Gunslinger Talents

 

Awareness

     Acute Senses: You may choose to reroll any Perception skill check, but you must accept the result of the reroll.

         Expert Tracker: You take no penalty on Survival checks made to follow tracks while moving at your normal speed.

         Prerequisite: Acute Senses.

         Improved Iniitative: You may choose to reroll any Initiative skill check, but you must appecpt the result of the reroll.

         Prerequisite: Acute Senses.

         Reset Initiative: Once per encounter, as a swift action, at any time after the first full round (that is, the first full round after the surprise round, if one occurs), you can reset your Initiative score to your current score+5.

         Prerequisite: Acute Senses, Improved Initiative.

         Keen Shot: You take no penalty on your attack roll when attack a target with concealment (but not total concealment).

         Uncanny Dodge I: You retain your Dexterity bonus to defense regardless of being caught flat-footed or struck by a hidden attacker. You still lose your Dexterity bonus if you are immobilized.

         Prerequisites: Acute Senses, Improved Initiative.

         Uncanny Dodge II: You cannot be flanked.

         Prerequisites: Uncanny Dodge I.

 

Fortune

     Avert Disaster: Once per encounter, you can turn a critical hit against you into a normal hit.

         Prerequisite: Fool's Luck.

         Better Lucky Than Dead: Once per Encounter, as a reaction, you gain a +5 bonus to any one defense until the start of your next turn.

         Prerequisite: Fool's Luck.

         Dumb Luck: You are possessed of incredible luck and an uncanny ability to succeed where others would fail. You can use each of the following abilities once per encounter as a standard action:

      Elude Enemy: Make an attack. If you damage your target, you gain a +2 bonus to Reflex Defense against them until the beginning of your next turn.

      Escape: Make an attack. If your target damages you before the start of your next turn, you can immediately move 2 squares as a reaction. This movement does not provoke attacks of opportunity

      Make Your Own Luck: Make an attack. If you miss, you gain a +2 bonus on your next attack roll.

     Prerequisites: Knack, Lucky Shot.

       Fool's Luck: As a standard action, you can spend a Force Point to gain on of the following benefits for the rest of the encounter:

      A +1 luck bonus on attack rolls.

      A +5 luck bonus on skill checks.

      A +1 luck bonus to all defenses.

Fortune's Favor: Whenever you score a critical hit with an attack, you gain a free standard action. You must take the action before the end of you current turn, or else it is lost.

Gambler: You gain a +2 competence bonus on Wisdom checks when you gamble.

You can select this talent multiple times, gaining an additional +2 bonus each time.

Knack: once per day, you can reroll a skill check and take the btter result.

You can take this talent multiple times, each selection gaining you an additional use.

Labyrinthine Mind: Once per encounter, as a reaction, you become immune to all mind-affecting effects until the end of your next turn (you can choose to ignore this for beneficial effects). Any mind-affecting effects curretly affecting you are removed, though you can choose to retain any beneficial effects you currently have.

Lucky Shot: Once per day, you can reroll an attack roll and take the better result.

You can take this talent multiple times. Each selection gaining an additional use.

Ricochet Shot: When making a ranged attack against a target that has cover, you can choose to reduce the benefit of the cover by one step, from improved cover to cover, or from cover to no cover. You deal half damage with this attack.

Prerequisites: Knack, Lucky Shot

Uncanny Luck: Once per encounter, you can consider any single d20 roll of 16 or higher to be a natural 20.

Prerequisites: Knack, Lucky Shot

Unlikely Shot: Once per encounter, you can reroll the damage of one attack and take the better result.

Prequisites: knack, Lucky Shot.

 

Gunslinger

     Blind Shot: You ignore the penalties to ranged attack rolls for concealment or total concealment.

     Debilitating Shot: If you aim before making a ranged attack and the attack hits, you move the target -1 step down the condition track in addition to dealing damage.

         Deceptive Shot: Select one target in line of sight in 6 squares. You can spend 2 swift actions on the same turn to make a Deception skill check; if the skill check equals or exceeds the target's Will Defense, the target is denied their Dexterity bonus to Reflex Defense against you until the beginning of your next turn.

         Improved  Quick Draw: If you are carrying a pistol, you may draw the pistol and make a single attack during a surprise round even if you are surprised. If you are not surprised, you may take any one action, as normal.

         Knockdown Shot: If you aim before making a ranged attack and the attack hits, you knock the target prone in addition to dealing damage. You can't use this talent on a target two or more size categories larger than you.

         Multiattack (Pistols): Whenever you make multiple attacks with any type of pistol as a full attack action, you reduce the penalty on your attack rolls by 2.

         You may take this talent multiple times. Its effects stack.

         Ranged Disarm: You can disarm an opponent with a ranged attack. If your disarm attempt fails, your opponent does not get a free attack against you.

         Ranged Flank: If you are within 6 squares of an opponent and armed with a pistol or rifle, you can act as though you occupied the nearest square adjacent to the target for purposes of determining whether or not you and any allies are flanking the target. You may only be considered to be flanking a single target at a time. You must spend a swift action each round you use this talent.

         Trigger Work: You take no penalty on your attack roll when using the Rapid Shot feat.

 

Pistoleer

     Dash and Blast: Once per encounter as a full-round action, when you are wielding two pistols, you may move up to twice your speed and male a ranged attack with each of your pistols. The normal two-weapon fighting penalties apply.

         Prerequisites: Dual Weapon Mastery I, Running Attack.

         Flanking Fire: Whenever you are flanked by two (or more) opponents and are wielding two pistols, you can make a full attack action as a standard action instead of a full-round action, provided you attack at least two of the targets flanking you.

         Prerequisite: Dual Weapon Mastery I.

         Gauranteed Shot: If you are wielding two pistols and make a single ranged attack with one of those pistols as a standars action, even if you miss you deal damage equal to half you heroic level to the target. This consumes a single shot from the weapon not making the attack.

         Prerequisite: Dual Weapon Mastery I.

         Hailfire: When you are wielding two pistols, as a standard action you can make an autofire attackwith one of the pistols as though the weapon were set to autofire, even if the pistol were not normally capable of it. You may split the number of shots consumed by the autofire attack between your two pistols.

         Prerequisite: Dual Weapon Mastery I

         Twin Shot: When you are wielding two pistols, you gain a +2 bonus on damage rolls when using the Rapid Shot Feat.