Weapon Focus (Feat): Difference between revisions

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| 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]] rules.
| 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:''' 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)]].  

Revision as of 19:17, 18 June 2022


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), Big Game Hunter (Feat),

Close-Quarters Thrower (Feat), Critical, Epic (Feat), Deadly Swarm (Feat), Desperate Battler (Feat),

Exotic Weapon Proficiency (Feat), Exploit Lore (Feat), Extraordinary Shot (Feat), False Opening (Feat), Feral Combat Training (Feat),

Grasping Whip (Feat), Grudge Fighter (Feat), Iron Grip (Feat), Large Target (Feat), Let Them Come (Feat),

Lunge (Feat) , Meisterhau (Feat), Monkey Lunge (Feat), Penetrating Strike (Feat),

Penetrating Strike, Greater (Feat), Point-Blank Shot (Feat), Powerful Precision (Feat), Quarterstaff Master (Feat), Rapid Reload (Feat),

Small But Deadly (Feat), Snap Shot (Feat), Snap Shot, Improved (Feat), Spear Dancer (Feat),

Spell Shot (Feat), Spiky Shield (Feat), Swarm of Arrows (Feat), Thousand Arms (Feat),

Tide of Iron (Feat), Ultimate Mastery (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)

Splash Weapon Mastery (Feat), Arc Slinger (Feat), Bullseye Shot (Feat), Charging Hurler (Feat),

Charging Hurler, Improved (Feat), Clustered Shots (Feat), Distance Thrower (Feat),

Far Shot (Feat), Focused Shot (Feat), Impact Critical Shot (Feat), Parting Shot (Feat),

Pinpoint Targeting (Feat), Point-Blank Master (Feat), Precise Shot (Feat), Precise Shot, Improved (Feat),

Shot on the Run (Feat), Snap Shot (Feat), Snap Shot, Greater (Feat),

Snap Shot, Improved (Feat), Near and Far (Feat), Volley Fire (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.