Ranged Combat Feat Quicklist

NamePrerequisiteBenefitImp. BenefitMst. Benefit
Aimed ShotBase Attack Bonus +2If you Aim before making a Ranged attack, you gain a +3 insight bonus to your attack roll.If you aim before making a Ranged attack, you gain a +5 insight bonus to your attack roll. Once per Round, you may reroll a missed Aimed Shot with Advantage.If you aim before making a Ranged attack, you gain a +7 insight bonus with Advantage to your attack roll. All Aimed Shots ignore all bonuses provided by Cover and increase damage dealt by 1 damage die step.
Concussive BlastNoneTake a -3 penalty to your Attack roll and make an attack against your Target's Fortitude Defense. If your attack is successful and deals damage above your Target's Fortitude Defense, they are knocked Prone.Take a -3 to your Attack roll and make an attack against your Target's Fortitude Defense. If your attack is successful and deals damage above your Target's Fortitude Defense, they are knocked Prone and Disarmed.Take a -3 to your Attack roll and make an attack against your Target's Fortitude Defense. If your attack is successful and deals damage above your Target's Fortitude Defense, they are knocked Prone , Disarmed, and move -1 down the Condition Track.
DeadeyeBase Attack Bonus +6 & Aimed ShotIf you Aim before making a ranged attack, increase the damage by an additional damage die.If you aim before making a ranged attack, increase the damage by an additional damage die. If your attack is successful, your target moves -1 down the condition track, regardless of damage dealt.If you aim before making a ranged attack, increase the damage by 1 step and an additional damage die. If your attack is successful, your target moves -1 down the condition track, regardless of damage dealt. All damage you roll with an aimed Shot has Advantage.
Devastating ShotBase Attack Bonus +3, Aimed Shot, Devastating Criticals, & Weapon Focus (with the weapon being used.)After aiming, you may reduce your Attack Bonus (to a maximum of 3) and increase your weapon’s Critical Threat Range by the same amount. If your attack roll lands in your critical threat range, you roll a Devastating Injury (using 3d20 + Damage Dealt), instead of Critical Damage. This change lasts until the Start of Your Next Turn.

Special Note: This feat does not stack with any other 'after aiming' feat.
After aiming, you may reduce your Attack Bonus (to a maximum of 5) and increase your weapon’s Critical Threat Range by the same amount. If your attack roll lands in your critical threat range, you roll a Devastating Injury (using 4d20 + Damage Dealt), instead of Critical Damage. This change lasts until the Start of Your Next Turn.

Special Note: This feat does not stack with any other 'after aiming' feat.
After aiming, you may reduce your Attack Bonus (to a maximum of 7) and increase your weapon’s Critical Threat Range by the same amount. If your attack roll lands in your critical threat range, you roll a Devastating Injury (using 5d20 + Damage Dealt), instead of Critical Damage. This change lasts until the Start of Your Next Turn.

Special Note: This feat stacks with 1 other 'after aiming' feat.
Far ShotAimed ShotOnce per encounter, after Aiming , you can halve the range penalty on one Ranged Attack beyond your Ranged Weapon's Optimal Range.

Special Note: This feat does not stack with any other 'after aiming' feat.
Twice per encounter, after Aiming , you can ignore the range penalty on a Ranged Attack beyond your Ranged Weapon's Optimal Range.

Special Note: This feat does not stack with any other 'after aiming' feat.
One per Round, after Aiming , you can ignore the range penalty on a Ranged Attack beyond your Ranged Weapon's Optimal Range. When you miss an attack beyond your weapon’s optimal range, you may reroll with Advantage once per encounter.

Special Note: This feat stacks with 1 other 'after aiming' feat.
Hip-Fire ShotDexterity Score: 12This feat only applies to One-Handed Sidearms. When targeting an enemy in your Point Blank Range, you gain +3 on your Attack & Damage Roll. Once per Encounter, you may make a Reaction Attack against an enemy (that attacked) within your Point Blank Range, with half your normal Attack Bonus.This feat only applies to One-Handed Sidearms. When targeting an enemy in your Point Blank Range, you gain +3 on your Attack & Damage Roll, and may roll 1 with Advantage. Twice per Encounter, you may make a Reaction Attack against an enemy (that attacked) within your Point Blank Range, with half your normal Attack Bonus. Once per Encounter, you may increase your Critical Threat Range by 1, when targeting an enemy in your Point-Blank Range.This feat only applies to One-Handed Sidearms. When targeting an enemy in your Point Blank Range, you gain +5 on your Attack & Damage Roll, and may roll both with Advantage. Once per Round, you may make a Reaction Attack against an enemy (that attacked) within your Point Blank Range, with half your normal Attack Bonus. Twice per Encounter, you may increase your Critical Threat Range by 1, when targeting an enemy in your Point-Blank Range. Once per Encounter, you may treat one target at Short-Range as Point Blank.
Pin-Point ShotAimed ShotOnce per Encounter, after Aiming your attack, you may spend 3 free actions to halve your target's Damage Resistance for your next attack. The use of this feat must be declared before your attack roll.

