Ranged tactics toolbox pdf download






















The attack roll. This ability replaces bardic knowledge and rogue attempts a Stealth check with a penalty, but lore master. The rogue can and wield in other words, "juggle" up to three items or attempt this check even while being observed, as long weapons in his hands.

The juggler must be able to hold as she has cover or concealment or an ability that and wield an object in one hand in order to juggle it. At 6th level and 4 levels thereafter,. At this distance, ranged of distance, which can quickly balance out a sniper's combatants are far enough away to avoid being caught penalty on Stealth checks for sniping.

Take Cover: Attacking from cover-whether you're Wilderness encounters often begin at this range. Remember that a low obstacle can To maintain an edge in mid-ranged combat, a skilled provide cover as long as you're within 30 feet of it, and ranged combatant maintains a safe distance and even just fighting from around a corner can grant you takes advantage of the terrain.

KeepYour Distance: It's often better for ranged Use Obstacles and Terrain: Many opponents can close combatants to make fewer ranged attacks than with you in melee in 1 or 2 rounds-unless something to get caught in melee. Keep in mind that the gets in their way. Whether in an army or an adventuring party, allying with melee combatants is often the best means of shielding ranged combatants from the thick of the conflict.

Difficult terrain, low barriers, and deep water can slow pursuers long enough to allow for additional volleys, and firing from an elevated position not only makes it more difficult for foes to approach but also grants an offensive advantage.

Specific Tactics Many rules options help make ranged characters potent forces at mid-range. Class features like evasion and improved evasion can completely negate damaging effects that allow a Reflex save. The evasion ability is a feature of several classes, but any character can acquire it with a rinlJ of evasion. Fight from a Mount: Attacking from a combat-trained ount can greatly increase a ranged attacker's mobility. With a successful DC 5 Ride check, as a free action a rider can guide a mount in a way that leaves both hands free for reloading or shooting.

With a successful DC 15 Ride check, you can use your mount as soft cover, while the Mounted Combat feat allows riders to negate attacks against their mounts. The Mounted Archery feat reduces penalties for attacking from a moving steed.

Feats The following new combat feats are available to all characters to improve their mid-range combat abilities. Several of the following feats have the new targeting type. If you are using the optional called shots rules Pathfinder RPG Ultimate Combat , attacks made with targeting feats count as called shots for the purposes of abilities or effects that modify called shots, such as the Improved Called Shot feat from Ultimate Combat.

Ranged Disarm Combat, Targeting A well-placed shot disarms your foe. Add your Dexterity modifier Weapon and Armor Proficiency: In addition to the to your CMB in place of your Strength modifier and standard monk weapon proficiencies, a far strike monk apply range penalties to your combat maneuver check, is proficient with all thrown weapons.

If your Flurry of Blows Ex : A far strike monk can make a target is more than 30 feet away, you take an additional flurry of blows as a full-attack action as long as he's -2 penalty. Ifthe disarm attempt is successful, the target attacking with thrown weapons. He can't make a flurry also takes damage as if you had made a successful attack ofblows with his unarmed attacks or any other weapons.

You cannot be disarmed by failing this A far strike monk's flurry ofblows otherwise functions as disarm attempt. A far strike monk can't use Rapid Shot when making Ranged Trip Combat, Targeting a flurry of blows with a thrown weapon.

This ability A shot to the leg causes your foe to fall prone. At 6th level, he adds at a -2 penalty. At ioth level, he adds the following feats: penalties to your combat maneuver check, doubling the Improvised Weapon Mastery and Pinpoint Targeting. If your target is more Fast Thrower: At ist level, a far strike monk gains than 30 feet away, you take an additional -2 penalty. Ifthe Quick Draw as a bonus feat, even if he doesn't meet the trip attempt is successful, the target also takes damage as prerequisites.

At 4th level, he gains Shot on the Run as a ifyou had made a successful attack with that weapon. You bonus feat, even if he doesn't meet the prerequisites. At can't be knocked prone by failing the trip attempt. At i5th level, he can make a third When you catch arrows and other ranged ammunition, ranged attack with a penalty at any point during his you can immediately hurl them at your enemies.

This ability replaces Stunning Fist. This ability replaces still mind. The thrown point from his ki pool to increase the range increment of ammunition deals the normal amount of damage for a thrown weapon by 20 feet for i round.

