Take AimFeat |
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Feat EffectAllows to have no disadvantage or advantage on ranged weapon attacks for a turn for bonus action. Prerequisites |
Take Aim is a Feat in Solasta: Crown of the Magister. Feats are special abilities that are unlocked upon reaching Level 4 and these grant various bonuses for the character. When you reach levels 4 and 8, you gain the Ability Score Choice Feature that will allow you to select a Feat if you prefer it over increasing your Ability Score.
Take Aim Information
- You can use your bonus action to take aim. Until the end of your turn, your ranged weapon attacks have no disadvantage or advantage, no matter the conditions
How to unlock Take Aim
You'll need to fulfill the following requirements to unlock Take Aim
- Reach Lv. 4 or 8 of any Class, or Lv. 6 of Fighter
- Choose this feat with Ability Score Choice->Bonus Feat features
Take Aim Tips & Notes
- Note 1
- Note 2
- Anonymous
This is lame and as written, no one would take this. Take Aim should be a Bonus Action that GIVES Advantage until the end of your turn on all ranged attacks. For balance, using Take Aim could require reduction or elimination of your movement that round.
- Anonymous
I don't know what the dev have on their minds, sacrificing advantage for what? lol
- Anonymous
Why would I want to sacrifice advantage? Does this give sneak attack?
So, this feat is great because “take aim” works with thrown weapons too. If you are trying to use this on a traditional ranged character, you’re not using it right.
The feat’s description specifies ranged weapon attacks, which applies to the Javelin (tested and confirmed as of 6/22/23), which comes in a +1 variety, and though it only has a short range of 6, it has a long range of 24. The paladin, with dueling fighting style (which does apply to thrown ranged attacks although it shouldn’t), now has an effective range of 24 squares where previously it’s range was a real shortcoming. The Panzer of the game now also shoots nails. Dope.
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