Here's a thread for posting all feats/weapons/etc focusing on archery ranged combat.
STRONG ARM [GENERAL]
The archer has trained their drawing arm to such strength that they are able to pull back a bowstring to reach it's maximum tension
Prerequisites: Far Shot, Power attack
Benefit: On a full ranged attack the character adds her strength modifier to damage for the first shot of that round
08-13-2007, 11:44 PM
Improved Mounted Archery [General]
Prerequisites: Ride 6 rank, Mounted Combat, Mounted Archery
Benefit: When firing a ranged weapon atop a mount, you attack as if you were moving at one speed category less.
Special: A fighter may select Mounted Archery as one of his fighter bonus feats.
Zen Shot [General]
Prerequisites: Wisdom 13, Zen Archery
Benefit: Before shooting an arrow, you may designate a location at which the arrow will change direction. It can change direction no more than once, and no more than at a 90 degree angle. You suffer a -1 attack and damage penalty. The flight of the arrow is a smooth arch in roleplaying terms, but mechanically it is a rigid line.
Improved Zen Shot [General]
Prerequisites: Wisdom 16, Zen Archery, Zen Shot
Benefit: You may fire a Zen Shot arrow and change it's direction as many times as you wish, provided that it moves at least one square before changing, and you suffer cumulative penalties to attack and damage.
Ashi taka Shot [Epic]
Prerequisites: Level 21+, Strength 16, Point Blank Shot, Precise Shot, Improved Precise Shot
Benefit: Once per day, you may suffer 1d4 constitution damage to have the vorpal effect applied to any arrow you fire for 1d10 rounds. (This ignores the prerequisite for vorpal items to be slashing damage only)
...The most bad ass fight scene in an anime, period.
Edit: Japanese names can be so vulgar without a space inbetween them... >_>
Arrow Spell [Metamagic]
Prerequisites: Spellcasting level 3+, Point Blank Shot
Benefit: Any spell with a range of touch can be attuned to one arrow that triggers the spell once the arrow comes in contact with a living being (as such, it must surpass ALL AC, not just touch AC.) The arrow must be used on the turn that it is enchanted or it will lose its effect.
Counter Shot [General]
Prerequisites: Level 12, Dexterity 16, Point Blank Shot, Precise Shot, Improved Precise Shot
Benefit: If you expend a standard action on your turn, you will attack any arrows (that are coming towards your direction) within a 30 ft. radius until your next turn. You may only attack as many arrows as you have attacks available. If you are flat-footed for whatever reason, you do not attack any oncoming arrows.
Each arrow has an AC of 22 (10 +8 Size modifier +4 for unusual shape)
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