This attack provokes attacks of opportunity the base damage dice of thrown weapons to that of his as normal. These weapons are also treated as ki You must have at least one hand free holding nothing focus weapons, allowing the monk to apply his special ki to use this feat. This effect lasts until the beginning of his next Trick Shooter Combat turn. This ability replaces purity ofbody. Your uncanny aim allows you to disable your opponents Trick Throw Su : At nth level, a far strike monk can without harming them.

When you attempt to perform a ranged concealment. By spending 2 points, he can ignore total combat maneuver, you can refrain from damaging the concealment or cover. By spending 3 points, he can ignore target at no penalty.

The weapon must still be able to reach the target; for instance, Far Strike Monk Archetype a target inside a closed building with no open doors or Far strike monks are masters of thrown weapons, from windows cannot be attacked using Trick Throw. These shuriken to throwing axes to spears. The far strike school effects last for i round. This ability replaces diamond body.

In most cases, teamwork feats require allies to posses the in wide, open spaces: across deserts and plains, on the same feat to gain the feat's benefit. A force prepared for long-range combat can badly damage or even defeat their enemies Covering Fire Combat, Teamwork before ever being exposed to danger.

You distract your enemies with ranged attacks to protect your allies. Preparation is key when fighting from long range, and Benefit: You can use the aid another action with a having the right equipment and know-how is critical to a ranged attack against an opponent, regardless ofwhether successful skirmish.

Range penalties apply to Be Ready for Range: Not every battle begins at close this attack roll. Choose one ally when making the attack. Even characters optimized for melee comes before the beginning of your next turn. All allies combat should carry a ranged weapon with substantial with this feat also gain this bonus against that opponent.

Shooteruc feat. You don't take a penalty on Use Specialized Ammunition: Flight arrowsuE and attack rolls for having a Strength modifier lower than the iron-tipped distance arrowsuc travel farther than strength rating of a weapon, provided you're proficient standard arrows but deal less damage.

Other types of with that weapon. Lie Low You're even harder to see when prone than most are. Specific Tactics Benefit: If you have been prone since the end of your When attacking from a distance of more than feet, last turn, the penalty on Perception checks for others to successful ranged combatants would do well to find notice you increases by 1 for every 20 feet between you ways to reduce range increment penalties, enhance their and the observer, to a maximum increase of 5 at feet.

Perception checks, and conserve ammunition. This stacks with the normal modifier for distance. Minimize Penalties: Penalties for exceeding a weapon's range increments can be prohibitive at this distance. The from above. Use Magic Weapons: Save ammunition by using ammo Benefit: While making a ranged attack, you can ignore with the conservin13uE, endless ammunitionuE, or returnin13 any cover bonuses to AC, including total cover, unless magic weapon special abilities.

Weapons with the weater the target also has cover from above, such as a roof or or lesser desi13natin13uE, second chanceuE, and seekin13 special forest canopy. When using this feat, treat your target as abilities have improved odds of hitting a target.

An ifit were one range increment farther away. You can't use adaptiveuE composite bow adjusts to its user's strength. Volley Fire Combat, Teamwork Feats You have trained to work in ranks of archers to rain The following new combat feats are built around arrows down upon your foes. Prerequisite: Point-Blank Shot.

These allies don't toxophilite makes an attack with a ranged weapon. If her provide cover against your attacks. For each Warning Shot Combat size category the attacking creature is larger than the An intentional near-miss demonstrates your frightening toxophilite, the toxophilite takes a -4 penalty on her skill at range.

The toxophilite must declare the use Prerequisites: Point-Blank Shot, Precise Shot, Weapon of this ability after the attack is announced, Focus, proficiency with the selected weapon. Unusually Benefit: As a standard action, you can make a ranged massive ranged weapons, such as boulders touch attack using a ranged weapon with which you have or ballista bolts, and ranged attacks Weapon Focus.

If successful, instead of dealing damage by firearms or generated by natural or applying any other effects of the attack, you may attacks or spell effects can't attempt an Intimidate check to demoralize the target as be deflected. This ability a free action.

The target doesn't need to be within 30 feet, replaces endurance. Improved Intercept Ex : At 11th level, when the toxophilite Primal Hunter Barbarian Archetype takes a full-attack action with Rather than exploding with anger, primal hunters focus a ranged weapon, she can their rage to strike distant targets.

