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...The
Archer's Best Friends
Here
are some miscellaneous thoughts I had while thinking
about fantasy-style archery. These things are a little
over the top, but in a high fantasy sort of campaign,
they won't be too egregious. To put it another way,
these optional items are not terribly "realistic,"
but they are not unbalancing.
New
Feats
Well known by the monastic order known as the Seekers
of the Heart of Truth, these feats were made famous
with the Seekers' defense of the cliffs of Rajon against
the invading Blackbile orcs. Using the two feats in
conjunction, the monks caught the orcs' magical, poisoned
arrows and threw them back at the invaders with deadly
accuracy and not a little surprise and shock.
Eschew
Bow
With strength and accuracy you can hurl arrows with
your bare hands.
Prerequisite:
Str 15+, Dex 13+, base attack bonus of +5 or better
Benefit:
You can hurl arrows as thrown weapons with a range
increment of 30 ft. Damage (including criticals) is
handled as if you were using a bow one size larger
than your size. So Small characters inflict 1d6 points
of damage as if using a shortbow, and Medium-sized
creatures inflict 1d8 points of damage as if using
a longbow.
Catch
and Fire
Using your phenomenal speed, you can catch an opponent's
arrows and use them in your own bow.
Prerequisite:
Dex 13+, Improved Unarmed Strike, Deflect Arrows
Benefit:
You must have your bow (not a crossbow) in one
hand and your other hand free (holding nothing) to
use this feat.
You
ready an action and wait for a foe to fire an arrow
at you. At that time, you may make a Reflex saving
throw with a DC of 20 (if the ranged weapon has a
magical bonus to attack, the DC increases by that
amount). If you succeed, you catch the arrow. You
must be aware of the attack and not flat-footed.
Then,
as a part of the same readied action, you can load
that arrow into your bow and fire it using your normal
attack bonus. If you fire the arrow at the same creature
that shot it at you, the target is denied any Dexterity
bonus (against your bow attack only) the first time
you use this ability in a fight, due to sheer surprise.
Alternatively,
this feat can be used to catch thrown weapons and
throw them back in the same manner described above,
except that both hands must be free (characters with
a Dexterity score over 15 need have only one hand
free). Doing so, as above, is a readied action. This
feat can be used to catch nonconventional ranged weapons
like a bead of force. However, the DC becomes
25. In no way does this feat bestow the capability
of catching spell effects, such as Melf's acid
arrow.
Special:
If used with Eschew Bow, then obviously no bow
is needed.
New
Magic Weapon Quality
Developed by the Seekers of the Heart of Truth, arrows
with this magical quality proved very useful in cliff-fighting.
Knockback.
This quality can apply only to ranged weapons. Any
creature struck by this weapon must make a Strength
check with a DC of 20. Those who fail are knocked
back 5 feet.
Caster
Level: 9th; Prerequisites: Craft Magical
Arms and Armor, telekinesis; Market Price: +1 bonus.
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