Gunslinger
Overview
Master Sharpshooters, the first to dive for cover and able to take advantage of every opportunity, the Gunslinger and his dual blasters are the perfect team. There's a right target for ending every disagreement, and the Gunslinger knows enemy vulnerabilities like the inside of his ship. All Gunslingers are known for their superb skill with Blasters, whether it be dual-wielding, utilizing a Rifle, or just a single pistol, specializing in long-range combat and methods to keep enemies at a distance. (some more ruthless Gunslingers are crazy enough to prefer shooting at close-range) Gunslingers are those individuals who have extreme skill with a pistol, outlaws of the galaxy, Gunslingers are notorious individuals whose aim and skill with a pistol are said to even put up a fight against a jedi. Gunslingers tend to be lonesome sort, with a loathing for authorities, they are known to have an extraordinarily fast trigger finger, and tend to be a individuals of few words; who prefer to let their Blaster do the talking
Outlaw's Style
When you adopt this profession at 3rd level, you have chosen a more guns first and ask questions later style. You add your modifier to the damage rolls of your offhand ranged weapon attacks. You dont get disadvantage when shooting at close range. You can expend two uses of your Interact with Objects to make an additional offhand ranged weapon attack. You can only do this once per round.
Steady Aim
Also at 3rd level, you can use your Bonus Action to grant you a bonus to your ranged attack rolls equal to your Proficiency Bonus. This lasts until the end of your Turn.
Return Fire
Beginning at 6th level, when you are targeted with a ranged attack, whether it hits or misses, you can use your Reaction to make one ranged weapon attack at the one who targeted you.
Pivotal Targeting
At 10th level, , you've honed your aim to fire off targeted shots to disable an opponent. Before making an attack roll, you can call it as an Aimed Shot, to target a specific location on the target's body. If the specified body part cannot be seen, or the target lacks the part in question, only normal damage is suffered with no additional effect.
AIMED SHOT DC: 8 + Your Proficiency Bonus + Dexterity Modifier
Head: On a hit, the target takes an additional weapon die of damage, and must make a Constitution Saving Throw or is considered blinded until the end of their next turn.
Arms: On a hit, the target takes normal damage and must make a Strength Saving Throw or drop 1 held item of your choice.
Torso: On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you.
Legs/Wings: On a hit, the target takes normal damage and must make a Strength Saving Throw or get knocked prone.
Ricochet Shot
Upon reaching 14th level, you can track the attacks from other creatures. When a creature hits you with an attack that isn't a force power, you can use your Reaction if you have a loaded blaster within reach to fire at the attack. If your attack roll is higher then their attack roll, you cause their attack to swerve and miss. If the attacks damage type is energy based, you cause the attack to return and hit the original target.
Additionally, when you wish to attack a creature with a ranged energy weapon that is behind cover, you can bounce your attack off nearby objects to ignore the cover bonuses and you gain advantage on the attack roll. There must be an object within 15ft of your intended target.