ArmorArmadillo
2007-07-16, 04:21 PM
Given that ranged combat allows you to fire from a distance, there should be more ways for archers to make use of tactical movement and controlling distance. Feats? ,
Strafe [General]
By showering an area with indirect fire, you can discourage enemy movement.
Requirements: Rapid Shot, Combat Reflexes
Benefit: As a standard action, you can fire 2 unaimed shots into a 5 ft. Radius area to establish suppressing fire in that area. Until the beginning of your next turn, your ranged attacks threaten these spaces with Attacks of Opportunity.
Retreating Shot [General]
Requirements: Dodge, Mobility, Shot on the Run, Point Blank Shot
Benefit: When using the Withdraw action, you can make a single additional attack at the beginning of your movement at your full attack bonus.
Vital Shot [General]
You specialize in hitting vital, but harder to hit, spots on the opponent.
Requirements: Point Blank Shot
Benefit: You may take a penalty on ranged attack rolls, up to your base attack bonus, on all attacks during a turn to gain an equal bonus on damage for those attacks. Creatures with no discernible anatomy or immune to extra damage from critical hits are immune to this damage. This is precision based damage, and you must be in Point Blank Shot range for this damage to take effect.
Charging Shot [General]
By combining forward movement with ranged fire, you can make it nearly impossible to dodge properly.
Requirements: Dodge, Mobility, Shot on the Run, Point Blank Shot
Benefit: If you move your full speed directly toward an opponent prior to a ranged attack, your opponent is treated as flat-footed for the purposes of that attack. This technique is usable once per enemy per encounter. Opponents who cannot see you are not affected.
Strafe [General]
By showering an area with indirect fire, you can discourage enemy movement.
Requirements: Rapid Shot, Combat Reflexes
Benefit: As a standard action, you can fire 2 unaimed shots into a 5 ft. Radius area to establish suppressing fire in that area. Until the beginning of your next turn, your ranged attacks threaten these spaces with Attacks of Opportunity.
Retreating Shot [General]
Requirements: Dodge, Mobility, Shot on the Run, Point Blank Shot
Benefit: When using the Withdraw action, you can make a single additional attack at the beginning of your movement at your full attack bonus.
Vital Shot [General]
You specialize in hitting vital, but harder to hit, spots on the opponent.
Requirements: Point Blank Shot
Benefit: You may take a penalty on ranged attack rolls, up to your base attack bonus, on all attacks during a turn to gain an equal bonus on damage for those attacks. Creatures with no discernible anatomy or immune to extra damage from critical hits are immune to this damage. This is precision based damage, and you must be in Point Blank Shot range for this damage to take effect.
Charging Shot [General]
By combining forward movement with ranged fire, you can make it nearly impossible to dodge properly.
Requirements: Dodge, Mobility, Shot on the Run, Point Blank Shot
Benefit: If you move your full speed directly toward an opponent prior to a ranged attack, your opponent is treated as flat-footed for the purposes of that attack. This technique is usable once per enemy per encounter. Opponents who cannot see you are not affected.