Sunday, May 15, 2005

New and House Rules by TyphoidX

RANGED FEINT

Since Complete Warrior came up with ranged maneuver feats such as ranged disarm, ranged pin, & ranged sunder, I think it wouldn’t be out of the realm of possibility if a “Ranged Feint” feat was introduced as well.
The whole concept of ranged feint in the D&D setting (or any other game in which you choose to apply this) is to allow a ranged combatant the ability to deceive an enemy & deny him/her the opportunity to properly defend against the next ranged attack. This is done by bluffing the enemy; misleading him/her to believe that our ranged combatant is aiming at another target or a different part of his/her body.




RANGED FEINT [GENERAL]
You can trick enemies with your aim and prevent them from dodging your ranged attacks effectively.

PREREQUISITES: Point Blank Shot, Precise Shot, base attack bonus +5.

BENEFIT: You may attempt to feint the enemy from a distance as a move action. Doing so requires a bluff check opposed by that enemy’s sense motive. The target may add his/her base attack bonus to this sense motive check. If the bluff exceeds the sense motive check, that enemy loses his/her Dexterity bonus to AC (if any) against your next ranged attack. This attack must be made on or before your next turn. You must be within 30 feet of the target, and be visible to the target. If one or more different enemies are within your line of sight and line of effect, you get a +2 circumstance bonus to the bluff check against your chosen target.

NORMAL: You can only feint in melee combat.

SPECIAL: A fighter may select Ranged Feint as one of his/her fighter bonus feats.

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