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Weapons

Ranged Weapons

WeaponDamagePropertiesLevel
Boomerang1d4 BMartial (Dex), Light, Thrown (30/60/90), Versatile (Advantage to hit Against Beasts)1
Light Crossbow1d8 PMartial (Str), Range (50/100/150), Loading, Versatile (No Disadvantage for shooting while Moving mounted on a Friendly creature)1
Recurve Bow1d6 PMartial (Dex) Range (75/125/200), Versatile (No Disadvantage for shooting while Moving mountedon a Friendly creature)1
Sling/Kestros1d4 P/BMartial (Dex), Range (40/ 80/ 120), Loading, Versatile (May use darts as ammo for Piercing damage, may be used as a melee weapon if loaded with Bludgeoning ammo)1
Longbow1d8 PMartial (Dex), Range (120/240/360)2
Shuriken1d6 SMartial (Dex), Thrown (20/40/60) Versatile (Hitting an enemy while in Stealth does not immediately break stealth)2
Heavy Crossbow2d8 PMartial (Str), Range (80/160/240), Loading2
Repeating Crossbow1d10 PExotic (Str/Dex), Heavy, Range (75/125/200), Versatile (Holds 20 bolts, but requires a Move and Standard Action for a Loading Action)3
Chakram1d8 SExotic (Dex), Light, Thrown (40/80/120), Versatile (May use a Reaction to make a melee attack when attempting to be targeted with a Combat Maneuver)3
Hunga Munga1d10 PExotic (Dex), Light, Thrown (20/40/60), Lacerating3

Fighting Styles

  • Arc Throw (Combat Maneuver). When using a Ranged Weapon with a Thrown Property the user may arc their munitions to hit another target up to 15 ft from the original target whether they hit or miss.
  • Called Shot (Combat Maneuver). The user is able to take aim at a creature, targeting them in specific areas in order to deal various Conditions. Called Shot on the head has a chance of leaving the target Blinded until the end of the target’s next turn, the arms to Disarm the target, and the legs to leave the target Slowed until the end of the target’s next turn.
  • Cavalry Marksman: The user gains Advantage to hit with Ranged/Thrown attacks while Mounted on a Friendly creature.
  • Clutch Shot. While using a Ranged Weapon, a number of times per encounter equal to the users Weapon Level the user may take the Disadvantageous Range of their weapon and make it the Advantage Range instead.
  • Exotic Weaponry. The user has trained in an exotic weapon and is able to wield it effectively with the proper Weapon Level.
  • Prone Stability (Crossbows). When dropping Prone to fire your crossbow, you ignore a Disadvantage on your attack roll and the Loading property of the weapon (Repeating Crossbow’s Loading only requires a Minor Action.)
  • Silent Killer. The user has learned to throw silently and effectively. All weapons with the Thrown property gain Versatile (All hits are Critical on Surprised enemies, on a hit on Surprised targets, the target and all opponents in sight of the hit target have disadvantage on their Initiative checks.)
  • Sniper. When attacking at Long Range your Critical Hit Range is doubled.

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