Though able to hold their choose to forgo one of her own in melee, primal hunters specialize in using some of attacks. If she does so, she the oldest ofranged weapons: bows, slings, and spears. At 11th and action at any time before 20th levels, the strength rating of weapons she wields her next turn. Her attack increases by i weapons without a strength rating are not roll to intercept uses the affected.

This ability replaces fast movement. While raging, a primal hunter can attempt Stealth Greater Intercept Ex : checks but doesn't gain a morale bonus on Will saves. At i9th level, whenever This ability alters rage. This ability replaces toxophilite takes special pride in her skill at archery.

The toxophilite emulates the sharpshooting rangers oflegend, who could pin a fly to the wall with a single shot or split one arrow with another. A truly talented toxophilite can even shoot down an enemy's arrow while it's still in flight. The toxophilite's ranged attacks also deal full damage to obj ects instead of half damage.

This ability replaces wild empathy. Many spellcasters specialize in engaging foes from afar, both to avoid melee combat drawbacks like attacks of Feats opportunity and the challenge of using magic while The following new feats are available to all characters and grappled , and to fully exploit tactics that only spells and can bolster spellcasters' ranged capabilities.

Exploit Proxies: Familiars, summoned monsters, Channel Ray eidolons, and animal companions can allow a character to You can focus your channeled energy on a single target. Even touch spells can be Benefit: When you channel energy, you can project a viable ranged combat options if a spellcaster can use ray from your holy symbol instead of creating a burst.

You another creature or a spectral hand spell to deliver it. You need not make used at extremely long range. Although such spells are rarely an attack roll to affect a willing creature with the ray. The enough to defeat foes, they can allow a clever spellcaster to ray has a range of 30 feet per channel energy die, and its prepare for or initiate a fight while minimizing risk. Pack Wands and Staves: While many spellcasters are proficient with only simple ranged weapons like Distant Spell Link crossbows, most can also use wands and staves loaded with You can share spells and grant touch spells to your ranged spells and effects.

A spare wand of ma,gic missile companion creature over a great distance. Ma,gic missile is perhaps the best as long as you have line of effect to the creature when you known ofthese spells, but many area spells and spells with cast the shared spell. Ifyour allied creature has the deliver partial effects such as black tentacles, entan,gle, and silence touch spells ability, you can designate your allied creature are similarly difficult to resist.

The creature must still Specific Tactics deliver the touch spell at its touch range. Spellcasters who fight at range often favor tactics that Normal: You must be adjacent to your familiar to share complement their natural strengths and preferred methods. Learn Stone Call: This 2nd-level spell Pathfinder RPG Advanced Player's Guide deals damage across a large Proxy Summoning area with no saving throw or attack roll required, can hit Creatures you summon can act as proxies to deliver your numerous evasive-and even flying-opponents from spells to foes.

Scrying can provide vital adjacent to a creature you summoned including an information about a foe's vulnerabilities and defenses eidolon , you can have the summoned creature carry before the spellcaster teleports in to strike at the most the spell's charge. Once the spell is cast, you and any opportune moment-provided she carries off her plan creature you summon gain the share spells ability Core before the scrying sensor is noticed.

Rulebook At 6th level and every companion, familiar, or similar allied creature with the 3 levels thereafter, the amount of damage dealt by this share spells ability. Additional ranger traps can be You can cast spells that bend around barriers to reach found on page i5. The magus must be at least 10th level their intended destination.

Benefit: A seeking spell's range can bend around Reach Magic: The magus can cast one spell per day as obstacles to reach the intended target. This doesn't the route yourself or unambiguously identify a target increase the spell's casting time or level.

However, Throwing Magus: Whenever the magus enhances his the spell fails if it would have to travel farther than its weapon using his arcane pool, he can spend i additional maximum range to reach the identified target. A ranged point from his arcane pool to add the returnin9 and throwin9 attack roll made to deliver a seeking spell is not subject to abilities to the list of available weapon special abilities. In order to benefit from this feat, When the magus throws a weapon enhanced by his arcane the selected spell must have a range greater than touch pool and hits a foe, he regains i arcane pool point.

The and target one or more creatures, or it must require the magus can regain a number of arcane pool points per day caster to make a ranged touch attack. A seeking spell uses equal to his Intelligence modifier in this way. Ifhe throws up a spell slot 2 levels higher than the spell's actual level. The following new magus arcana are best suited to magi interested in ranged combat, such as myrmidarchs Pathfinder RPG Ultimate Combat Dark Shifter Su : The magus can expend i point from his arcane pool as a move action to change the target of an ongoing spell effect with the darkness descriptor.

