Harrier
| Role: Controller. Your skill with firearms allows you to divide and conquer your enemies with speed.
Power Source: Martial. Your talents depend on extensive training and constant practice, innate skill, and natural coordination.
Key Abilities: Dexterity, Wisdom
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Flintlock, hand mortar, jezail, musket
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Perception. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Endurance (Con), History (Int), Intimidate (Cha), Stealth (Dex)
Class Features: Harrier Gunmastery, Practiced Student, Speed Loader
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Class Features
Harrier Gunmastery
Harriers are masters of hounding their targets with expert gunplay, and each one has their own particular style and choice of weapon.
Choose one of the following options. The choice you make gives you the benefit described below.
- Musketeer: You use a musket or other two-handed firearm to give you greater range and accuracy. You gain the crippling shot power. In addition, you gain a bonus to damage rolls against targets who have not moved since your last turn equal to your Wisdom modifier.
- Pistoleer: You use two pistols to great effect, providing your with versatility and speed. You gain the twin shot power. In addition, once per encounter as a free action, you can increase the size of a blast or burst from one of your martial powers by 1 square. This bonus increases to 2 squares at 11th level, and 3 squares at 21st level.
Practiced Student
You gain the Practiced Study feat as a bonus feat, and have mastered two extra martial practices of your level or lower.
Speed Loader
You gain the Speed Loader feat as a bonus feat.
Harrier Powers
Level 1 At-Will Exploits
| Controlling Fire
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Harrier Attack 1
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| With quick shots you herd your enemies into a waiting trap.
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| At-Will ✦ Martial, Weapon
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| Requirement: You must be wielding two firearms
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. Reflex (main weapon)
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| Hit: Dexterity modifier damage, and you push the target 3 squares.
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| Special: You can use this power as a ranged basic attack.
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| Crippling Shot
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Harrier Attack 1
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| You take careful aim at your enemy, seeking to give it a deep and painful wound in one of its limbs.
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| At-Will ✦ Martial, Weapon
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| Requirement: You must be wielding a two-handed firearm
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. AC
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| Hit: 1[W] + Dexterity modifier damage. If the target moves before the start of your next turn, it takes extra damage equal to your Wisdom modifier.
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| 21st level: Increase to 2[W] + Dexterity modifier damage.
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| Head Shot
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Harrier Attack 1
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| You take aim at the biggest, most obvious target you can see.
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| At-Will ✦ Martial, Weapon
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| Requirement: You must be wielding a two-handed firearm
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. Fortitude
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| Hit: 1[W] + Dexterity modifier damage, and you score a critical hit on a roll of 18-20.
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| 21st level: Increase to 2[W] + Dexterity modifier damage.
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| Special: You can use this power as a ranged basic attack.
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| Hot Foot Shot
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Harrier Attack 1
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| You make your enemies dance with dangerously close shots.
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| At-Will ✦ Martial, Weapon
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| Requirement: You must be wielding two firearms
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| Standard Action
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Close blast 3
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| Target: Each creature in blast
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| Attack: Dexterity vs. Reflex (main weapon)
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| Hit: Dexterity modifier damage.
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| Effect: The target is slowed until the start of your next turn.
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| Overwatch Shot
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Harrier Attack 1
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| You wing your target, giving an ally a vital chance to deal some serious damage.
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| At-Will ✦ Martial, Weapon
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. Reflex
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| Hit: 1[W] damage, and then choose one ally adjacent to either you or the target. This ally gains combat advantage over the target until the start of your next turn.
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| 21st level: Increase to 2[W] damage.
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| Twin Shot
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Harrier Attack 1
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| You take aim and fire your pistols with lethal accuracy and speed.
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| At-Will ✦ Martial, Weapon
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| Requirement: You must be wielding two firearms
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| Standard Action
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Ranged weapon
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| Target: Two creatures
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| Attack: Dexterity vs. AC (main weapon and off-hand weapon), one attack per target
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| Hit: 1[W] damage.
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| 21st level: Increase to 2[W] damage.
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Level 1 Encounter Exploits
| Heavy Shot
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Harrier Attack 1
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| Your gunfire impacts into the enemy with violent force.
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| Encounter ✦ Martial, Weapon
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| Requirement: You must be wielding a two-handed firearm
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. Fortitude
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| Hit: 1[W] + 1d8 + Dexterity modifier damage, and the target is knocked prone. If the target is within 5 squares of you, slide the target 1 square.
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| Rapid Fire
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Harrier Attack 1
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| Your bullets tear through your enemies in quick succession.
