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(Criou página com '* '''Medium Weapons'''. Once per round when hitting a target within 5 feet of you with a firearm, you can spend 5 bravery points to cause the attack to count as a critical hit with its dice multiplier increased by 2 and deal your Marksman level as additional damage (this additional damage is not multiplied by the critical hit). If you roll a natural 20 on this hit, the multiplier increases by 3 instead of 2.') |
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Linha 379: | Linha 379: | ||
From the 3rd level on this path, your body responds automatically to the presence of danger. You gain 10 feet of additional movement while you are unarmored or wearing light armor. Additionally, you can take the Dash or Disengage action as a bonus action. | From the 3rd level on this path, your body responds automatically to the presence of danger. You gain 10 feet of additional movement while you are unarmored or wearing light armor. Additionally, you can take the Dash or Disengage action as a bonus action. | ||
=== Quick Draw === | |||
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At 6th level, you have learned to keep your eyes open on your surroundings and your hand close to your weapon. You add your proficiency bonus to initiative rolls. When surprised, you can spend a Bravery point to make a single attack with a one-handed firearm. | |||
Additionally, you can spend a number of Bravery points equal to the number of attacks you can make in a turn, to give an '''Overload''' of runic energy to your Astra or Astra pair, taking them beyond their its limits. During a round, all your attacks that land are considered critical hits, at the end of that round, the overloaded weapons break. Criticals caused by the use of this characteristic do not recover Bravery points. | |||
Upon reaching the 11th level, instead of being broken, the weapon becomes unusable until maintenance is carried out, which takes one hour. | |||
=== Dodge Roll === | |||
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Starting at 10th level, you have learned to dodge ranged attacks. As long as you are on the ground and are hit by an attack from a source you can see beyond 10 feet of you, you can use your reaction to dodge, you must do this before you know the amount of damage taken. When you do this, you must use your speed, and if you move at least 5 feet, you reduce the damage taken by an amount equal to your Dexterity modifier. While moving in this manner, enemies have disadvantage on attacks of opportunity made against you. | |||
=== Itchy Finger === | |||
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Itchy Finger | |||
Starting at 13th level, when you attack, you also attack. You can attack three times instead of two whenever you take the Attack action on your turn. Additionally, when performing an '''Overload''' your weapon just jams. | |||
=== Improved Quick Draw=== | |||
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At 17th level, you are the first to fire, so you can survive. You have advantage on any initiative check and you cannot be surprised while you are conscious. Additionally, when executing an '''Overload''' your weapon does not change. | |||
=== Diablero === | === Diablero === | ||
Upon reaching 20th level, you receive the greatest enhancement to your combat style: | |||
* '''Short Weapons'''. Every time you enter combat, your runic power acts on your entire nervous system, causing you to have a different perception of time, which seems to run more slowly. You can make four attacks in one turn. | |||
* ''' | |||
* '''Akimbo'''. Adrenaline runs through your body naturally at all times. You are immune to slowing effects and every time you roll a natural 20 on an attack roll, you can take your attack action again, this effect can only happen once per round. | |||
* '''Akimbo'''. | |||
== Ravasz Trail == | |||
All marksmen have Runic power, however, the Ravasz enhances this runic power through magic, casting spells that are fired through his shots. A dangerous and deadly combination. | |||
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