- A "missile attack" is any normal attack performed with a ranged weapon.
- The round in "per round" is the deflector's combat round, not the attacker's combat round, and not a static six seconds between uses. (From the attacker's perspective, this may seem random as combat rounds for different creatures are not in sync.)
- A character must have an empty main hand slot or an empty off-hand slot in order to deflect arrows.
- For this feat, the usual definition of a two-handed weapon is ignored. Instead, all ranged and large weapons are treated as occupying both hands, while medium and smaller melee weapons are treated as one-handed (the size of the wielder does not matter).
- More precisely, ranged and large weapons in the main hand are treated as occupying both hands, but this distinction is rarely relevant.
- The character can attempt to deflect one successful incoming missile attack per round, so it is normally not wasted on misses. However, the game decides whether or not to invoke this feat before factoring in automatic hits/misses for natural attack rolls of 20 or 1.
- Most of the time, this feat works only while the deflector's current action (in the action queue) is "attack", and for six seconds after the deflector has made an attack.
- The exception to the above is that a creature's first attack within a gaming session can be deflected by anyone who is not flat-footed.
- The deflected missile is reported as a "parried" attack.
- Arcane archers, assassins, and blackguards are unable to select this feat.
Item feat: No, but it can be added with custom content.
Custom content notesEdit