Weapon Focus (Feat)

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You have dedicated yourself to a combat style, and the use of weapons. You are far from a master, but you have an undeniable set of skills.

Prerequisites: Level 1, proficient with a melee weapon of your choosing, and proficient with a ranged weapon of your choosing.

Related: Adroit Defender (Feat), Adroit Diversion (Feat), Adroit Doom (Feat), Arc Slinger (Feat), Big Game Hunter (Feat), Bullseye Shot (Feat),

Charging Hurler (Feat), Charging Hurler, Improved (Feat), Close-Quarters Thrower (Feat), Critical, Epic (Feat), Deadly Aim (Feat), Deadly Swarm (Feat),

Desperate Battler (Feat), Distance Thrower (Feat), Exotic Weapon Proficiency (Feat), Exploit Lore (Feat), Extraordinary Shot (Feat),

False Opening (Feat), Far Shot (Feat), Feral Combat Training (Feat), Focused Shot (Feat), Grasping Whip (Feat), Grudge Fighter (Feat),

Impact Critical Shot (Feat), Iron Grip (Feat), Large Target (Feat), Let Them Come (Feat), Lunge (Feat) , Meisterhau (Feat), Monkey Lunge (Feat),

Near and Far (Feat), Opening Volley, Parting Shot (Feat), Penetrating Strike (Feat), Penetrating Strike, Greater (Feat), Pinpoint Targeting (Feat),

Point-Blank Master (Feat), Powerful Precision (Feat), Precise Shot (Feat), Precise Shot, Improved (Feat), Quarterstaff Master (Feat), Rapid Reload (Feat),

Shot on the Run (Feat), Small But Deadly (Feat), Snap Shot (Feat), Snap Shot, Improved (Feat), Snap Shot, Greater (Feat), Spear Dancer (Feat),

Splash Weapon Mastery (Feat), Spell Shot (Feat), Spiky Shield (Feat), Swarm of Arrows (Feat), Thousand Arms (Feat), Tide of Iron (Feat),

Ultimate Mastery (Feat), Volley Fire (Feat), Weapon Aficionado (Feat), Weapon Focus, Epic (Feat), Weapon Focus, Greater (Feat),

Weapon Specialization (Feat), Weapon Specialization, Epic (Feat), Weapon Specialization, Greater (Feat), Weapon Supremacy (Feat), Wrecking Pick (Feat)

Benefit: Choose one melee weapon and one ranged weapon that you are proficient in. You must choose one of each weapon type: one melee, and one ranged (which can be either a projectile or a thrown weapon). You gain a +1 feat bonus on all attack rolls you make when wielding either of the selected weapons. This benefit is applicable to any weapon, whether that be a melee, thrown, projectile, unarmed attacks, or even ray attacks. Once selected, the two chosen weapons may not be changed, except through the re-selection process.

Special: When wielding the chosen ranged weapon, while within 30 feet of your target, you take no penalties for making a ranged attack (thrown, projectile, or ray), when that target is already engaged in melee with an enemy (this normally inflicts a -4 penalty to-hit). In addition, intervening creatures (allied or enemy) do not provide cover if they are between you and your target (this normally inflicts a -2 penalty to-hit per intervening creature). To gain these benefits beyond 30 feet, see Precise Shot (Feat) and Precise Shot, Improved (Feat).

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new weapons: one of which must be melee and one of which must be ranged.

Special: Weapon Focus and all subsidiary feats that rely upon it are designed such that if a player re-trains Weapon Focus to a different weapon or pair of weapons, all subsidiary feats will change to apply to the new weapons, rather than requiring every feat to be re-trained individually.