Praxis of Cunning #
Items: Ranged weapons.
Training: Scouting exercises with a hunter or ranger appropriate to your tier.
Experience: Outsmarted or outwitted a dangerous foe. Used an enemy’s weak point to neutralize them.
Standard Augmentation #
Once per turn, you may spend 1 Power as a free action on or outside your turn to gain 1 Advantage on all Ranged Attacks during a turn. This can be performed after making an attack (or series of attacks) but before resolving it as a hit, miss, or crit. The first time during an encounter that you attack a staggered enemy after using this, regain 1 Power.
Signature Augmentations #
Mighty Draw
Adventurer, 9+ Recharge
Use this before making a ranged attack. On a hit, it deals 1d10 x Tier extra damage. On a miss, it deals no miss damage.
Pinpointing
Adventurer, 11+ Recharge
Use this before making a ranged attack vs AC. The attack is resolved against PD instead of AC.
Seeking
Adventurer, 9+ Recharge
Use this after missing with a ranged attack. Increase any miss damage by your Volition.
Steadiness
Adventurer, 11+ Recharge
You may use this before making a ranged attack. Instead of rolling, you may count the natural result as 10.
Pinning
Champion, 9+ Recharge
Use this after hitting with a ranged attack. The target is Stuck, 9+ save ends.
Spotter’s Strike
Champion, 11+ Recharge
Use this before making a ranged attack. If it hits, all allies gain 1 Advantage on any attacks made against it until the end of the encounter.
Piercing Shot
Epic, 13+ Recharge
Use this after hitting an enemy with a Natural 13+ Hit. Any Resistance they might have is deactivated for the rest of the encounter.
Trueshot
Epic, 11+ Recharge
Use this before making a ranged attack against an enemy. They don’t count as Invisible for the attack and you ignore any Disadvantage you have on the attack.