Marksman > Sharpshooter

Marksman Req. 16 DEX   1. Steady Aim: Passive   +1 to critical range with all ranged weaponry. +3 to accuracy checks you make with ranged weapons. Additional +1 to accuracy checks, per extra shot, when firing multiple shots from a ranged weapon.   2. Bouncing shot: EOT Action   Your next ranged attack hits an adjacent enemy for half the damage of the first attack, and gains +3 range and DEX Mod bonus physical damage.   3. Piercing Shot: EOT Action   Your next ranged attack ignores armor and pierces through enemies in a line. Your next attack also deals bonus damage equal to your DEX mod.   4. Take the Shot: EOT Action   Add +1 to the next roll you make with a ranged weapon. Your next attack cannot be responded to by interrupt abilities and your target has disadvantage on their defensive roll against it. Your next attack also deals bonus damage equal to your DEX mod.   5. Double Tap: Encounter^20 Action (S)   Your next ranged attack fires a copy of itself (damage, effects, and accuracy) at either the original target or a different one within range. If this targets two or more enemies, each of them must roll separate defensive rolls. Your next attack also deals bonus damage equal to your DEX mod.   6. Duck, Dip, Dive, and Dodge: Passive   You get a +4 to your dodge rolls made against melee attacks.   7. Ain’t it Grand: At-Will Interrupt   You may use this skill only when you have dodged more than twice in one round of combat, make another shift.   8. Covering Fire: Encounter Action   Repeated shots force your enemy to either take cover or block. For one round if they attack or shift you get an interrupt attack on them that deals double damage. If they trigger the activation of that interrupt attack, they cannot roll defensively against attacks until the end of your next turn.   9. Right Between the Eyes: Daily Shift   Your next ranged attack will ignore armor and deals bonus physical damage equal to your dexterity stat + weapon’s max damage + 1d20 for every 2 points of DEX mod you have.               Sharpshooter Req. Marksman Completed and have 22 DEX   1. Disengage: Daily Action   Duck out of the encounter for a round. When you re-enter the encounter you must reroll initiative. Enemies must roll to detect you when you re-enter the encounter.   2. Preparation: Passive   Whenever you trade an attack for an action you get two actions. When you reload a weapon, add your Dexterity to the damage of your next attack.   3. Crippling Shot: Encounter Action   Your weapons damage calculates at 100% on your next attack. The attack reduces target’s DEX, STR, CON or WIS if they’re hit in the legs, arms, body or head respectively, by your DEX for 1d4 rounds. Your next attack also deals bonus damage equal to your Dexterity.   4. Triple Shot: Encounter Attack (S)   Your next ranged attack fires two copies of itself (damage, effects, and accuracy) at three different targets within range. Each of them must roll separate defensive rolls. You have advantage on your next accuracy check and it also deals bonus damage equal to your Dexterity. These copies are all counted as one attack, but successful counterattacks only prevent one of the copies. If that attack has double tap on it, it generates five total copies. .   5. Power Shot: Encounter^20 Attack   Build additional power; this gives you advantage on your ac check, +4 range and bonus physical damage equal to your Dexterity + your Level. This attack can be held, consuming your next attack, but generating extra bonus physical damage equal to your Dexterity + your level for each attack consumed up to 3.   6. Binding Shot: Encounter Action   Your next ranged attack becomes a binding shot, roll a d20 and add your DEX mod, if the result is over 18 that attack will waver the first target it hits. Your next attack also deals bonus damage equal to your Dexterity.   7. Rolling Shot: Passive If attacked with melee, and your dodge check is 5 higher than the accuracy check, gain an attack of opportunity. Your next attack also deals bonus damage equal to your Dexterity.   8. Interrupting Shot Says What: Daily Interrupt   Attempt to deflect a physical ranged attack. Roll a d20 and add your DEX mod, if the total is over 20, the attack is deflected.(this counts as a save)   9. Another Shot, Another Kill: Passive   Every time you critically strike an enemy, you gain +2 DEX damage permanently. The first three times a turn you land a killing blow on an enemy your attack is refunded. Killing an enemy with a critical hit gives you both these effects as well as a lucky break that can be spent to add a d8 to a weapon’s damage.

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