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| Encounter ✦ Martial, Weapon
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| Requirement: You must be wielding two firearms
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| Standard Action
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Ranged weapon
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| Target: Two creatures
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| Attack: Dexterity vs. AC (main weapon and off-hand weapon), one attack per target
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| Hit: 1[W] damage.
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| Effect: You make a secondary attack.
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| Secondary Target: Two creatures other than the primary target
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| Secondary Attack: Dexterity vs. AC (main weapon and off-hand weapon), one attack per target
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| Hit: 1[W] damage.
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| Trigger Fingers
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Harrier Attack 1
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| You're quick on your guns because you have to be.
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| Encounter ✦ Martial, Weapon
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| Immediate Interrupt
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Ranged 5
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| Trigger: A ranged or a melee attack hits one ally in range.
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| Target: The triggering enemy.
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| Effect: You can make a basic ranged attack against the attacker.
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| Warning Shot
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Harrier Attack 1
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| You let your enemy know just how inadvisable it is to get any closer with a terrifying near-miss.
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| Encounter ✦ Fear, Martial, Weapon
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. Will
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| Hit: The target is restrained until the start of your next turn.
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Level 1 Daily Exploits
| Incapacitating Shot
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Harrier Attack 1
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| With a weakened enemy in your sights, you aim to put them out of their misery.
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| Daily ✦ Martial, Weapon
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. AC
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| Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage (save ends). If the target is bloodied, you deal 1[W] + Wisdom modifier extra damage.
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| Miss: Half damage.
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| Terrifying Shot
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Harrier Attack 1
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| You fire off a shot with such brutal force and accuracy it intimidates other foes.
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| Daily ✦ Martial, Weapon
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| Requirement: You must be wielding a two-handed firearm
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. AC
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| Hit: 2[W] + Dexterity modifier damage.
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| Miss: Half damage.
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| Effect: You make a secondary attack with the fear keyword that is area burst 2 centered on the primary target.
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| Secondary Target: Each enemy in burst
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| Secondary Attack: Wisdom vs. Will
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| Hit: You push the target 2 squares.
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| Vicious Assault
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Harrier Attack 1
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| Your ferocious gunfire scorches the earth and marks any enemy foolish enough to approach with death.
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| Daily ✦ Martial, Weapon
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| Requirement: You must be wielding two firearms
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| Standard Action
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Area burst 1 within 10
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| Target: Each enemy in burst
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| Attack: Dexterity vs. AC (main weapon)
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| Hit: 1[W] + Dexterity modifier damage, and the target grants combat advantage until the end of your next turn.
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| Miss: Half damage.
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| Effect: You make a secondary attack that is an area burst 1 within 10. This burst can occupy the same squares as the primary attack.
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| Secondary Target: Each enemy in burst
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| Secondary Attack: Dexterity vs. AC (off-hand weapon)
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| Hit: 1[W] + Dexterity modifier damage, and the target grants combat advantage until the end of your next turn.
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| Miss: Half damage.
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Level 2 Utility Exploits
| Marksman's Eyes
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Harrier Utility 2
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| You need good vision to hit
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| Encounter ✦ Martial
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| Immediate Reaction
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Personal
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| Trigger: You fail a Perception check
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| Effect: You can reroll the skill check, with a power bonus equal to your Wisdom modifier.
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| Projectile Dodge
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Harrier Utility 2
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| You narrowly sidestep an attack, causing your enemy to try and move into a better position to hit you.
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| Encounter ✦ Martial
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| Immediate Reaction
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Ranged 15
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| Trigger: An enemy within range misses you with a ranged attack
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| Effect: Pull the enemy 2 squares.
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Level 3 Encounter Exploits
| Double Dual Fire
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Harrier Attack 3
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| You discharge both your guns at close range, reload, and then fire again.
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| Encounter ✦ Martial, Weapon
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| Requirement: You must be wielding two firearms
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| Standard Action
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Close blast 3
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| Primary Target: Two creatures in blast
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| Attack: Dexterity vs. AC (main weapon and off-hand weapon), one attack per target
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| Hit: 1[W] + Dexterity modifier damage, and the target is pushed 2 squares.
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| Effect: Make a secondary attack that is a close blast 3. This blast can occupy the same squares as the primary attack.
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| Secondary Target: Two creatures in blast
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| Secondary Attack: Dexterity vs. AC (main weapon and off-hand weapon), one attack per target
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| Hit: 1[W] + Dexterity modifier damage, and the target is pushed 2 squares.
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| Drilling Shot
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Harrier Attack 3
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| You shoot through one enemy and hit another.
