Marksman
Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Enter a state of extreme focus, allowing you to fire your gun with precision at an extremely high speed. Whenever your ROF is refunded, you gain an additional Attack Action and 1 stack of Focused Shooting. At the end of the round, or when you choose to, you may expend all stacks of Focused Shooting as part of a bonus attack action that inflicts stacks of Stagger (1) equivalent to Focused Shooting stacks. Extra Focused Shooting stacks above 9 are converted to bonus Critical hits on the final attack.
The Headshot trait also now grants you -5 CRR when you use it. Landing a shot using the Headshot trait grants 1 stack of Hat Trick, losing all stacks when a Headshot is not landed. Each stack of Hat Trick reduces your CRR by 5, up to a maximum of 3 stacks of Hat Trick. Landing Critical Hits while you have stacks of Hat Trick will refund the ROF cost of the attack. Successive Critical Hits on the same target will only refund the ROF cost at a 1d2 chance.
Halve the ROF cost of your reload in exchange for dropping the magazine on the ground.
After using one or more Tactical Actions to move at least 20 feet, you may make a free Attack Action with your firearm, up to once per action.
As a Tactical Action, when you Spot teammates using the Spotter trait, you can mark a target with the debuff Spotted for you and your allies for 1 round. The first time you or an ally makes a firearm attack against the Spotted target on their own turn, the attack’s ROF cost is waived.
If an ally can see a target and there are no obstacles blocking your potential line of sight to the target, you can target the enemy.
The first time you land a critical hit per target with a firearm attack, you gain 1 additional attack action, and the ROF cost of the attack is refunded.
Switching between targets within a 90 degree cone no longer applies QP.
Once per turn, after landing a shot against a target with 3 CC or less, you gain an additional Ability Action.
After landing at a kill on your turn, you gain 1 bonus TA that can be used for movement.
Gain +1d4+1 to-hit against targets at least 10ft lower in elevation than you. You may also make attack actions using Tactical Actions against targets that High Ground applies to.
When tap-firing a full-auto weapon, the number of shots that land on target on a successful hit cannot roll below the average value.
If you did not move last round, you automatically gain 1 stack of Aim.
If your to-hit roll rolls within 5 points of the enemy’s AC, it counts as a grazed shot, dealing 50% of its normal damage.
Gain -2 CRR and +20% Crit Damage for every two enemies you can see.
After landing a critical hit with a firearm, you can instead grant the bonus attack from Critical Opportunity to an ally. If they land a critical hit, the effects of Critical Opportunity and Baton Pass apply to them. Each successive Baton Pass increases the Critical Damage of the next attack by +25%. Baton Pass has 2 charges that are replenished on a short rest, or whenever the ZL increases.
HP Bonus: Ld4+L*CON
TP: 200
Feat Slots: 5
Proficiencies
Same as Gunner + DMRs, Sniper Rifles, Heavy Firearms, Rifle ExpertiseRequirements
- (Class Bond) Gunner: You must have fully unlocked every ability of the Gunner class.
Abilities
Ultimate Ability: Bullet Time
Rarity: Legendary | CC: Marksman | UP: 80 | ZP: 1 | ZL: 0 | Cost: 5 TPEnter a state of extreme focus, allowing you to fire your gun with precision at an extremely high speed. Whenever your ROF is refunded, you gain an additional Attack Action and 1 stack of Focused Shooting. At the end of the round, or when you choose to, you may expend all stacks of Focused Shooting as part of a bonus attack action that inflicts stacks of Stagger (1) equivalent to Focused Shooting stacks. Extra Focused Shooting stacks above 9 are converted to bonus Critical hits on the final attack.
Juliet Foxtrot Kilo
Level 1 | CC: Marksman | REQ: Headshot | Rarity: Legendary | Cost: 6 TPThe Headshot trait also now grants you -5 CRR when you use it. Landing a shot using the Headshot trait grants 1 stack of Hat Trick, losing all stacks when a Headshot is not landed. Each stack of Hat Trick reduces your CRR by 5, up to a maximum of 3 stacks of Hat Trick. Landing Critical Hits while you have stacks of Hat Trick will refund the ROF cost of the attack. Successive Critical Hits on the same target will only refund the ROF cost at a 1d2 chance.
Drop Mag
Level 2 | REQ: Firearms | Rarity: Uncommon | TP: 1Halve the ROF cost of your reload in exchange for dropping the magazine on the ground.
Run and Gun
Level 3 | REQ: Firearms | Rarity: Rare | TP: 4After using one or more Tactical Actions to move at least 20 feet, you may make a free Attack Action with your firearm, up to once per action.
Class Feat Slot VI
Level 4 | CC: MarksmanSighted In
Level 5 | REQ: Spotter | Rarity: Rare | TP: 4As a Tactical Action, when you Spot teammates using the Spotter trait, you can mark a target with the debuff Spotted for you and your allies for 1 round. The first time you or an ally makes a firearm attack against the Spotted target on their own turn, the attack’s ROF cost is waived.
Squadsight
Level 6 | Rarity: Uncommon | TP: 1If an ally can see a target and there are no obstacles blocking your potential line of sight to the target, you can target the enemy.
Critical Opportunity
Level 7 | REQ: Juliet Foxtrot Kilo | Rarity: Legendary | TP: 4The first time you land a critical hit per target with a firearm attack, you gain 1 additional attack action, and the ROF cost of the attack is refunded.
Class Feat Slot VII
Level 8 | CC: MarksmanFlickshot
Level 9 | REQ: Firearms | Rarity: Rare | TP: 3Switching between targets within a 90 degree cone no longer applies QP.
Hit and Run
Level 10 | REQ: Juliet Foxtrot Kilo | Rarity: Legendary | TP: 4Once per turn, after landing a shot against a target with 3 CC or less, you gain an additional Ability Action.
Implacable
Level 11 | Rarity: Legendary | TP: 3After landing at a kill on your turn, you gain 1 bonus TA that can be used for movement.
Class Feat Slot VIII
Level 12 | CC: MarksmanHigh Ground
Level 13 | REQ: Firearms | Rarity: Rare | TP: 3Gain +1d4+1 to-hit against targets at least 10ft lower in elevation than you. You may also make attack actions using Tactical Actions against targets that High Ground applies to.
Precision Tapping
Level 14 | REQ: Selective Fire | Rarity: Uncommon | TP: 2When tap-firing a full-auto weapon, the number of shots that land on target on a successful hit cannot roll below the average value.
Between Breaths
Level 15 | Rarity: Uncommon | TP: 1If you did not move last round, you automatically gain 1 stack of Aim.
Class Feat Slot IX
Level 16 | CC: MarksmanClose Enough
Level 17 | Rarity: Exotic | TP: 4If your to-hit roll rolls within 5 points of the enemy’s AC, it counts as a grazed shot, dealing 50% of its normal damage.
Bring 'Em On
Level 18 | Rarity: Exotic | TP: 4Gain -2 CRR and +20% Crit Damage for every two enemies you can see.
Class Feat Slot X
Level 19 | CC: MarksmanBaton Pass
Level 20 | Rarity: Mythic | TP: 6After landing a critical hit with a firearm, you can instead grant the bonus attack from Critical Opportunity to an ally. If they land a critical hit, the effects of Critical Opportunity and Baton Pass apply to them. Each successive Baton Pass increases the Critical Damage of the next attack by +25%. Baton Pass has 2 charges that are replenished on a short rest, or whenever the ZL increases.