A specialized long-range marksman, the Eliminator focuses on strategic positioning and lethal precision to neutralize high-priority targets from afar. They represent the pinnacle of focused lethality, always searching for - or creating - the perfect opening.
Eliminator Mechanics
| A high-complexity talent reliant on ammo management and a powerful sixth shot. The Gunslinger is a mobile sharpshooter specializing in ricochets and trickshots.
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| Name
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Description
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Cooldown/Cost
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Action Type
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| Tier 1
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| Marked Shot
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A DEX attack dealing 1d2/1d4/1d6 damage based on their points in Gunslinger. The Gunslinger uses a 6-round cylinder; the sixth round deals double damage, after which they must Reload before attacking again.
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No Cooldown
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Attack
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| Full Cylinder
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The Gunslinger performs a standard Reload, preparing their weapon for the next 6 rounds.
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No Cooldown
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Action
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| Tier 2
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| Trick Shooter
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The Gunslinger's Marked Shots can ricochet, allowing them to either deal half damage to a second target, or bypass Line of Sight (attacking at Disadvantage in either case).
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N/A
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Passive
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| Quick Draw
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A rapid, practiced reload grants the Gunslinger 3 rounds immediately.
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3 Turns
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Free Action
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| Tier 3
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| The First Draw
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Spending all remaining rounds, the Gunslinger unloads them in a rapid succession of Marked Shots against a single target. All but the last attack are made with Disadvantage.
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Once per Week
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Action
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| Fast Hands
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When a Marked Shot misses, the Gunslinger may choose to discard an additional round.
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No Cooldown
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Reaction
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Artillerist
| A specialized long-range crowd controller, the Artillerist uses powerful weaponry to barrage the enemy with areas of effect, inflicting knockback and debilitating effects from afar.
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| Name
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Description
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Cooldown/Cost
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Action Type
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| Tier 1
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| Seige Shot
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A heavy STR attack dealing 1d8/1d10/1d12 damage based on their points in Artillerist. Due to the weapon's size, this attack cannot be used in the same turn as moving.
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No Cooldown
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Attack
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| Concussive Volley
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The Artillerist fires a volley at a 3x3 area, making a STR vs SCR attack roll for all targets. This deals no damage but inflicts Dazed.
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2 Turns
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Action
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| Tier 2
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| Blast Radius
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The Artillerist's high-explosive ordnance causes attacks to deal half damage to adjacent targets (including a missed primary target) and knocks them away from the primary target by 1 block.
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N/A
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Passive
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| Shrapnel Payload
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Fires a specialized volley at a 3x3 area that deals no damage but knocks all targets out of the area, creating Difficult Terrain for the remainder of combat.
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Two charges, 2 Turn Cooldown
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Action
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| Tier 3
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| Pinpoint Barrage
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The Artillerist launches three Siege Shots simultaneously, but becomes Dazed until the end of their next turn from the backblast.
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Once per Week
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Action
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| Overloaded Rounds
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When the Artillerist knocks a target back, they may choose to double the distance of the knockback.
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No Cooldown
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Reaction
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Ranger
| A classic ranged combatant, the Ranger specializes in consistent damage and applying control effects with specialized arrows and shots, focusing on high precision.
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| Name
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Description
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Cooldown/Cost
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Action Type
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| Tier 1
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| Hunter's Shot
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A measured STR attack dealing 1d8/1d10/1d12 damage based on their points in Ranger. The Ranger targets weak points, dealing the enemy's CON attribute as flat bonus damage.
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No Cooldown
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Attack
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| Tanglefoot Shot
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The Ranger fires a specialized shot, making a STR vs SCR attack roll. If successful, it Restrains the target.
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Once per Combat
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Action
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| Tier 2
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| Precise Aim
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The Ranger's attacks are highly accurate, and ignore up to 2 points of the target's Damage Reduction.
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N/A
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Passive
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| Suppressive Fire
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The Ranger targets a 5x5 area within range. Make a STR vs DEX attack against anyone caught in the area, dealing half of a normal Hunter's Shot's base damage to anyone hit.
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Once per Combat
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Action
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| Tier 3
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| The Killing Blow
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The Ranger winds up for 1 turn. If they are undamaged by the start of their next turn, they make an Attack that deals a flat 16 damage and cannot miss. Taking damage before the attack puts the ability on cooldown until the end of combat.
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Once per Week
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Action
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| Feral Trap
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When an enemy moves to a block within melee range of the Ranger, they may immediately Restrain them.
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Once per Combat
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Reaction
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| Accreditation |
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| Writers |
Bimberi |
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| Processors |
AWildRhia, Vulpes_Pulpes, NancyBrown, Marytha |
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| Last Editor |
Bimberi on 03/28/2026. |
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