Amechra
2013-01-29, 01:13 PM
Peerless Archery [Fighter]
You are pretty obscene when it comes to hitting people with your arrows.
Benefit: Whenever you make a ranged attack, you may ignore any bonus to armor class that would be granted by concealment; in addition, you take no penalties to your ranged attacks for attacking a creature within your first two range increments, and gain a +2 to attack rolls with your ranged weapon against creatures within your first range increment.
Special: This feat counts as the Precise Shot, Point-Blank Shot, and Far Shot feats for the purposes of prerequisites.
Archer's Momentum [Fighter]
You allow the momentum of an arrow you fire to serve as a kick-off point for skirmishing.
Prerequisites: Precise Shot, Skirmish +1d6/+1
Benefit: Whenever you make a ranged attack from hiding, you gain the benefits of your Skirmish class feature, even if you didn't move this round. In addition, the penalty you take on your Hide check to conceal yourself after your attack is reduced to 10.
Special: A Scout may take this feat as a bonus feat.
Improved Archer's Momentum [Fighter]
By taking a moment to breath, you can fire off a shot that can easily cost a man his life.
Prerequisites: Archer's Momentum, Improved Skirmish
Benefits: Whenever you use the Sniping function of the Hide skill, you may use any feat that enhances your Skirmish ability as if you had moved a number of feet this round equal to your weapon's Range Increment. In addition, the penalty you take on your Hide check to conceal yourself after your attack is reduced to 5.
Special: A Scout may take this feat as a bonus feat.
Passing Blow [Fighter]
You have specialized in hindering people you strike on the go.
Prerequisites: Skirmish 1d6/+1
Benefit: You may treat bonus damage from your Skirmish ability as if it were Sneak Attack dice for the purposes of qualifying for and using Ambush feats. In addition, whenever you deal any amount of damage to a creature with your Skirmish class feature, they take a -4 circumstance penalty to their armor class until the beginning of their next action.
Special: A Scout may take this feat as a bonus feat.
Ambush Expertise [Fighter]
You have specialized in hamstringing and humiliating people with carefully aimed blows.
Prerequisites: Two Ambush feats.
Benefits: The number of Sneak Attack dice that you need to sacrifice to use a given Ambush feat is reduced by 1, to a minimum of 0.
Hawkeye Shot [Fighter]
You've gotten really good at hitting people at a distance.
Prerequisites: Precise Shot, Far Shot, Dexterity 13
Benefits: You may deal precision damage to creatures that are within your first range increment. In addition, reduce the penalties you take for attacking a creature beyond your first range increment by your Dexterity modifier.
Special: A Scout may take this feat as a bonus feat.
Superior Sniper [Fighter]
You have become specialized at murdering people from very, very far away.
Prerequisites: Hawkeye Shot, Dexterity 15
Benefits: You may deal precision damage to creatures with a number of range increments equal to your Dexterity modifier; in addition, on any round in which you successfully hit a creature with a ranged weapon, you gain a +5 Circumstance bonus to your Hide checks until the end of the round.
Special: A Scout may take this feat as a bonus feat.
Old Versions
Archer's Momentum [Fighter]
You allow the momentum of an arrow you fire to serve as a kick-off point for skirmishing.
Prerequisites: Precise Shot, Skirmish +1d6/+1
Benefit: You may deal precision damage to any creature within the first range increment of your ranged weapon. In addition, you gain the benefits of your Skirmish class feature on every ranged attack you make, as if you had moved 10' that round. This does not stack with actual movement for the purposes of effects that increase the effectiveness of your Skirmish class feature based off the distance you have moved.
Special: A Scout may take this feat as a bonus feat.
Improved Archer's Momentum [Fighter]
By taking a moment to breath, you can fire off a shot that can easily cost a man his life.
Prerequisites: Archer's Momentum, Improved Skirmish
Benefits: Whenever you make a ranged attack as a standard action, you may deal precision damage out to your second range increment; in addition, if you are making an attack against a creature at least one range increment away from you, increase the effective movement of your Archer's Momentum feat by 10' per range increment.
