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*Pathfinder & Starfinder
How do you feel about raising longbow damage?
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<blockquote data-quote="Thia Halmades" data-source="post: 2629838" data-attributes="member: 35863"><p>You know, it would also make sense as such:</p><p></p><p>Feat: <strong>Take Aim</strong> (BAB 4, Point Blank Shot, Precise Shot, Weap. Focus: any bow (not including crossbows). This feat allows the archer to maximize their striking ability, finding the chink in the enemy's armor and delivering a lethal shot. Take Aim is a move action equivalency. Every move-action (or its equivalent) a character uses Take Aim, their Critical Threat ratio goes up by 1 (i.e., from 20 to 19-20, two move-actions, 18-20, and so on) to a maximum of their BAB.</p><p></p><p>Anytime a character uses Take Aim, it is considered a full-round action. A character cannot move more than a 5' step while using Take Aim, although they may release their shot during their standard attack. A character using Take Aim does not get or count their iterative attacks that round, even after letting loose their arrow, if they used Take Aim that round.</p><p></p><p>The archer must have an unimpeded line of sight to the target in order to Take Aim. They may not Take Aim on a target with concealment or cover, including effects such as Blur, or a displacer beast's natural miss chance.</p><p></p><p>An archer may opt to Take Aim before combat; they gain one Critical Threat improvement per round, as determined by the DM (for measuring time outside of combat, refer to the DMG).</p><p></p><p>Take Aim is a critical effect ability, and does not apply to creatures with no discernable anatomy, or who are immune to critical attacks. Take Aim stacks with the Improved Critical feat, but only by extending the critical threat range AFTER the feat is applied. If your Critical Threat range is 19-20 with Improved Critical, Take Aim extends that to 18-20 on the first move-equivalent, 17-20 on the 2nd, and so on.</p><p></p><p>Thoughts?</p><p></p><p>LCpt. Thia Halmades</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2629838, member: 35863"] You know, it would also make sense as such: Feat: [B]Take Aim[/B] (BAB 4, Point Blank Shot, Precise Shot, Weap. Focus: any bow (not including crossbows). This feat allows the archer to maximize their striking ability, finding the chink in the enemy's armor and delivering a lethal shot. Take Aim is a move action equivalency. Every move-action (or its equivalent) a character uses Take Aim, their Critical Threat ratio goes up by 1 (i.e., from 20 to 19-20, two move-actions, 18-20, and so on) to a maximum of their BAB. Anytime a character uses Take Aim, it is considered a full-round action. A character cannot move more than a 5' step while using Take Aim, although they may release their shot during their standard attack. A character using Take Aim does not get or count their iterative attacks that round, even after letting loose their arrow, if they used Take Aim that round. The archer must have an unimpeded line of sight to the target in order to Take Aim. They may not Take Aim on a target with concealment or cover, including effects such as Blur, or a displacer beast's natural miss chance. An archer may opt to Take Aim before combat; they gain one Critical Threat improvement per round, as determined by the DM (for measuring time outside of combat, refer to the DMG). Take Aim is a critical effect ability, and does not apply to creatures with no discernable anatomy, or who are immune to critical attacks. Take Aim stacks with the Improved Critical feat, but only by extending the critical threat range AFTER the feat is applied. If your Critical Threat range is 19-20 with Improved Critical, Take Aim extends that to 18-20 on the first move-equivalent, 17-20 on the 2nd, and so on. Thoughts? LCpt. Thia Halmades [/QUOTE]
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How do you feel about raising longbow damage?
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