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Research Companion - Tac becomes incorporeal as he becomes an essence of you, allowing him to pass through solid objects. Tac can be resummoned as a free action instead of your action and can only be seen by you unless you choose otherwise. You can now chose to see in and out of Tac's senses as a free action, and to any range. The closeness between you both has naturally allowed you to thrive as well. Tac can apply the help action without the need of sight, but you must be on the same plane of existence to do it. Additionally, when you are about to make a ranged weapon attack, you may choose for the attack to be from Tac's position.

Skilful Expert - You gain proficiency in every skill. If you already have proficiency in that skill, it becomes expertise. If you already have expertise, you double your modifier for that skill. Whenever you use an ability or feature on a skill, the ability doesn't use any charges and have double their effects. You can also decide to Take 20 (a rule from 3.5) and ability and tool checks count as skill checks for the purpose of benefitting from abilities. Additionally, all abilities, boon and effects automatically apply to your passive abilities as long as they don't require a action, bonus action or reaction to apply. Also, when you would fail a skill check you may choose to succeed. You can do this a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.

Your enhanced skill extends to your weapons as well. You gain expertise in firearms and may apply your Reliable Talent feature onto attack rolls. Also, whenever you gain advantage on an attack from different sources, you roll an additional attack die for every source and take the highest result (2 sources equals 3 attack rolls, etc). Should the attack hit, you roll an additional instance of each damage a number of times equal to the amount of different sources you gained advantage from. Also, if you have advantage and disadvantage on your attack roll, you can expend one of sources of advantage and remove it entirely, so you can use advantage.

Adaptable Researcher - Your body morphs to adapt to the environment and damage, allowing you to perform your research tasks unhindered. The resistances granted by your Supreme Adaptation become immunities and you ignore all the effects of attacks, spells and abilities that deal damage if you're immune to the damage. You also gain the ability to replace your current senses with any other one (Truesight, Tremorsense, etc) as an action, the range matching your regular sight. You also gain every type of speed (swimming, climbing, etc) equal to your current walking speed. These aren't restricted, allowing you to use them anywhere regardless if you couldn't normally and you suffer no adverse affects from it. Lastly, if you successfully save against a condition or effect, you become immune to that condition or effect for 24 hour. Any of your resistances or immunities can not be bypassed, negated or ignored as your body's adaptation is near perfect.

Tactical Observer - Your observations become near perfect. Your Wisdom score is set to 30 and you learn the Identify and can cast it at will on any object you can see, without requiring you to touch the object. You may also hone your knowledge on an opponent. As an action, you make an insight check against a creature you can see - if the creature is aware of you doing this, it may make an opposing deception check. If you succeed, you learn of the creature's vulnerabilities, resistances and immunities and your attacks against the creature gain advantage for 24 hours. You can also mark a creature to know their whereabouts. You chose a creature you are aware of and have seen at least once in person, that creature becomes marked until you mark another creature. You can then cast Scrying targeting that creature at will, ignoring effects or abilities that wouldn't allow it. The creature automatically fails the save and is unaware they are being Scryed. You, in turn, know of the creature's exact location and their outline can be seen through walls by you. 

Adept Alchemist - Your time as an alchemist has allowed you to become incredibly effective both in and out of combat. Firstly, you may store up to 20 poisons into Malayuan as a part of a short rest whilst it's in Fluorescent Mode and when you switch to a different mode, it gets stored within Malayuan. These poisons can only be used in Fluorescent Mode. Furthermore, your DC for your poisons increases by your intelligence modifier as you perfect a deadly toxin. Any poison you touch become magical, as you imbue it with your energy, and should a creature pass a save against your poison, the DC increases by 1.

Though your work doesn't just stop at poisons. Your side work job (Alchemist) now pays extra money on a success and you can chose the DC. For everyone +1 to the DC past its basic DC gives an additional amount of money equal to the base. For example, if you change the DC to 30, you would gain an additional 9000gp on a success. However, the failing outcome also increases by the same amount. Alternatively, instead of doing your side work, you may create consumables that are labelled as alchemy. You make the tool check as if crafting the item (applying crafting rules), and on a success you create the consumable as if you crafted it however it does not require any materials or its cooldown time.

Night Stalker - Covert operations and retrieving vital information comes easier with your ascension. Firstly, your Dexterity score becomes equivalent to your intelligence score. Also, as a bonus action, you can cast Pass Without Trace without material components and only ends when you lose concentration (as if concentrating on a spell). Whilst it is active, you and any point within 5ft of you is in darkness and is considered heavily obscured. Whilst your Night Spirit is active, you may use your bonus action to teleport to a point you can see that is also in dim light or darkness, regardless of effects that wouldn't allow you to teleport. After you teleport, your next attack has advantage. Whenever you hit a creature that would be surprised by you or has not taken a turn in initiative, your attack deals maximum damage. If this attack were to be a critical hit, their hit points are reduced by an amount that would bring them to the next stage of their hit points - this happens after the damage is dealt (healthy to injured, injured to bloodied, etc). To gain this effect again, you must spend one turn being hidden from that creature without attacking them and you also gain one level of exhaustion each time you do besides the first time as your mind focuses on all of the details to make your shot as deadly as possible. Furthermore, your stealth has allowed you to never trigger any traps as long as your Night Spirit boon is active and it doesn't require your movement to activate. You also can't be detected by means of divination whilst it's active as you become off the grid with research and perfection. If you were before you activate Night Spirit, it gets removed.

Legendary Actions:

You can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. You regains spent legendary actions at the start of their turn.

Attack (1 action) - You make one weapon attack.

Reposition (2 actions) - You teleport up to 500ft in any direction. Alternatively, you can teleport to a point that is in dim light or darkness that you can see. Both ignore effects that stop teleportation.

Recharge (3 actions) - You regain all expended uses of your Grit Points or Malayuan Charges.

Legendary Resistance (3/Day) - If you fail a saving throw, you can choose to succeed instead.

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