POTF Marksmanship

<--Specialist Class
Marksmanship skills are skills that are relative to long range combat, and it's mastery. It is generally a combat and support oriented style. A specialist can only learn an ability with a higher level requirement once they have learned at least one ability from the previous level requirement in that school of Marksmanship. An ability with Rank 1+ can be leveled up by investing more skill points into the ability, this provides the same effect as the first level of the ability for as many ranks as the ability has been leveled up. Each additional rank in a skill, after the first, requires the specialist to reach level 5x the rank of the ability; for example a rank 2 ability that unlocks at level 1 can be learned at level 5 and a rank 3 ability that unlocks at level 1 can be learned at level 10.
== Marksmanship ==
Requires: Level 1
[Roll Into Cover]
Major Action <Interrupt> - Marksmanship
N/A - Self-Targeting Ability
<This ability can be used as an interrupt, when receiving damage; using this ability as an interrupt reserves a Major Action in the specialist's next turn.>
Move up to 2 spaces behind cover, or out of range of an attacking enemy, causing their attack to deal 50% damage; requires appropriate terrain or range.
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[Chamber Round]
(Requires Level 1 Specialist) (Requires an equipped ranged, artillery, or arblast weapon and ammunition)
Rank 1+
Minor Action - Marksmanship
No Cost - Self-Targeting Ability
Adds a buff of +3 Initiative to the specialist for the next turn of combat.
Adds a buff of +5 Initiative to the specialist for the next turn of combat, if using a limited supply of ammunition.
{This ability's effects are canceled if the specialist changes weapons or ammunition in the next turn of combat.}
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[Critical Shot]
(Requires Level 1 Specialist) (Requires an equipped ranged, artillery, or arblast weapon and ammunition)
Major Action - Marksmanship
2 FP - Attack Ability
Make an attack roll.
Adds an additional Critical Roll for the attack.
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[Special Shot]
(Requires Level 1 Specialist) (Requires an equipped ranged, artillery, or arblast weapon and ammunition)
Major Action - Marksmanship
3 FP - Attack Ability
Make an attack roll.
+1d8/2 Damage for the attack.
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Requires: Level 5
[Exploit]
(Requires Level 5 Specialist)
Minor Action - Marksmanship
3 FP - Self-Targeting Ability
Adds an additional level of Advantage for attacks made this turn against enemies when their is already a level of Advantage against them.
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[Disabling Shot]
(Requires Level 5 Specialist) (Requires an equipped artillery weapon and ammunition, or arblast)
Major Action - Marksmanship
N/A - Attack Ability
Make an attack roll.
Deals 50% damage (add a /2 for rolls) but adds a buff that reduces the number of Minor Actions the target can use in their next turn of combat by -1.
This effect lasts for 1 turn, this effect can be stacked.
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[Akimbo Mastery]
(Requires Level 5 Specialist) (Requires at least 2 equipped artillery weapons in the Left/Right Hand or Other Equip)
Rank 1+
Passive Effect - Marksmanship
Adds an additional 1d8/2 Damage to attacks made by an artillery weapon as a Minor Action, when dual-wielding or when using an Other Equip.
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Requires: Level 10
[Distrait Shot]
(Requires Level 10 Specialist) (Requires an equipped ranged, artillery, or arblast weapon and ammunition)
Major Action - Marksmanship
3 FP - Attack Ability
Make an attack roll.
Adds an additional level of advantage against the target, if the enemy attacked a friendly target other than the specialist in their last turn.
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[Glorious Shot]
(Requires Level 10 Specialist) (Requires an equipped ranged, artillery, or arblast weapon and ammunition)
Major Action - Marksmanship
3 FP - Attack Ability
Make an attack roll.
+1d8/2 Damage for the attack.
Adds an additional Critical Roll for the attack.
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Category:Prophecy of the Fated
Category:POTF Classes