I think this has much potential. Yes, this subject has been tapped before and I'm seeing the same replies. Usually negative, but why not make more constructive and possible suggestions. We all know this is not going to fit all "Archer Types". For instance, the 30 Dex vs the Zen Archery Feat that Darkstorme mentioned. This feat (in my opinion) was made to allow other classes to be more proficient in archery which is a Dex based mode of combat.I see the point in making these changes, and its alot harder rolling a critical than many of your other standard weapons. There are a few feats that can be taken to expand the crit numbers, while with a bow ... its 20 only.Ok, Cleave just doesn't really work in this equation. It takes a couple feats to get it as well. So, if its to be removed, why not replace it with other archery feats? After collecting say 3 replacement feats, you would be close to epic status, why should archers be allowed a wider damage spread via the eye socket shot or heart shot? Or better yet, add in a level requirement.Devastating Hail of Arrows? Yes, for the archer. Unfortunately, using this in a multi creature area will bring all the creatures to the archer, been there, done that. Not a happy ending.And what about the other ranged weapons? Well, yeah, I see the problem in that unless there is some kind of tag that can be used that targets "Ranged" weapons in the code.Mainly I guess what I'm am trying to say/do is make reasonable suggestions or ideas to make this work. Jil is all archer. Yes, She is a wizard as well, but she only uses defensive protective spells (with a rare magic missle if her arrows can not touch the target). She carries only a bow for a weapon. Most folk that have traveled with her would tell you that. So instead of saying what doesn't work, how about some ideas that might work? Just my 2 True.
It's truly one of my pet peeves over there years, and I think this is probably one of the reason why it's so hard to see changes because there's too much "oh but my class don't get this and that". Zen archery is great, but it's a choice to go a path that might not give you all the benefits that someone made his char for archery in the beginning would have. Just the same way that a rogue will not get all the benefits of taking combat feat that are more geared for fighters due to the str limitation as the rogue is also based on dexterity for most of their feats. So if we could focus on making this better for what it is, and not in line of well my char who uses this can't get it so I'm not okay with it. It might make things more enjoyable for people. Just my thought, but anyhow.
Isn't that basically what's being asked about here? I don't mean that in any way as a counter-argument to the original suggestion or to in any way invalidate what is being said here. However, the very question of changing archer feats is somewhat centered around the idea that these two feats are outside of what can normally be obtained by a character who devotes oneself to a focused archery track (i.e. DEX-heavy) without sacrifices. Though in this case it's not "my class doesn't have this" but "my path doesn't make this likely". Personally, I don't have a problem with it.
I have heard nothing to dissuade me from my theory that Devastating Critical and Overwhelming Critical were created for general combat characters and that for some unintended reason translated for only the melee bashers. I still feel that the feats can and should work for archers or any general combat characters that pursue the line of training that would achieve critical hits. The fact that we cannot find analogous feats for Cleave and Great Cleave only seems to demonstrate the weakness of the feat choices for archers as opposed to melee. To address concerns, I now propose the following four new feats:New Feat: Improved Called ShotSpecifics: Replaces Called Shot Feat; Grants the ability to make a potentially disabling attack against an opponents arms or legs. Improved Called shots are made at a -4 penalty, and must overcome the targets Discipline skill check. A successful called shot against the legs reduces the opponents movement rate by 30% and gives them a -3 cumulative penalty to their Dexterity. A successful called shot against the arms applies a cumulative -3 penalty to the creatures Attack Rolls. Successful called shots last for six rounds.(1) Called Shot requiredNew Feat: Overwhelming Called ShotSpecifics: Replaces Improved Called Shot Feat; Grants the ability to make a potentially disabling attack against an opponents arms or legs. Improved Called shots are made at a -4 penalty, and must overcome the targets Discipline skill check. A successful called shot against the legs reduces the opponents movement rate by 40% and gives them a -4 cumulative penalty to their Dexterity. A successful called shot against the arms applies a cumulative -4 penalty to the creatures Attack Rolls. Successful called shots last for eight rounds.(1) Improved Called Shot requiredNew Feat: Overwhelming Critical Shot (long bow, short bow)Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapons critical multiplier is x3, add +2d6 and if the multiplier is x4, add 3d6.(1) Dex 23 required(2) Improved Called Shot required(3) Level 21 required(4) Improved Critical (chosen weapon long bow or short bow)New Feat: Devastating Critical Shot (long bow, short bow)Specifics: Whenever you inflict a critical hit against an opponent he has to make a Fortitude save or die instantly. This shot is analogous to a shot through the very hard to hit weak points in armor to the brain, throat, or spine. Difficulty Class: 9 + ½ Character level + Strength modifier(1) Dex 30 required(2) Level 25 Required(3) Overwhelming Called Shot required(3) Overwhelming Critical Shot Required (chosen weapon long bow or short bow)