Sharpshooter

Sharpshooters utilize long ranged weapons and precision to take out their enemies from a safe distance.

Sharpshooter

Sharpshooters utilize long ranged weapons and precision to take out their enemies from a safe distance. They specialize in stealth and long range tactics and are outfitted with a variety of Training, Equipment, Traits and Abilities that allow them to excel in long distance combat and strategic repositioning.

Playing a Sharpshooter

XP Cost : 7 Prerequisites : DEX 14

Meet the Prerequisites and pay this Archetype's XP cost to gain the following:

Training

Gain Training in Stealth and 3 of the following Skills: Perception, Survival, Athletics, Acrobatics, Intimidate, Medicine, Engineering, Knowledge or Investigation.

Gain Training in the use of 2 Firearm or Ranged Weapon Types.

Gain Training in the use of 1 Melee or Hand-to-Hand weapon Type.

Equipment

Acquire a Common or Uncommon Suit of Light Armor of your choice

Acquire 2 Common or Uncommon Firearms or Ranged Weapons of your choice.

Acquire 1 Common Melee or Hand-to-Hand Weapon of your choice.

Acquire a Common or Uncommon Bundle of your Choice.

Trait

Sharpshooter Tactics You gain Advantage on all Stealth Skill Rolls made while prone. You gain a Miscellaneous +2 to Perception Skill Rolls made using a spyglass or scope.

Archetype Ability

Sharp-Shot You may spend 1 Focus Point to gain +3 to Hit on Ranged Attacks vs targets more than 10 meters away. You may also add this as an Overpower Option on all of your Focus Maneuvers that include or enhance a Ranged Attack.

Traits and Abilities

Purchase with XP

Traits

Nimble

XP Cost: 2 Prerequisites: Sharpshooter

Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.

Strong

XP Cost: 2 Prerequisites: Sharpshooter

Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.

Resiliant

XP Cost: 2 Prerequisites: Sharpshooter

Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.

Basic Maneuvers

XP Cost : 1 Prerequisites : Sharpshooter

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.

Expert Maneuvers

XP Cost : 2 Prerequisites : Sharpshooter, Basic Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.

Special Maneuvers

XP Cost : 3 Prerequisites : Sharpshooter, Expert Maneuvers of the same type.

Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.

Superior Aim

XP Cost : 2 Prerequisites : Sharpshooter

The Aim penalty for Targeted Attacks is reduced by ½.

Height Advantage

XP Cost : 2 Prerequisites : Sharpshooter

You gain +2 to Hit on Ranged Attacks when you are 4 or more Meters above your target.

Light Armor Specialist

XP Cost : 2 Prerequisites : Sharpshooter

You gain an additional Bonus to your AC equal to ½ your DEX Modifier while wearing light or no armor.

Nimble Evasion

XP Cost : 1 Prerequisites : Sharpshooter

Gain training in DEX Saving Throws.

Lightning Reflexes

XP Cost : 1 Prerequisites : Sharpshooter

You gain +2 to your Initiative.

Might Maneuver Expert

XP Cost : 2 Prerequisites : Sharpshooter

You reduce the Initial cost of all Tier I Might Abilities by ½.

Might Maneuver Veteran

XP Cost : 3 Prerequisites : Sharpshooter, Might Maneuver Expert

You reduce the Initial cost of all Tier II Might Abilities by ½.

Might Maneuver Specialist

XP Cost : 4 Prerequisites : Sharpshooter, Might Maneuver Veteran

You reduce the Initial cost of all Tier III Might Abilities by ½.

Stamina Maneuver Expert

XP Cost : 2 Prerequisites : Sharpshooter

You reduce the Initial cost of all Tier I Stamina Abilities by ½.

Stamina Maneuver Veteran

XP Cost : 3 Prerequisites : Sharpshooter, Stamina Maneuver Expert

You reduce the Initial cost of all Tier II Stamina Abilities by ½.

Stamina Maneuver Specialist

XP Cost : 4 Prerequisites : Sharpshooter, Stamina Maneuver Veteran

You reduce the Initial cost of all Tier III Stamina Abilities by ½.

Focus Maneuver Expert

XP Cost : 2 Prerequisites : Sharpshooter

You reduce the Initial cost of all Tier I Focus Abilities by ½.

