| Azothath |
wanders off into musing-
nice. It has some feat 2 feat requirements beyond what most archers take (the archer path is kinda feat starved) so that makes this a specialization.
Full round action, double Dex to CMB(a plus), double the range penalties(not a big deal usually), -2 to CMD beyond 30 ft and prone adds to their AC vs a ranged attack but they are down.
You can only trip an opponent who is no more than one size category larger than you. Legs still add to CMD vs Trip (lol).
The entangled condition and falling is nice but most casters or equipped humanoids can avoid it. Big beasties are gonna have a high CMD. It's not bad overall as there are a lot of situations where it will help.
| Azothath |
I haven't seen a PFS character with this feat combo yet. I'd say it's a specialitst thing done just to say the character can attempt it, not that it's gonna be all that successful in play. There are more ummm 'low probability of success' choices than practical choices in the game. Nobody complains about the 'poor choice' options, lol.
The amusing point of this feat is that IF successful you'll do a few d6 and the target will have a higher AC to the next ranged attacks.
I'd look at retraining and the Class Guides.
as an aside, oozes and creatures without legs can't be tripped. So where does that put the Couatl? sounds like a polymorph defence against Ace Trip. (>'-')> <('_'<) ^('_')\- <( '-')> \_( .")> <( ._.)-` go House Slytherin