Ranged Weapons Equipment Perks Equipment Heroics

Thrown Weapon Training

One(1) Handed Weapon Range: 4

Base Scale: 1 Weapon Damage: 1D6

Damage Type: Pierce Ammunition Capacity: N/A

A projectile launched by hand, sling, or bow, Thrown Weapons are often consumable projectiles or explosives, such as throwing knives and grenades. The chosen Consumable Item will detail changes in Damage Type and any additional Effects, such as Splash Damage or an Environmental Condition. Thrown Weapons do not need to be Reloaded, are not dependent on Ammo Clips, and can be stored in a separate bag, such as a Quiver or Grenade Satchel, and stored in a Character’s Inventory. Using a Melee Weapon as a Thrown Weapon will require a Ranged Weapon Attack to hit but will deal Melee Weapon Damage on a successful hit. Investing in Thrown Weapon Training will enhance a Character’s Weapon Range with any Ranged Weapon and the storage capacity of their Storage Items that contain Ammunition Clips or Consumable Weapons such as Throwing Knives or Grenades at every Odd Rank and their Attack and Damage Rolls with Ranged Weapons. Their Critical Damage dealt with any Weapon on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons. A New Equipment Modification Slot becomes available at the First(1st) Equipment Rank and every Three(3) Equipment Ranks after that.

Thrown Weapon Heroics

Heaving Throw

Prerequisite: Thrown (Rank 1)

AP Cost: 5

Action Type: Ranged Weapon Attack

As a part of any Thrown Ranged Weapon Attack, you can use both hands to make a Two(2) Handed Throw, giving any potential Damage Rolls a bonus equal to Half(½) of your Power Attribute. 

Stone Toss

Prerequisite: Thrown (Rank 1)

AP Cost: 5

Action Type: Ranged Weapon Attack

Range: Thrown Weapon Range

You locate the perfect throwing stone as a Standard Action and toss it as a Target within your Thrown Weapon Range. If successful, you inflict your normal Weapon Damage as Crush Damage, and your Target suffers the Staggered Injury until the end of their next Turn. Then, the Target can attempt a Physical Save against your Attack Roll to Negate the Injury Effect. 

Bolas

Prerequisite: Thrown (Rank 2)

AP Cost: 10

Action Type: Ranged Weapon Attack

Range: Thrown Weapon Range

As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Thrown Weapon Range by affixing your projectile with a weighted tether that ensnares your Target on impact. If successful, in addition to the effects of your shot, your Target suffers is knocked Prone as if struck by a Trip Maneuver and is inflicted with the Entangled Condition until they can remove your Bolas. The Target can attempt a Physical Save against your Attack Roll to avoid the Forced Movement Effect and Entangled Condition. To escape the binding, an Entangled Target must pass an Athletics or Engineering Ability Check against your Attack Roll. 

Serrated Dart

Prerequisite: Thrown (Rank 2)

AP Cost: 10

Action Type: Ranged Weapon Attack

You manifest a sharpened throwing dart as a Standard Action and toss it as a Target within your Thrown Weapon Range. If successful, you inflict your normal Weapon Damage as Pierce Damage, and your Target suffers a Stack of the Bleed Injury for every Two(2) Points of your Skill Attribute. The Target can attempt a Physical Save against your Attack Roll to Negate the Injury Effect. 

Hot Spud

Prerequisite: Thrown (Rank 3)

AP Cost: 15

Action Type: Reaction

Range: Thrown Weapon Range(Splash)

As a Reaction to a Thrown Projectile crossing an Adjacent Space from you during its Path of Travel, you can attempt to Parry the Attack with a contested Thrown Ranged Weapon Attack. If successful, you catch the projectile and immediately throw it at a Target within your Thrown Weapon Range using your Parry as the Attack Roll. 

Projectile Retrieval

Prerequisite: Thrown (Rank 3)

AP Cost: 15

Action Type: Reaction

As a Reaction to attempting a Thrown Ranged Weapon Attack using a reusable Weapon, your Thrown Weapon instantly rematerializes in your hand. 

Caltrops

Prerequisite: Thrown (Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Thrown Weapon Range(Splash)

As a Standard Action, you can deploy a patch of spiked caltrops at a Target within your Thrown Weapon Range, creating Barbed Difficult Terrain within your Weapon Splash Radius. 