Focus Maneuver Veteran

XP Cost : 3 Prerequisites : Sharpshooter, Focus Maneuver Expert

You reduce the Initial cost of all Tier II Focus Abilities by ½.

Focus Maneuver Specialist

XP Cost : 4 Prerequisites : Sharpshooter, Focus Maneuver Veteran

You reduce the Initial cost of all Tier III Focus Abilities by ½.

Endurance Fighter

XP Cost : 2 Prerequisites : Sharpshooter

You reduce the cost to Sustain all your Maneuvers by ½.

Relentless

XP Cost : 2 Prerequisites : Sharpshooter

Gain one additional Reaction.

Relentless II

XP Cost : 3 Prerequisites : Sharpshooter

Gain one additional Reaction.

Relentless III

XP Cost : 4 Prerequisites : Sharpshooter

Gain one additional Reaction.

Efficient

XP Cost : 1 Prerequisites : Sharpshooter

You gain one additional Motion.

Efficient II

XP Cost : 2 Prerequisites : Sharpshooter

You gain one additional Motion.

Superior Focus

XP Cost : 2 Prerequisites : Sharpshooter

Gain +2 Focus.

Abilities

Hot Shot

XP Cost : 1 Prerequisites : Sharpshooter

Targeted Attacks from your Firearms can now Ignite Flammable Substances and Materials via sparks caused by bullet friction on impact.

Lay of the Land

XP Cost : 2 Prerequisites : Sharpshooter

You can use a 10 Minute Perception or Investigation Skill Check to Scout Out up to 100 Meters of Area. When you do so, you gain +2 on all Skill Roll made in that area for the next 12 Hours.

First Shot

XP Cost : 2 Prerequisites : Sharpshooter

As long as you have a Ranged Weapon drawn when you Roll Initiative you may make a single Ranged Attack prior to the start of combat as a Reaction.

Rapid Reload

XP Cost : 2 Prerequisites : Sharpshooter

The Action Cost to Reload all Ranged Weapons you are Trained to Wield is reduced down to the next lowest Action Cost. Use the table below as a reference.

Full Round Action

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Action

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Motion

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No Action Cost

Quick Draw

XP Cost : 2 Prerequisites : Sharpshooter

You can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.

Dual Wielder

XP Cost : 2 Prerequisites : Sharpshooter

You gain +1 to your AC while Dual Wielding Melee Weapons.

While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.

Dual Wielder II

XP Cost : 4 Prerequisites : Sharpshooter, Dual Wielder

Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.

While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.

Dual Wielder III

XP Cost : 6 Prerequisites : Sharpshooter, Dual Wielder II

Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.

Penalties for Additional Attacks while Dual Wielding are now Halved.

Swiss Cheese

XP Cost : 2 Prerequisites : Sharpshooter

Each additional Hit on the same target deals +1 Damage after the first Hit (Maximum of 10). This bonus damage expires at the end of the round the damage was dealt.

Gunpowder Mixing

XP Cost : 2 Prerequisites : Sharpshooter

You are familiar with the ingredients and mixture ratios required to make Gunpowder. As long as you have access to the ingredients you may use your Engineering skill to craft gunpowder.

The Ingredients should be available in any Major City or larger settlement. The suggested prices can be found in the equipment section.

The DC to craft gunpowder is 16, if you fail the powder will gain a 25% chance to fail when firing. When this happens you expend the Attack action to fire before the percent chance for failure. Each time you make a roll to craft you create no more than Clip or 10 shots worth of powder. The process takes about an hour to complete.

Gunsmith

XP Cost : 2 Prerequisites : Sharpshooter

You are trained to both make and repair firearms. As long as you have access to a Gunsmith’s Toolkit you can repair Firearms while resting. As long as you have access to a Gunsmith’s Toolkit and a forge and Steel you can craft new Firearms. Crafting a new firearm requires 3-5 days of labor and costs 25% less than the listed cost to purchase in the Equipment Section.

Ghillie Suit

XP Cost : 3 Prerequisites : Sharpshooter

You can use your Action while moving through non-urban, vegetated environments to create a localized ghillie suit ensemble. When you do so, roll a Fine Motor or Survival Skill Roll, If you meet or exceed the DC of 16 you gain Advantage on all Stealth Skill Rolls made in that environment for the next hour(+2 if you already have advantage on stealth rolls). You can only gain the benefit of one Ghillie Suit at a time. You can create Ghillie Suits for other creatures or allies.