The new target must be within the spell's original range, and uses the magus's level as the effective caster level for the purpose of determining the maximum distance the effect can be moved from the magus. The magus must be at least 6th level before selecting this arcana. Pool Ray: The magus can expend i point from his arcane pool as a standard action to infuse a ranged weapon with elemental power.

As a free action while making an attack roll with the infused ranged weapon, after the attack roll has been made but before the results are revealed by the GM, the magus can release the charge and cause his attack to deal id6 points of energy damage acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability.

If he misses with this attack, the charge is lost and the effect is wasted. In such an event, the most reliable path to success lies in understanding the situation better than Turn Water into an Advantage: Foes who must cross water to get to you can make tempting targets, but ifyou're underwater, most ranged attacks don't work as intended. Mundane weapons such as underwater crossbows Pathfinder RPG Ultimate Equipment and magical General Tactics weapons such as cyclonic projectiles see page 26 and frozen Ranged combatants must carefully assess the situation crossbows see page 22 can overcome the debilitating effects before heading into a skirmish.

Adventurers outmatched by foes with of naming them. Feats Hide and Deceive: Misdirection and confusion can The following new feats can tip the scales in a ranged be as deadly any arrow. By sowing false information combatant's favor under the right circumstances. Foes can't rope, or ladder with your legs to free both of your hands. Such preparation may handed ranged weapon and reload ranged weapons until include luring foes into terrain more advantageous to the you resume climbing.

The GM may rule that this feat party or altering the terrain itself with traps, strategic doesn't work on certain climbing surfaces. Benefit: As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. For your complication and use it against a foe can reap tremendous ally to benefit from this feat, you must be able to clearly see rewards in battle.

Bottlenecks can divert foes away from vulnerable Expansive Trap Ability allies or divide groups of foes, and walls placed near Your ranger traps and land mines occupy a larger area. Companion: Dun3eoneer's Handbook Create Plausible Figments: Figments, particularly Benefit: You can designate any ranger trap or land mine minor imane and pro3rammed ima3e, are ideal distractions you lay to occupy up to 4 contiguous squares ofyour choice.

If more than items. Tailor the figment to the situation-enemies are one square is entered simultaneously, choose at random. Cover and concealment can mask or You and your teammates can anticipate one another's enhance a figment's creation. The type of d irty trick is chosen when the trap is created, and if it isn't possi ble or isn't appl icable to the Weathered Warrior Combat triggering creature, the combat maneuver is wasted. The You have a steady hand in any weather. You can make ranged attacks with a caster level equal to the ranger's level - 3.

This trap in windstorm-level winds at a -4 penalty. Making at 1 4th leve l. The summoned creature or creatures appear ranged attacks in windstorms is impossible.

The ranger can choose a command of no m ore than Learn Ranger Trap feat Ultimate Ma13ic i53 , the trapper 2 5 words when the trap is created; the creature or creatures ranger archetype Ultimate Ma13ic 64 , or the ranger fol low those instructions, or otherwise attack the creature trap magus arcana see page i3.

Traps marked with that triggered the trap. The triggering creature is d e n i e d its Dexterity bonus to AC i f i t was u naware of the trap. If the trap h its, it dea ls 1d6 points of b l u d g e o n i n g d a m a g e for every 4 levels the ra nger possesses minimum 1 d 6.

If it's a n extraordinary trap, the ra nger must provide an object suitable for d ea l i n g l ethal bl udgeoning damage, s u c h a s a l a rg e branch or heavy stone. DECOY TRAP SU Effect The trap creates a shadowy humanoid figment that a ppears to move away from the triggering creature or that follows a simple program of no m ore than 2 5 words defined by the ranger at the time when the trap i s set.

Unless programmed otherwise, the fig ment a ppears 60 feet away from the triggering creature or as close to that d i stance as possible, and then m oves away toward the nea rest exit, if a ny. The fig ment can move up to 60 feet per rou n d. A viewer can attempt a W i l l save or a Perception check to disbelieve the i l lusion if she attacks it or otherwise i nteracts with it. Now you won't get used in the Pathfinder Roleplaying Game.

