TEXT: Spheres Apocrypha: 
  Martial 
  Talents: 
  Ranged
  
  2
  Athletics Sphere
  Shoot and Scoot (motion)
  You can move and reload at the same time, spending a move or 
  standard action to move up to your movement speed, or a full-
  round action to move up to twice your movement speed. When 
  you do so, you also reload a weapon whose reload time match-
  es the action spent on this talent, so long as your movement 
  leaves you with the appropriate number of free hands needed 
  to reload. This action does not provoke an attack of opportu-
  nity for reloading a weapon, only for normal movement.
  Barroom Sphere
  Bottle Rocket
  The range increment of improvised weapons you wield is in-
  creased to 20 feet for two-handed weapons, 30 feet for one-hand-
  ed weapons, and 50 feet for light weapons. Additionally, when 
  using an improvised weapon with the fragile quality, you can 
  give it the broken condition to make a ranged attack action as 
  if it were a scatter weapon with a range of 15 feet.
  Berserker
  Barbaric Throw
  You can use brutal strike with thrown weapons. Additionally, 
  throwing two-handed weapons no longer takes a full-round ac-
  tion, instead taking the same time as any other thrown weap-
  on attack. When you expend your martial focus as part of a 
  brutal strike, you can treat any melee weapon wielded by you 
  that you’re proficient with as a thrown weapon with a range in-
  crement of 10 feet for that action. Associated Feats: Throw 
  Anything, Two-Handed Thrower
  Boxing
  Hair Trigger
  You can use counter punch with ranged attacks, except that 
  instead of reading an action to make an attack against the next 
  enemy who makes a melee attack roll against you before the 
  beginning of your next round. you ready an action to make an 
  attack against the next enemy who makes an attack roll within 
  your first range increment before the beginning of your next 
  round. You may select additional triggers for counter punch as 
  normal, except that they must be within your first range incre-
  ment in order to trigger your counter punch.
  Dual Wielding
  Mixed Defense
  Whenever you wield a melee weapon in one hand and a ranged 
  weapon in the other, you may forgo your ranged attack when 
  using the dual attack ability. If you do so, until your next turn, 
  you may spend an attack of opportunity to make a ranged at-
  tack against an opponent attempting to attack you in melee. 
  If your ranged attack hits, you gain a +2 dodge bonus to AC 
  against that opponent and a +2 circumstance bonus to attack 
  rolls against that opponent until the end of your next turn. 
  Both the melee weapon attack and the ranged attack suffer 
  the attack penalty from dual attack as normal, and the ranged 
  attack must be made with the same ranged weapon wielded 
  during the dual attack.
  Martial Talents: Ranged
  
  3
  Equipment
  Bowling Bolas
  you gain a +2 competence bonus to ranged trip attempts made 
  with bolas or brutal bolas. Whenever you use bolas or brutal 
  bolas to make a successful ranged trip attack as an attack ac-
  tion, you may also deal damage to the target as if the trip at-
  tempt had been a standard ranged attack with that weapon.
  Throw Bash
  You gain proficiency with throwing shields. Ranged attacks 
  made with a throwing shield incorporate shield spikes into 
  their damage calculation as normal. Additionally, if you have 
  the Cover Ally talent, you may treat any ally within your 
  shield’s first range increment as being within your shield’s 
  reach by throwing it as part of the active defense action. You 
  may apply a (deflect) talent to this active defense as normal, 
  performing any additional actions by ricocheting the shield off 
  of the attack. If your shield has the returning property, or you 
  have the Throwing Mastery talent, it returns after using Cover 
  Ally as if you made an attack with it.
  Fencing
  Death From Afar
  You may use fatal thrust on a ranged attack action out to your 
  first range increment.
  Feats
  Overwatch (combat)
  Prerequisites: Covering Fire talent, Guardian sphere (patrol 
  package)
  Benefit: You may treat the area you threaten with the 
  Covering Fire talent as if it were a patrol, benefiting from 
  guardian sphere talents as normal, except that you cannot 
  move within this threatened area outside of normal turn order 
  like with a standard patrol.
  Credits
  Creative Director: Adam Meyers
  Author: Siobhan Bjorknas
  Layout: Rachel Meyers
  Art: Forrest Imel
  
  4
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Spheres Apocrypha - Martial Talents Ranged.pdf