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- {
- "actions": "Two Actions",
- "archetype": [
- "Bullet Dancer",
- "Pistol Phenom",
- "Unexpected Sharpshooter"
- ],
- "breadcrumbs_spa": [],
- "category": "feat",
- "exclude_from_search": false,
- "feat": [
- "Trick Shot"
- ],
- "feat_markdown": "Trick Shot",
- "id": "feat-3188",
- "level": 10,
- "markdown": "<title\r\n level=\"1\"\r\n right=\"Feat 10\"\r\n pfs=\"Standard\"\r\n>\r\n[Trick Shot](/Feats.aspx?ID=3188) <actions string=\"Two Actions\" />\r\n</title>\n\n<traits>\r\n<trait label=\"Gunslinger\" url=\"/Traits.aspx?ID=406\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\n\n<row gap=\"tiny\">**Source** [Guns & Gears](/Sources.aspx?ID=98) pg. 116</row>\n\n**Archetypes** [Bullet Dancer](/Archetypes.aspx?ID=117) (Level 12), [Pistol Phenom](/Archetypes.aspx?ID=120) (Level 12), [Unexpected Sharpshooter](/Archetypes.aspx?ID=123) (Level 10)\n\n**Requirements**\r\nYou're wielding a loaded crossbow or firearm.\r\n\r\n</column>\r\n\r\n---\r\n\r\nYou 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. \n<ul><li>**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.</li><li>**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.</li></ul>\n\n<title level=\"2\">Trick Shot leads to...</title>\r\n[Ranged Disarm](/Feats.aspx?ID=3239)",
- "name": "Trick Shot",
- "pfs": "Standard",
- "rarity": "common",
- "release_date": "2021-10-13",
- "requirement": "You're wielding a loaded crossbow or firearm.",
- "requirement_markdown": "You're wielding a loaded crossbow or firearm.",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Gunslinger\" url=\"/Traits.aspx?ID=406\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Guns & Gears](/Sources.aspx?ID=98) pg. 116</row>\n\n**Requirements**\r\nYou're wielding a loaded crossbow or firearm.\r\n\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nYou shoot not at your foe but at an object nearby.\r\n</summary>",
- "source": [
- "Guns & Gears"
- ],
- "source_raw": [
- "Guns & Gears pg. 116"
- ],
- "source_category": "Rulebooks",
- "source_markdown": "<row gap=\"tiny\">[Guns & Gears](/Sources.aspx?ID=98) pg. 116</row>",
- "speed": {},
- "summary": "You shoot not at your foe but at an object nearby.",
- "summary_markdown": "You shoot not at your foe but at an object nearby.",
- "text": "<title level=\"1\" right=\"Feat 10\" pfs=\"Standard\" > Trick Shot Two Actions Source Guns & Gears pg. 116 Archetypes Bullet Dancer (Level 12), Pistol Phenom (Level 12), Unexpected Sharpshooter (Level 10) Requirements You're wielding a loaded crossbow or firearm. --- 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. Trick Shot leads to... Ranged Disarm",
- "trait": [
- "Gunslinger"
- ],
- "trait_markdown": "[Gunslinger](/Traits.aspx?ID=406)",
- "trait_raw": [
- "Gunslinger"
- ],
- "type": "Feat",
- "url": "/Feats.aspx?ID=3188",
- "weakness": {}
- }
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