Unexpected Sharpshooter

Some people say you must be the luckiest soul in the whole world to still be alive and kicking after all the dangers you've seen. Others say that, given the circumstances and the number of foes who you've defeated seemingly by accident, that there's no way you can really be as incompetent as you seem. These critics claim there has to be some kind of angle, some racket you're running. Either way, you sure don't look or act dangerous, except possibly to yourself.

Somehow, despite your apparent clumsiness, professed confusion, and known propensity to incite calamity, you find yourself standing after every battle. The same can't often be said for your enemies. Funny how that works out, isn't it?


Unexpected Sharpshooter Dedication (Feat 2)

Archetype
Dedication

Frequency once per day


Who needs skill when you've got dumb luck? Sometimes your shots hit miraculously, regardless of the fact that you seemed to slip when you pulled the trigger or that you weren't aiming at your foe when you fired. You gain the Accidental Shot activity.

Accidental Shot [AA] (fortune) Frequency once per day; Effect You make a Strike with a ranged weapon, rolling the attack and damage twice and using the better results for each. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.

Special You can't select another dedication feat until you've gained two other feats from the unexpected sharpshooter archetype.


4th Level Unexpected Sharpshooter Feats


Hit the Dirt! [R] (Feat 4)

Archetype

Prerequisites Unexpected Sharpshooter Dedication
Trigger A creature you can see attempts a ranged Strike against you.

You fling yourself out of harm's way. You Leap. Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone after completing your Leap.


Lucky Escape [R] (Feat 4)

Archetype
Misfortune

Frequency once per day
Prerequisites Unexpected Sharpshooter Dedication
Trigger A creature targets you with an attack, even if you aren't aware of it

Your enemy lies in wait, lines up the perfect shot, and pulls the trigger... then at just the right moment you duck down to notice something scrawled on the cobblestone in chalk, a shiny coin, or some other coincidental distraction, creating an opportunity for the attack to miss. The attacker must roll the attack twice and use the worse result.


6th Level Unexpected Sharpshooter Feats


No Hard Feelings (Feat 6)

Archetype

Prerequisites Unexpected Sharpshooter Dedication


Despite the devastation your weapons tend to inflict upon their targets or the destruction you might unleash upon an area, your foes still manage to walk away at the end of a fight—at least sometimes. You can choose to add the nonlethal trait to your ranged weapons, making the choice of whether to add the trait or not just before each Strike. 


8th Level Unexpected Sharpshooter Feats


Unbelievable Luck (Feat 8)

Archetype

Prerequisites Unexpected Sharpshooter Dedication


While no one, not even you, might appear to understand why, you demonstrate a greater ability to hit your targets regardless of the obstacles in your way. You can use the Accidental Shot activity granted to you by the Unexpected Sharpshooter Dedication once per hour instead of once per day.


10th Level Unexpected Sharpshooter Feats


I Meant to do That [A] (Feat 10)

Archetype

Frequency once per hour
Prerequisites Unexpected Sharpshooter Dedication; expert in Deception
Requirements Your previous action was a ranged weapon Strike that missed a foe within 60 feet.

Somehow your stray shot causes an unintended reaction that creates a problem for your enemy: perhaps a ricochet knocks your foe's weapon away or they stumble over stray debris in an attempt to dodge your bullets. Roll a Deception check to attempt to Shove, Trip, or Disarm the foe you missed.


Trick Shot [AA] (Feat 10)

Archetype

Prerequisites Unexpected Sharpshooter Dedication
Requirements You're wielding a loaded crossbow

You shoot not at your foe but at an object nearby. Make a Strike with your firearm against an AC equal to an easy DC for your level. On a success, instead of hitting your foe, your attack hits an object behind or to the side of your target, creating one of the following effects. The GM might determine that a different AC is appropriate or that a particular effect isn't a valid option, such as using the explosive barrel option when there's no such object on the battlefield. The GM should inform you if a Trick Shot is feasible before you spend your actions, since your trained eye can easily recognize loose or volatile objects.

  • Dislodge Object Your attack knocks an unattended object of no more than 2 Bulk out of position, moving it up to 10 feet in a direction of your choice. For example, the weapon could knock a wizard's crystal ball off a table.
  • Explosive Barrel Your attack strikes a barrel of expensive rum, a vial of volatile alchemical fluids, a demonic pustule erupting from the earth, or some other explosive object. The object explodes in a 20-foot burst, and creatures in the area take 6d6 damage with a basic Reflex save against your class DC. The damage type is chosen by the GM, based on the exploding object. Increase the damage by 1d6 for every 2 levels you have above 10th.


Unbelievable Escape (Feat 10)

Archetype

Prerequisites Unexpected Sharpshooter Dedication


Your ability to narrowly evade danger defies all logic. You can use Lucky Escape once per hour instead of once per day.


12th Level Unexpected Sharpshooter Feats


Chain Reaction [AAA] (Feat 12)

Archetype

Prerequisites Unexpected Sharpshooter Dedication
Frequency once per 10 minutes

You fire your weapon once, creating a devastating and unpredictable chain of events; perhaps your attack strikes exactly the right spot on a water tower, causing it to flood and incite a stampede of horses which knock over a lantern that sets a city on fire. Whatever the exact chain reaction, and no matter how improbable, the indiscriminate catastrophe creates significant challenges for your enemies across a wide area while leaving everyone else alone.

Make a Strike with a ranged weapon, and if you hit, you can make another Strike at a target within 30 feet of the first target. If you hit the second target, attempt to Strike a third target within 30 feet of the second target, and so on, continuing until you miss a target. You can cease the chain at any point; otherwise, it ends when you first miss an attack. However, you can't target the same creature more than once; each time you move to a new target, it must be a target you haven't made a Strike against yet during this particular use of Chain Reaction.

This damage is caused by some improbable set of events that injures one target after another, rather than from actually making several shots. Perhaps you shot at a tree branch that then fell on the targets, or one target's scream caused another to accidentally set off their crossbow and shoot themselves in the foot. This means that only the first target suffers any special effects tied to your weapon (if it was magical ammunition, for example), but each target you hit still takes the same damage dealt by your Strike. Normally, all damage is of the same damage type as the initial attack. However, the GM might choose to change the damage type based on their description of the chain reaction. For example, if one target was burned by fire, that target might take fire damage instead of physical damage.

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