Sniper

Starting Benefits

Aim

During your Turn, you may use the Move Action to take aim at a Target you can See instead of moving.

The next time you make a Ranged Attack against that Target, roll your Aim Die (a d4). You may add the Result of that roll to the Attack Check and cause Additional Damage to the Target equal to the Result of that roll.

The Aim: d6, Aim: d8, Aim: d10 and Aim: d12 Benefits increase the Aim Die to a d6, d8, d10 and d12 respectively.

Ranged Weapon Training

You become Skilled in either Bows or Guns, and one other Weapon Type of your choice.

If you are already Skilled in either Bows or Guns, you can instead choose any two Weapon Types.

Weapons Types include Axes, Bows, Clubs, Daggers, Guns, Improvised, Polearms, Shields, Swords and Whips.

Progression Benefits

Target Limb

When you Hit a Target with a Ranged Attack which benefits from the Aim Benefit, you may forgo the Additional Damage granted by Aim to instead affect one of the Target’s Limbs. You may choose to use this benefit after rolling your Aim Die.

The Target must make a Body Defense Check against your Martial Effect DC. On a Failed Check, you may cause one of the following effects:

  • The Target is Weakened until the Start of your Next Turn.
  • The Target is Knocked Prone.
  • The Target drops an Object they are holding.
Sniper (Combo)

As a Combo, you may use the Attack Action to make a Ranged Attack and you may use the Skill Action to make a Dexterity with Trickery Check to Hide.

You may use these Actions in any order you choose.

Spotter (Combo)

As a Combo, you may use the Attack Action to make a Ranged Attack and you may use the Skill Action to make a Focus with Trickery or Survival Check to attempt to perceive a Hidden Target or Object in the area.

You may use these Actions in any order you choose.

Trick Shot

Ranged Attacks benefiting from your Aim Benefit may ignore the Disadvantage caused by Cover or being Threatened.

Perfect Shot

When an Attack which benefits from your Aim Benefit Hits your Target and the result of your Aim Die is 8 or higher, you may Treat the Attack as a Critical Hit.

Target Head

When you Hit a Target with a Ranged Attack which benefits from the Aim Benefit, you may forgo the Additional Damage granted by Aim to instead affect the Target’s Head. You may choose to use this benefit after rolling your Aim Die.

The Target must make a Body Defense Check against your Martial Effect DC. On a Failed Check, you may cause one of the following effects:

  • The Target is Confused until the Start of your Next Turn.
  • The Target is Blinded until the Start of your Next Turn.
  • The Target is Deafened until the Start of your Next Turn.
Target Heart

When you Hit a Target with a Ranged Attack which benefits from the Aim Benefit, you may forgo the Additional Damage granted by Aim to instead affect the Target’s Heart. You may choose to use this benefit after rolling your Aim Die.

The Target must make a Body Defense Check against your Martial Effect DC. On a Failed Check, you may cause one of the following effects:

  • The Target is Immobile until the Start of your Next Turn.
  • The Target is Staggered until the Start of your Next Turn.
  • The Target is Silenced until the Start of your Next Turn.

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