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| Encounter ✦ Martial, Weapon
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| Requirement: You must be wielding a two-handed firearm
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| Standard Action
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Ranged weapon
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| Primary Target: One creature
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| Attack: Dexterity vs. AC
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| Hit: 2[W] + Dexterity modifier damage.
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| Secondary Target: One creature adjacent to the primary target who has cover.
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| Secondary Attack: Dexterity vs. AC, ignoring cover
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| Hit: 1[W] + Dexterity modifier damage.
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| Gut Shot
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Harrier Attack 3
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| You hit your enemy in a critical location, causing a severe wound.
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| Encounter ✦ Martial, Weapon
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| Requirement: You must be wielding a two-handed firearm
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. Fortitude
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| Hit: 1[W] + Dexterity modifier damage, ongoing 5 damage (save ends), and the target is dazed until the start of your next turn.
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| Spirited Shot
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Harrier Attack 3
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| You hit your foe with a powerful attack that leaves them open to attacks from your allies.
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| Encounter ✦ Martial, Weapon
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| Standard Action
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Ranged weapon
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| Target: One creature
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| Attack: Dexterity vs. Fortitude
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| Hit: 2[W] + Dexterity modifier damage, and the target grants combat advantage until the end of your next turn.
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Level 5 Daily Exploits
| Diving Fire
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Harrier Attack 5
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| You dive across the battlefield, making shots before you hit the ground.
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| Daily ✦ Martial, Weapon
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| Requirement: You must be wielding two firearms
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| Standard Action
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Personal
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| Effect: You slide 3 squares and make 4 ranged basic attacks with a +2 power bonus to attack rolls. At the end of the movement you fall prone.
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| Hostage Threat
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Harrier Attack 5
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| Some think that closing the distance makes you more vulnerable. It just makes you more accurate.
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| Daily ✦ Charm, Fear, Martial, Weapon
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| Standard Action
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Close 1
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| Target: One creature
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| Attack: Wisdom vs. Will
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| Hit: Target is dominated until the end of your next turn.
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| Miss: 2[W] + Wisdom modifier damage, and the target is dazed until the start of your next turn.
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| Special: After the domination ends, you slide 2 squares from the target.
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Level 6 Utility Exploits
| Bullseye Target
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Harrier Utility 6
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| You pick an enemy out of the crowd and mark them for death.
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| Encounter ✦ Martial
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| Minor Action
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Personal
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| Effect: Choose one enemy you can see. Until the end of the encounter, you gain combat advantage over that enemy.
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| Sniper's Bearing
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Harrier Utility 6
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| You move down, make yourself less of a target, and prepare to open fire.
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| Daily ✦ Martial, Stance
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| Standard Action
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Personal
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| Effect: Until the stance ends, when you would gain concealment, you gain total concealment instead.
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| Steady Hands
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Harrier Utility 6
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| You hold still and calmly exhale, focusing your sights on your enemy.
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| Daily ✦ Martial
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| Minor Action
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Personal
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| Effect: You gain a power bonus to the next ranged attack roll you make before the end of your turn equal to your Wisdom modifier.
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Level 7 Encounter Exploits
| Ricochet Shot
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Harrier Attack 7
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| You listen to your allies to pinpoint the location of an unseen enemy, then fire.
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| Encounter ✦ Martial, Weapon
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| Standard Action
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Ranged weapon
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| Target: One creature that you cannot see, but that an ally can see
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| Attack: Dexterity vs. AC
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| Hit: 2[W] + Dexterity modifier damage.
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| Thundering Shot
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Harrier Attack 7
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| You fire with such force and power that it deafens everyone around you.
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| Encounter ✦ Martial, Thunder, Weapon
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| Requirement: You must be wielding a two-handed firearm
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| Standard Action
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Ranged weapon
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| Primary Target: One creature
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| Attack: Dexterity vs. AC
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| Hit: 2[W] + 1d8 + Dexterity modifier damage.
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| Secondary Target: All creatures adjacent to you.
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| Secondary Attack: Wisdom vs. Reflex
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| Hit: Wisdom modifier thunder damage, and the target is deafened until the end of your next turn.
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Level 9 Daily Exploits
Level 10 Utility Exploits
Level 13 Encounter Exploits
Level 15 Daily Exploits
Level 16 Utility Exploits
Level 17 Encounter Exploits
Level 19 Daily Exploits
Level 22 Utility Exploits
Level 23 Encounter Exploits
Level 25 Daily Exploits
Level 27 Encounter Exploits
Level 29 Daily Exploits
Paragon Paths