You take skill with the hand crossbow to new heights. With fearlessness and swagger, you can accomplish amazing deeds with hand crossbows.
Shootist Dedication (Feat 2)
Archetype | Dedication |
Prerequisites trained in the hand crossbow
Every chance you get, you practice with the hand crossbow to increase your draw speed and accuracy. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the hand crossbow. If you're at least an expert in a hand crossbow you're using, you gain access to its critical specialization effect. You also gain the Shootist's Draw action.
Shootist's Draw [A]
Frequency once per round
Effect You Interact to draw a hand crossbow and Strike with it, or you Strike with a loaded hand crossbow you're already holding and then Interact to stow it.
Special You can't select another dedication feat until you have gained two other feats from the shootist archetype.
4th Level Shootist Feats
Repeating Hand Crossbow Training (Feat 4)
Archetype |
Prerequisites Shootist Dedication
You become trained in the repeating hand crossbow and gain access to repeating hand crossbows and shootist bandoliers. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the repeating hand crossbow. If you're at least an expert in a repeating hand crossbow you're using, you gain access to its critical specialization effect. You can perform the Shootist's Draw action with repeating hand crossbows.
Special If you have the Running Reload feat, you can reload a repeating hand crossbow magazine on the move. You can use Running Reload as a 3-action activity to reload a magazine into a repeating hand crossbow after you Stride, Step, or Sneak, or as a 2-action activity if you use a magazine from a shootist bandolier.
Sword and Shot (Feat 4)
Archetype |
Prerequisites Shootist Dedication
You're comfortable wielding a crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the crossbow. When you make a successful ranged Strike against an enemy within your reach with your one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon.
When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.
6th Level Shootist Feats
Dual-Weapon Reload (Feat 6)
Archetype |
Requirements You are wielding two one-handed weapons, each in a different hand, one of which is a ranged weapon.
You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you're holding. Unlike most Interact actions, you don't need a free hand to reload your ranged weapon in this way.
Reloading Trick [A] (Feat 6)
Archetype | Manipulation |
Frequency once per round
You can fire off a single shot even when unprepared. You Interact to reload your hand crossbow and Strike with it.
Special If you have the Repeating Hand Crossbow Training feat, you can use this feat with a repeating hand crossbow to load either a bolt or a magazine, but the speed means you can fire only one bolt, then the magazine jams. You must spend a 3-action Interact activity to remove the jammed magazine and clear it before it can be used again.
8th Level Shootist Feats
Running Reload [A] (Feat 8)
Archetype |
Prerequisites Shootist Dedication
You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload.
Alchemical Shot [AA] (Feat 8)
Archetype |
You've practiced a technique for mixing alchemical bombs with your loaded shot. You Interact to retrieve the bomb (if it's not already in your hand) and pour its contents onto your ammunition, consuming the bomb. Next, Strike with your firearm. The Strike deals damage of the same type as the bomb (for instance, fire damage for alchemist's fire), and it deals an additional 1d6 persistent damage of the same type as the bomb. If the Strike is a failure, you take 1d6 damage of the same type as the bomb you used, and the firearm misfires.
The persistent damage increases to 2d6 if the bomb is 11th level or higher, or 3d6 if it's 17th level or higher.
10th Level Shootist Feats
Skirmish Strike [A] (Feat 10)
Archetype | Flourish |
Prerequisites Shootist Dedication
Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.
12th Level Shootist Feats
Called Shot [AA] (Feat 12)
Archetype | Flourish |
Prerequisites Shootist Dedication
You target a specific area of your foe's anatomy to debilitating effect. Declare a part of your foe's anatomy to target and make a ranged weapon Strike. If you hit and deal damage, the target takes one of the following effects, based on the body part you targeted. The GM should use the stated effects as a guideline when attacking creatures with stranger anatomy—for instance, applying the “arms” effect to a creature's tentacles if those are what the creature uses to attack.
- Arms The target is enfeebled 2 until the end of your next turn. On a critical hit, it's also enfeebled 1 for 1 minute.
- Head The target is stupefied 2 until the end of your next turn. On a critical hit, it's also stupefied 1 for 1 minute.
- Legs The target takes a –10-foot status penalty to its Speeds until the end of your next turn. On a critical hit, it also takes a –5-foot penalty to its Speeds for 1 minute.
- Wings If the target is flying using its wings, it immediately falls 20 feet, or 40 feet on a critical hit. The fall is gradual enough that if the target hits the ground, it takes no damage from the fall.
16th Level Shootist Feats
Deadeye [A] (Feat 16)
Archetype | Concentrate |
Prerequisites Shootist Dedication
You relax your eyes, taking in the smallest movements of objects, stirring of grass and leaves, and other signs of the presence of hidden things, granting you the ability to locate invisible creatures. Until the start of your next turn, you can see invisible creatures and objects as silhouettes defined by the movement of air, slight depressions in the ground, and other tells that less-keen eyes would overlook, which makes them merely concealed from you.
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