H e,av C rossbo w! S korfbow. Real-world history, folklore, and fiction are full of exa mples of custom-made weapons and weapon parts that play key roles i n cha racters' adventures and can be mined for ideas i n your own game. Maybe your bowstring is made of Tian silk you acquired during your journey into Minkai, or your crossbow groove is made of the fi nest Ustalavic silver to ensure maximum potency when firing silver bolts.

Or perhaps you're searching for the master Alkenstar g u nsmith whose maker's mark is carved into the stock of your pistol. However you characterize your weapon, its exact make can inform your cha racter's past, present, and future in relation to her goals and the world around her. VVEAPON5 attached to a barbed bolt see New Ammunition on page spears-are found throughout the world, every culture has 19 or grappling boltuE as part of a loading action. After its own inventive variations. Up to 50 feet of silk rope Crank Crossbow, Light: This weapon functions as a can be wound onto the winch as a full-round action that heavy crank crossbow, except that its damage, critical, and provokes attacks of opportunity.

The wound rope can be range values are equivalent to those of a light crossbow. Hurlbat: A hurlbat is a throwing axe made from a single piece of flat metal.

Every extremity of the hurlbat is sharpened, including the point of the handle. You can wield the hurlbat as a melee weapon, but it's not designed for such use; you take a -1 penalty on melee attack rolls with the weapon, and you must succeed at a DC 15 Reflex save when making melee attacks to avoid cutting yourself on an edge and taking 1 point of slashing damage. This content requires one of the following products to play:. All Reviews:. Popular user-defined tags for this product:. Is this DLC relevant to you?

Sign In or Open in Steam. Languages :. Franchise: Fantasy Grounds. Share Embed. Add to Cart. View Community Hub. The fresh new tips, tricks, and tactics in this volume enable your Pathfinder RPG character to perform a huge variety of daring deeds from a distance--whether you're launching fearsome warning shots at distant foes, hurling axes that swirl with cyclonic energy, or shooting your bow while clinging to a rope with your legs. Ranged Tactics Toolboxis a player-focused manual that makes the most of your ranged weapons, spells, and abilities, in addition to providing a plethora of new rules options to make you even more formidable in combat.

Inside this book, you'll find: Tips on how best to fight in ranged combat, including suggestions for specific rules options that can give you the edge as well as tactics available to all characters.

Dozens of new magic ranged weapons, weapon special abilities, ammunition, and wondrous items to fling at your foes or protect you from distant attackers. Over 20 new feats to bolster your combat prowess at range, including combat, teamwork, and metamagic feats. An illustrated guide that provides terminology for various parts of iconic ranged weapons such as bows, crossbows, and pistols.

Tons of new spells, equipment, weapon types, character options such as magus arcana and ranger traps, and much, much more! This Pathfinder Player Companionis intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world. Converted by: Scott Geeding Released on May 05, The section on special tactics looks at unusual circumstances in encounters, such as fighting while climbing or using illusions in combat.

As well as some new feats like Clinging Climber which lets you cling to your climbing surface with just your legs and feet, freeing up both hands for combat and Friendly Fire Manoeuvres a teamwork feat which makes your allies not provide soft cover for your enemies , the section also contains several new ranger traps. The centre two pages of the book contain schematics of several ranged weapons, including longbows, shortbows, various kinds of crossbows, and the double-barrel pistol. A sidebar discusses weapon histories and how you can add additional flavour to a game by describing the specific materials your characters weapons are made from.

While these sorts of details don't have any mechanical effects on the game, they add a lot of colour and can significantly enhance the play experience. I really like these centre pages. The second half of the book focuses on new equipment and magic items, including new kinds of ranged weapons.

In particular, I rather like the magic ammunition section. There has always been a large variety of magical weapons in the game, but ammunition is less well-represented, even though it's much easier and cheaper to carry a large variety of ammunition than it is a variety of weapons.

The ammunition included here include things like vulnerability bolts , which make any poison placed on them more potent, and boulder bullets , which are sling bullets that expand to boulder size when launched and behave like siege weapons. There is also a sidebar containing a list of creatures with ranged attacks that can be summoned with summon monster or summon nature's ally spells.

The two inside covers contain charts with the stats for all ranged weapons in the game—well, except the new ones included in this book, which are oddly absent. They get a separate chart in their section.

This is rather annoying as it defeats the purpose of having the charts there in the first place. It's nice to have charts that compile everything together, but if they don't actually have everything, you still have to flip pages around.



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