suffers a -1 penalty to AC and to attack and damage rolls for 1 round. For every 10 by which your attack roll succeeds the target square’s AC, increase these penalties by 1.

 

Long Shot (Combat)
An expert marksman, you are able to accurately fire your weapon at much greater distances than your peers.
Prerequisite: Far Shot.
Benefit: You suffer no penalties to attack when making a ranged attack within the first two range increments of a ranged weapon with which you are proficient. Attacks made beyond the weapon’s second range increment are calculated as normal; thus, an attack made into the weapon’s third range increment would suffer the appropriate penalties for an attack made into the third range increment.

 

Prone Shot (Combat)
You have mastered the exotic archery technique of using your feet as well as your hands in order to generate greater tension in your bow and achieve additional firing power.
Prerequisites: Far Shot, Weapon Focus (longbow) or Weapon Focus (shortbow).
Benefit: You may make ranged attacks with a longbow or shortbow while you have the prone condition. In addition, whenever you make an attack with a longbow or shortbow while prone, you treat that weapon’s range increment as though it where 25 feet longer than normal.

 

Targeted Shot (Combat)
When presented with a stationary target, you take your time and make sure your shot counts.
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +6.
Benefit: Whenever you make a ranged attack against a target that has remained stationary within the same square since the beginning of your last round, you gain a +2 bonus to your attack and weapon damage rolls.