I’m not sure about which version of this feat to go with, so I’ll post all three versions for some feedback – something that I’ve cooked up, after seeing a thread on the Wizard’s d20 Modern about how guns weren’t underpowered (with an example of the Barrett Light .50 using Double Tap to do 3d12 damage and based on average damage 19.5 forcing a massive damage save for almost anyone). Unfortunately, the idea of Double Tap being used with a scoped rifle at long range really sticks in my craw, as I’ve the impression that double tapping is something that is done at fairly short ranges, and certainly not when you’re placing crosshairs between someone’s eyes, hence the new feat.
(This one is based off the Double Tap feat)
One Shot, One Kill
Prerequisites: Wisdom 13, Far Shot, Dead Aim, Point Blank Shot, Precise Shot
Benefit: As a full round action, using this feat, the character may carefully line up a single shot, taking –2 to hit, but gaining +1 die of damage on a successful hit. This feat has no effect on creatures immune to criticals.
Special: The use of a scope (if fitted) is subsumed into the full round action (normally it requires an attack action to use a scope).
Or
(This one is based off the Burst Fire feat)
One Shot, One Kill
Prerequisites: Wisdom 13, Far Shot, Dead Aim, Point Blank Shot, Precise Shot
Benefit: After spending a full round action using the Dead Aim feat, the character can then line up a single shot using a full round action, taking –4 to hit, but gaining +2 dice of damage on a successful hit. This feat has no effect on creatures immune to criticals.
Special: The use of a scope (if fitted) is subsumed into the full round action (normally it requires an attack action to use a scope).
Basically the first one requires that you use a full round action to take the shot, while the second requires that you first use Dead Aim, and then in the second round use a full round action to take the shot. I figure the first one is pretty well balanced (and if that ain’t painting a target on my forehead, I have no idea what will
), as the character used a swag of feats to gain it, and has to sacrifice the ability to take multiple shots in exchange for a better chance of forcing a massive damage save. The second I’m not so sure about. It does chew up two rounds worth of actions, but the two extra dice of damage might be a bit excessive. Thoughts?
[Editted - modified both slightly as found I'd not taken into account the fact that a scope requires an attack action to use]
(This one is based off the Double Tap feat)
One Shot, One Kill
Prerequisites: Wisdom 13, Far Shot, Dead Aim, Point Blank Shot, Precise Shot
Benefit: As a full round action, using this feat, the character may carefully line up a single shot, taking –2 to hit, but gaining +1 die of damage on a successful hit. This feat has no effect on creatures immune to criticals.
Special: The use of a scope (if fitted) is subsumed into the full round action (normally it requires an attack action to use a scope).
Or
(This one is based off the Burst Fire feat)
One Shot, One Kill
Prerequisites: Wisdom 13, Far Shot, Dead Aim, Point Blank Shot, Precise Shot
Benefit: After spending a full round action using the Dead Aim feat, the character can then line up a single shot using a full round action, taking –4 to hit, but gaining +2 dice of damage on a successful hit. This feat has no effect on creatures immune to criticals.
Special: The use of a scope (if fitted) is subsumed into the full round action (normally it requires an attack action to use a scope).
Basically the first one requires that you use a full round action to take the shot, while the second requires that you first use Dead Aim, and then in the second round use a full round action to take the shot. I figure the first one is pretty well balanced (and if that ain’t painting a target on my forehead, I have no idea what will

[Editted - modified both slightly as found I'd not taken into account the fact that a scope requires an attack action to use]
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