Run and Strike Feat Tree:
Poisoned Arrows--->Acidic Arrows--->Armory of Arrows
Poisoned Arrows
Feat
Effect: The target of your Run and Strike ability takes an additional 2 damage at the start of its next turn. If you have not used this attack on the target again by the end of your next turn, the effect is dismissed. This effect stacks up to three times.
Acid Arrows
Feat
Requires: Acidic Arrows
Effect: The target of your Run and Strike ability takes a penalty to AC and RC equal to the number of stacks of Poisoned Arrows on the target.
Armory of Arrows
Mastery Feat
Requires: Armor Piercing Arrows
Effect: For the purposes of your Run and Strike ability, you may use your melee weaponry as ammunition for your ranged weapon. The weapon damage and attack bonuses are determined by your Melee Weapon. After firing a melee weapon at the target, it automatically lands in the nearest unoccupied square to the target.
Poisoned Arrows--->Acidic Arrows--->Armory of Arrows
Poisoned Arrows
Feat
Effect: The target of your Run and Strike ability takes an additional 2 damage at the start of its next turn. If you have not used this attack on the target again by the end of your next turn, the effect is dismissed. This effect stacks up to three times.
Acid Arrows
Feat
Requires: Acidic Arrows
Effect: The target of your Run and Strike ability takes a penalty to AC and RC equal to the number of stacks of Poisoned Arrows on the target.
Armory of Arrows
Mastery Feat
Requires: Armor Piercing Arrows
Effect: For the purposes of your Run and Strike ability, you may use your melee weaponry as ammunition for your ranged weapon. The weapon damage and attack bonuses are determined by your Melee Weapon. After firing a melee weapon at the target, it automatically lands in the nearest unoccupied square to the target.