Special: A Scout may take this feat as a bonus feat.
You are pretty obscene when it comes to hitting people with your arrows.
Benefit: Whenever you make a ranged attack, you may ignore any bonus to armor class that would be granted by concealment; in addition, you take no penalties to your ranged attacks for attacking a creature within your first two range increments, and gain a +2 to attack rolls with your ranged weapon against creatures within your first range increment.
Special: This feat counts as the Precise Shot, Point-Blank Shot, and Far Shot feats for the purposes of prerequisites.
Archer's Momentum [Fighter]
You allow the momentum of an arrow you fire to serve as a kick-off point for skirmishing.
Prerequisites: Precise Shot, Skirmish +1d6/+1
Benefit: Whenever you make a ranged attack from hiding, you gain the benefits of your Skirmish class feature, even if you didn't move this round. In addition, the penalty you take on your Hide check to conceal yourself after your attack is reduced to 10.
Special: A Scout may take this feat as a bonus feat.
Improved Archer's Momentum [Fighter]
By taking a moment to breath, you can fire off a shot that can easily cost a man his life.
Prerequisites: Archer's Momentum, Improved Skirmish
Benefits: Whenever you use the Sniping function of the Hide skill, you may use any feat that enhances your Skirmish ability as if you had moved a number of feet this round equal to your weapon's Range Increment. In addition, the penalty you take on your Hide check to conceal yourself after your attack is reduced to 5.
Special: A Scout may take this feat as a bonus feat.
Passing Blow [Fighter]
You have specialized in hindering people you strike on the go.
Prerequisites: Skirmish 1d6/+1
Benefit: You may treat bonus damage from your Skirmish ability as if it were Sneak Attack dice for the purposes of qualifying for and using Ambush feats. In addition, whenever you deal any amount of damage to a creature with your Skirmish class feature, they take a -4 circumstance penalty to their armor class until the beginning of their next action.
Special: A Scout may take this feat as a bonus feat.
Ambush Expertise [Fighter]
You have specialized in hamstringing and humiliating people with carefully aimed blows.
Prerequisites: Two Ambush feats.
Benefits: The number of Sneak Attack dice that you need to sacrifice to use a given Ambush feat is reduced by 1, to a minimum of 0.
Hawkeye Shot [Fighter]
You've gotten really good at hitting people at a distance.
Prerequisites: Precise Shot, Far Shot, Dexterity 13
Benefits: You may deal precision damage to creatures that are within your first range increment. In addition, reduce the penalties you take for attacking a creature beyond your first range increment by your Dexterity modifier.
Special: A Scout may take this feat as a bonus feat.
Superior Sniper [Fighter]
You have become specialized at murdering people from very, very far away.
Prerequisites: Hawkeye Shot, Dexterity 15
Benefits: You may deal precision damage to creatures with a number of range increments equal to your Dexterity modifier; in addition, on any round in which you successfully hit a creature with a ranged weapon, you gain a +5 Circumstance bonus to your Hide checks until the end of the round.
Special: A Scout may take this feat as a bonus feat.
Old Versions
Archer's Momentum [Fighter]
You allow the momentum of an arrow you fire to serve as a kick-off point for skirmishing.
Prerequisites: Precise Shot, Skirmish +1d6/+1
Benefit: You may deal precision damage to any creature within the first range increment of your ranged weapon. In addition, you gain the benefits of your Skirmish class feature on every ranged attack you make, as if you had moved 10' that round. This does not stack with actual movement for the purposes of effects that increase the effectiveness of your Skirmish class feature based off the distance you have moved.
Special: A Scout may take this feat as a bonus feat.
Improved Archer's Momentum [Fighter]
By taking a moment to breath, you can fire off a shot that can easily cost a man his life.
Prerequisites: Archer's Momentum, Improved Skirmish
Benefits: Whenever you make a ranged attack as a standard action, you may deal precision damage out to your second range increment; in addition, if you are making an attack against a creature at least one range increment away from you, increase the effective movement of your Archer's Momentum feat by 10' per range increment.
Special: A Scout may take this feat as a bonus feat.