Ranged Weapons (Dex)

This skill was made obselete in 7.3. See Ranged

A Combat Skill used to wield ranged weapons.

Skill Uses

Skill Use Action Description
Aim

Standard

At-will; you gain a +5 bonus to a single Ranged Attack against a chosen enemy before the end of your next round. Bonus is lost if you move. Stackable; each repeat action increases bonus and renews duration; can be stacked up to once per rank of the skill.

Ranged Attack

Standard

At-will; you attack with a ranged weapon or targeted spell. Your skill check sets the DC of any Parry or Dodge the enemy might have.

Feats

Rank 1

Feat Prerequisite Description
Angled Throw

-

You ignore cover with grenades and grenade-like weapons.

Called Shot

-

You augment a single ranged weapons check, adding +100% damage, at the cost of 1 Focus.

Careful Shot

-

(deprecated by Aim)

Covering Fire

-

While wielding a ranged weapon, you may designate a 1-square wide line within your firing arc. You threaten this line; targets who provoke while inside, or pass through it, provoking opportunity attacks.

Far Shot

-

You ignore penalties to hit from the first 5 range increments.

Forceful Blast

-

Targets are moved to the extent of the blast radius when damaged by your grenade-like ranged weapons or area-effect ranged powers.

Point Blank Shot

-

You incur no Attacks of Opportunity for using ranged weapons in melee range.

Precise Shot

-

Your allies no longer provide soft cover for enemies relative to your ranged attacks.

Rank 2

Feat Prerequisite Description
Charging Fire

-

You may make a ranged attack at the end of a charge at a -2 penalty.

Double Throw

-

You may throw two throwable weapons at a time. Base weapon must have S/B or S/B/A mode (with associated RP cost). Can hit same target, or multiple targets in a cone. All attacks suffer -2 hit penalty.

Grazing Shot Precise Shot

You may make a single ranged weapon attack against two targets in direct line of sight from you. If you hit, you inflict half damage to each.

Greater Covering Fire Covering Fire

As Covering Fire, but the line is 2 squares wide.

Shock and Awe Charging Fire

You gain +100% damage to a ranged attack made at the end of a charge.

Steadying Position Precise Shot, Careful Shot(maybe)

Your target is considered flat-footed if you take at least 1 Aim action.

Zero Range Point Blank Shot

You gain +1 die of damage with ranged weapons against adjacent targets. Additionally, such targets are considered flat-footed against you.

Rapid Reload

-

Reload two ranged weapons in the time it takes to reload a single one.

Ki Strike

Gain the ability to maximize weapon damage. Upon rolling a successful hit on an enemy, you may choose to use this ability, and the dice roll for damage is assumed to be maximum. You may use this ability three times per day.

Rank 3

Feat Prerequisite Description
Return Fire Quick Draw

You may make a single ranged attack as a reaction to a ranged attack against you that misses, if the attacker was in your firing arc.

Triple Throw Double Throw

You may throw three throwable weapons at a time. Base weapon must have S/B/A mode (with associated RP cost). Can hit same target, or multiple targets in a cone. All attacks suffer -5 hit penalty.

Quickest Draw Quick Draw

If you ready an action to do so, you may draw two pistols and fire both once each (at your highest base attack) as a free action.

Shot on the Run

Charging Shot

While taking a full attack action, you may move at your base movement rate, firing at any point along the movement. You may jump or tumble as part of this movement.

Rank 4

Feat Prerequisite Description
Ki Critical

Ki Strike

Encounter, 1 Focus, Increase the multiplier on a critical hit by one. Thus, a weapon that normally inflicts triple damage would inflict quadruple damage. You may choose to use this ability after determining success on a critical hit.

Rank 5

Feat Prerequisite Description
One-handed Style

Use any firearm in one hand.

Neverending Hail of Bullets

Rapid Reload

Cost 1 Focus per round (where no other action but to attack is taken), Encounter. Your depleted weapon or weapons continue firing as if they had ammunition. When you stop firing, the depleted weapons run out of ammunition.

Ki Shot

Ki Critical

5 Focus, At the end of the action, just before your next action, you unleash a single blast from your weapon or weapons. The attack automatically hits, and is an automatic critical hit (and can be increased further with the ki strike ki critical special ability).

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