Deflect Arrows (Feat): Difference between revisions

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| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites=<onlyinclude>{{#ifeq:{{{transcludesection|Prerequisites}}}
| Prerequisites|Dex 13, [[Unarmed Strike, Improved (Feat)]]
| Prerequisites|Dex 13, [[Unarmed Strike, Improved (Feat)]]
}}</onlyinclude>


| Benefit=You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.  
| Benefit=You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.  


'''Special''': This feat operates against alchemical items (such as Alchemist bombs and tanglefoot bags).  
'''Special''': This feat operates against alchemical items (such as Alchemist bombs and tanglefoot bags).  


'''Note''':You must have at least one hand free (holding nothing) to use this feat, but loosing and re-gripping a two-handed weapon is a free action and may be included with uses of this feat.
'''Note''':You must have at least one hand free (holding nothing) to use this feat, but loosing and re-gripping a two-handed weapon is a free action and may be included with uses of this feat.


'''Note''': Unusually massive ranged weapons (such as shot puts, boulders, or ballista bolts) and ranged attacks generated by natural attacks, spell-like abilities, supernatural abilities, or spell effects can't be deflected.


'''Note''': Unusually massive ranged weapons (such as shot puts, boulders, or ballista bolts) and ranged attacks generated by natural attacks, spell-like abilities, supernatural abilities, or spell effects can't be deflected.


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Avoid one ranged attack per round
}}</onlyinclude>


}}
}}

Revision as of 19:06, 14 April 2016


You can knock arrows and other projectiles off course, preventing them from hitting you.

Prerequisites: Dex 13, Unarmed Strike, Improved (Feat)

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.

Special: This feat operates against alchemical items (such as Alchemist bombs and tanglefoot bags).

Note:You must have at least one hand free (holding nothing) to use this feat, but loosing and re-gripping a two-handed weapon is a free action and may be included with uses of this feat.

Note: Unusually massive ranged weapons (such as shot puts, boulders, or ballista bolts) and ranged attacks generated by natural attacks, spell-like abilities, supernatural abilities, or spell effects can't be deflected.