Safe Keeping

Prerequisite: Thrown (Rank 4)

AP Cost: 20

Action Type: Reaction

As a Reaction to a Thrown Projectile crossing an Adjacent Space from you during its Path of Travel, you can attempt to Parry the Attack with a contested Thrown Ranged Weapon Attack. If successful, you Negate the Attack and can equip or store the Projectile in an available Inventory Slot. Safe Keeping also deactivates armed Projectiles such as bombs or grenades. 

Bomb Tag

Prerequisite: Thrown (Rank 5)

AP Cost: 25

Action Type: Standard Action

Range: Adjacent(Splash)

As a Standard Action, you manifest and adhere an exploding tag to an Adjacent Target, with a capacity of Active Bomb Tags limited to Half(½) of your Skill Attribute. Each Bomb Tag has a code word written on it, set by you at the time of creation. When spoken, it causes it to detonate, inflicting 1D10 Pyrotic Damage for every Point of your Will Attribute to any Targets within your Weapon Splash Radius. You must be within speaking range to explode a Bomb Tag, and any Creature or Device that speaks the code word can trigger an explosion, even unwittingly. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½). A Target with a Bomb Tag attached directly is not afforded an attempt at a Physical Save. 

Cast A Net

Prerequisite: Thrown (Rank 5)

AP Cost: 25

Action Type: Full Action

Range: Thrown Weapon Range(Splash)

As a Full Action, you can manifest and throw a large net at a Target within your Thrown Weapon Range. The net opens during its Path of Travel, capturing any Targets within your Weapon Splash Radius with the Entangled Condition. As a Standard Action, you can drag any Entangled Targets a number of Paces toward you equal to Half(½) of your Power Attribute. Affected Targets can attempt a Physical Save against your Physical Impact to Negate the Entangled Condition. 

Forced Entry

Prerequisite: Thrown (Rank 6)

AP Cost: 30

Action Type: Full Action/Interaction

Range: Adjacent(Splash)/Thrown Weapon Range(Line)

As a Full Action, you can manifest and plant a demolition charge on an Adjacent door, wall, or other surface and arm it to explode. As a Rapid Action, you can detonate the Charge, inflicting 1D10 Pyrotic Damage for every Two(2) Points of your Will Attribute to any Targets within your Weapon Splash Radius. As part of Interaction, if placed on a locked door, you can attempt an Engineering Ability Check to blow the door off of its hinges, sending it crashing into any Targets for 1D10 Crush Damage for every Two(2) Points of your Will Attribute within a straight line up to your Thrown Weapon Range. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½).

Ballistic Logistics

Prerequisite: Thrown (Rank 7)

AP Cost: 35

Action Type: Ritual(One Hour)

As a Ritual during a Rest Period, you can spend One(1) Hour organizing your inventory to best store Consumable Thrown Weapons such as Knives or Grenades. You can store Twice(2*) as many Consumable Thrown Weapons in a single Inventory Slot until your next Rest Period. 

Volley Spike

Prerequisite: Thrown (Rank 8)

AP Cost: 40

Action Type: Reaction

As a Reaction to a Thrown Projectile crossing an Adjacent Space from you during its Path of Travel, you can attempt to Parry the Attack with a contested Thrown Ranged Weapon Attack. If successful, you can hurl the projectile back at the Attacker as an Automatic Critical Hit. 

Magnum Pitch

Prerequisite: Thrown (Rank 9)

AP Cost: 45

Action Type: Ranged Weapon Attack

Range: Double(2*) Thrown Weapon Range(Line)

As a Full Action, after a brief wind-up, you unleash a devastating throw that launches your chosen projectile up to Twice(2*) your Thrown Weapon Range in a straight line, striking any Target within its Path of Travel for your normal Weapon Damage and an additional 1D10 Pierce Damage for every Two(2) Points of your Power Attribute. Your projectile carries out its expected effects upon reaching its destination. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½).

Sling Fury

Prerequisite: Thrown (Rank 10)

AP Cost: 50

Action Type: Full Action

Range: Thrown Weapon Range(Splash)

As a Full Action, you can attempt a number of Thrown Ranged Weapon Attacks equal to Half(½) of your Skill Attribute against any selection of Targets within your Thrown Weapon Range. In addition, you can compile all Damage of your successful Attacks into a single Source against each Target before calculating Damage Resistance.