Fax Celestis
2009-08-19, 03:13 PM
Brutal Precision [Investing]
Prerequisites: Dexterity 13, Point Blank Shot
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus, nor may it exceed the maximum Strength bonus allowed by your weapon. The penalty on attacks and bonus on damage apply until your next turn.
Investiture: 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 five points of prowess invested in this feat, you may ignore the maximum Strength bonus allowed by of your weapon.
Pin Opponent [Investing]
Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision
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.
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.
An opponent can be pinned multiple times using this feat. Each pin beyond the first increases the Strength check DC by 2.
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.
Investiture: You gain a +1 bonus on the Strength check DC for each three points of prowess invested in this feat.
Special: You may not utilize this feat in conjunction with Ranged Trip, Ranged Disarm, or Ranged Bull-Rush.
Ranged Bull-Rush [Investing]
Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision
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.
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.
Unlike a normal bull-rush, you do not move with your opponent when utilizing this feat.
Investiture: You gain a +1 bonus on bull-rush attempts using this feat for each three points of prowess invested in this feat.
Special: You may not utilize this feat in conjunction with Ranged Trip, Ranged Disarm, or Pin Opponent.
Ranged Disarm[Investing]
Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision
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.
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.
Investiture: You gain a +1 bonus on disarm attempts using this feat for each three points of prowess invested in this feat.
Special: You may not utilize this feat in conjunction with Ranged Bull-Rush, Ranged Trip, or Pin Opponent.
Ranged Trip [Investing]
Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision
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.
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.
Investiture: You gain a +1 bonus on trip attempts using this feat for each three points of prowess invested in this feat.
Special: You may not utilize this feat in conjunction with Ranged Bull-Rush, Ranged Disarm, or Pin Opponent.
Prerequisites: Dexterity 13, Point Blank Shot
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus, nor may it exceed the maximum Strength bonus allowed by your weapon. The penalty on attacks and bonus on damage apply until your next turn.
Investiture: 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 five points of prowess invested in this feat, you may ignore the maximum Strength bonus allowed by of your weapon.
Pin Opponent [Investing]
Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision
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.
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.
An opponent can be pinned multiple times using this feat. Each pin beyond the first increases the Strength check DC by 2.
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.
Investiture: You gain a +1 bonus on the Strength check DC for each three points of prowess invested in this feat.
Special: You may not utilize this feat in conjunction with Ranged Trip, Ranged Disarm, or Ranged Bull-Rush.
Ranged Bull-Rush [Investing]
Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision
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.
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.
Unlike a normal bull-rush, you do not move with your opponent when utilizing this feat.
Investiture: You gain a +1 bonus on bull-rush attempts using this feat for each three points of prowess invested in this feat.
Special: You may not utilize this feat in conjunction with Ranged Trip, Ranged Disarm, or Pin Opponent.
Ranged Disarm[Investing]
Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision
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.
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.
Investiture: You gain a +1 bonus on disarm attempts using this feat for each three points of prowess invested in this feat.
Special: You may not utilize this feat in conjunction with Ranged Bull-Rush, Ranged Trip, or Pin Opponent.
Ranged Trip [Investing]
Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision
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.
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.
Investiture: You gain a +1 bonus on trip attempts using this feat for each three points of prowess invested in this feat.
Special: You may not utilize this feat in conjunction with Ranged Bull-Rush, Ranged Disarm, or Pin Opponent.