Special Note: This feat does not stack with any other 'after aiming' feat.
Once per Encounter, after Aiming your attack, you may spend 2 free actions to halve your target's Damage Resistance & Threshold for your next attack. The use of this feat must be declared before your attack roll.

Special Note: This feat does not stack with any other 'after aiming' feat.
Once per Round, after Aiming your attack, you may spend 1 free action to halve your target's Damage Resistance, Threshold, and Shield Rating for your next attack. The use of this feat must be declared before your attack roll.

Special Note: This feat stacks with 1 other 'after aiming' feat.
Point Blank ShotDexterity Score 16This feat only applies to Assault Weapons and Heavy Weapons. Once per Encounter, when targeting an enemy in your point-blank range, you may treat them as they are within your weapon's optimal range.This feat only applies to Assault Weapons and Heavy Weapons. Once per Encounter, when targeting an enemy in your point-blank range, you may treat them as they are within your weapon's optimal range with Advantage. On a successful attack, add +1 Damage Die. On a failure, this does not count as your one use of this Encounter.This feat only applies to Assault Weapons and Heavy Weapons. Once per Round, when targeting an enemy in your point-blank range, you may treat them as they are within your weapon's optimal range with Advantage. On a successful attack, add +1 Damage Die and roll damage with Advantage. You may take this feat multiple times, each time gaining an additional use of this feat per Round.
Precise ShotNoneWhen making a Limb Attack, the penalty is reduced by 3 and the penalty for targeting the head, or their weak spot if known, is reduced by 5.When making a Limb Attack, the penalty is reduced by 3; the penalty for targeting the head, or their weak spot if known, is reduced by 5; and all Limb Attacks are made with Advantage. Once per Encounter, you may make a Limb Attack during an Attack of Opportunity.When making a Limb Attack, you take no penalty; the penalty for targeting the head, or their weak spot if known, is reduced by 7; and all Limb Attacks are made with Advantage. Once per Round, you may make a Limb Attack during an Attack of Opportunity.
Quick DrawDexterity Score: 12 & Base Attack Bonus +1You can draw or holster a Small One-handed weapon as a swift action instead of a move action. You can also draw or holster a Medium Two-handed weapon by spending half of your movement, instead of a whole Move Action.You can draw or holster a Medium One-handed weapon by spending 3 Free Actions instead of a move action. You can also draw or holster a Large Two-handed weapon by spending a Swift Action, instead of a whole Move Action.You can draw or holster any One-handed weapon by spending a Free Action or Reaction instead of a move action. You can also draw or holster any Two-handed weapon by spending a 3 Free Actions, instead of a whole Move Action.
SniperBase Attack Bonus +6, Aimed Shot, & Far ShotOnce per Encounter, when using the Far Shot or Aimed Shot feat, you may spend a Swift Action to make your attack a Heavy Attack. You also gain a +3 insight bonus on all attack rolls made; from Cover, from Prone, or while Braced.Once per Encounter , when using the Far Shot or Aimed Shot feat, you may spend three Free Actions to make your attack a Heavy Attack or spend a Swift Action to make your attack an Improved Heavy Attack. You also gain a +3 insight bonus and Advantage on all attack rolls made; from Cover, from Prone, or while Braced.Once per Encounter + (a number of times equal to your Dexterity Modifier), when using the Far Shot or Aimed Shot feat, you may spend two Free Actions to make your attack a Heavy Attack , spend three Free Actions to make your attack a Improved Heavy Attack, or spend a Swift Action to make your attack an Master Heavy Attack. You also gain a +6 insight bonus and Advantage on all attack rolls made; from Cover, from Prone, or while Braced.
Studied ShotBase Attack Bonus +6, Aimed Shot & Weapon Focus (with Ranged Weapon Type)After Aiming, as a Swift Action, you may take a -10 penalty to Defense to Take10 + your damage bonus on your next Ranged Attack. If your weapon cannot deal 10+ damage, treat your damage roll as maxed out + your damage bonus.After Aiming , spending 3 Free Actions , you may take a -10 penalty to Defense to Take10 + your damage bonus on your next Ranged Attack; and move your target -1 The Condition Track. If your weapon cannot deal 10+ damage, treat your damage roll as maxed out + your damage bonus.after Aiming , spending 2 Free Actions, you may take a -10 penalty to Defense to Take15 + your damage bonus on your next Ranged Attack; move your target -2 The Condition Track, and if your damage surpasses your Target's Fortitude Defense they are Off Balance until the start of their turn. If your weapon cannot deal 15+ damage, treat your damage roll as maxed out + your damage bonus.


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