Gerald Cooper

Gerald Cooper

General Information

Name : Gerald Gender : Male Max HP : 96
Race : Human Bloodied Value : 48
Level : 15 Surge Value : 24
Align : Unaligned Surges/day : 8
Deity : EXP : ?
Size : Medium Next Level : ?

Class Information

Class - Theme : Ranger - Gunsmith
Paragon Path : Mad Shootist
Epic Destiny : ???

Ability Scores

Ability Score Ability Mod Lvl+ Mod Race Mod Misc Mod
STR : 10 : 0 : : :
CON : 14 : 2 : : :
DEX : 22 : 6 : : :
INT : 11 : 0 : : :
WIS : 20 : 5 : : :
CHA : 11 : 0 : : :

Movement

Total Base Armor Item Misc
Speed : 6 6 - + +

Action Points: 1
Additional effects of action points: Gain a +1 item bonus to attack rolls and all defenses until the end of my next turn. Gain +3 Bonus to attack rolls you spend AP on. Draw a ling between myself and my target, plus three spaces past them. Hit all targets in the line with the AP'd action!

Initiative

Total Dex ½ level Misc
Initiative : 15 7 + 6 + 2

Defenses

Total Level Abil Class Feat Enh Arm Misc
AC : 30 (31) 7 + 6 + + + 3 + 4 + 1 (from teak feat, counts as shield)
Fort : 28 7 + 2 + 2 + 1 + 3 + +2 + 1
Ref : 30 7 + 6 + 2 + 1 + 3 + + 1
Will : 28 7 + 5 + 2 + 1 + 3 + + 1

Attacks

Bolded gun is assumed default.
GROUNDING SHOT: fuck prone targets. Ignore to hit penalty, add +2 dmg.
Prime Target: If I'm shooting and closer to my target than any other PC, +1 to hit.
DID YOU SPEND AP? +1 To Hit and Defenses EoNT, and another +3(+4 total) to the one specific move I spent the AP on. Draw a ling between myself and my target, plus three spaces past them. Hit all targets in the line with the AP'd action!
Attacking With Shotguns: 6/12 Range. Roll twice to hit. If in close range (within 6 spaces) and both rolls hit, deal an extra 2d8 damage. On a crit deal +3d6 from magic weapon.
Attacking With Your Blaster (Shotgun): Can deal force damage if desired, and force damage deals full damage +1d10 dmg to insubstantial targets. Deal 6 damage to enemies within burst 1 of the target of my attacks.
Attacking With Rifles: 20/40/200 Range. Brutal 2. On Crit, deal an extra 2d10 due to High Crit. Don't forget rifle has +1 to hit over shotguns and are d10 instead of d8!
- Can spend a Standard to Aim at a creature. When Aimed, can use Extreme Range (-4 to hit penalty instead of -2 from Long Range). Can use a minor to change Aimed at target after a shot is lined up. Moving or taking damage makes you lose your Aim. When Aiming with Rifle'd scopem range becomes 80/160/800 and I deal and extra 2d10 damage.

Name of attack Attack Defense Damage Type Other Notes
(At Will)
Fading Strike (Shotgun) (With Rifle) (With Melee Instead) 21 (22) vs AC 1d8+14 (1d10+14) Can Shift 2 to a space not adjacent to the target on a hit. When making an opportunity attack, can be used in place of a melee basic attack. Silly stamp seyz even with gun.
Nimble Strike 21 vs AC 1d8+14 Can shift 1 space before or after the attack. This is important for scooting back before shooting guns if an enemy is on me.
Twin Strike 21 vs AC 1d8+8 One or two targets, two separate attacks. d4+5 dmg instead with dagger.
vs
vs
Quarry Minor. Mark closest enemy as quarry. Deal +2d8 damage from me when I hit it. Only 1 quarry at a time.
(Encounter)
Two-Fanged Strike 21 vs AC 1d8+14 Two attacks against the same target. If both attacks hit, deal and extra +5 damage.
Biting Volley 21 vs Ref 1d8+14 Two attacks vs 1 or 2 targets. Crits on 18-20.
Disruptive Strike 21 vs AC 1d8+14 INTERRUPT vs me or an ally getting attacked. On a hit, the attack gets -8 to their attack roll.
Defensive Volley INTERRUPT vs an ally hit by an attack. Reduce the damage by 13.
The Man With Two Guns Is God 21 (22) vs AC 2d8+8 (2d10+8) Attack doesn't provoke OAs. And draw/sheathe as part of attack, and get really excessive about it because quick draw. Main hit vs one target, second hit has to use another gun (rifle!) vs a second target within 5 spaces of main target. In addition to damage, hit targets can't make OAs attacks until the end of my next turn.
Beam Shot 21 vs AC 1d8+14 Pick one Wave Beam: Force damage and +2[W] damage. Freeze Ray: Cold damage, and target is restrained and gains vuln 10 against non-typed damage (save ends both). Shrink Ray: Force damage and target shrinks 3 size categories and deals half weapon damage with weapons (save ends both). If it is reduced to smaller than Tiny size, reach is reduced to 0, speed to 1 and it deals one fourth damage with weapons instead.
Mobility Shot Choose a solid anchor point at least 1 square across within 6 squares. You fire a grapple beam to that point and can either pull yourself to that location and hang, or use it as the anchor point of a swing, potentially letting you travel 12 squares as part of this action. You can keep the grapple shot engaged as long as you want,
(Daily)
Confounding Arrows 21 vs AC 1d8+14 Three attacks between 1-3 targets. Deals normal damage on hit. If hit once, Daze (SE). If hit twice, Stun (SE). If hit thrice, Stun (SE) and deal +2[W] more damage. Daze (SE) with no damage on a miss.
Attack On The Run 21 vs AC 3d8+14, 1/2 on miss Move your speed (6), and make two attacks at any point during the movement.
Spitting-Cobra Stance - - - As a minor action, enter stance.Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.
Oak Skin As a minor action, Gain resistance 5 against all damage for the rest of the encounter.
Step of Morning Mist As a move action, teleport 5 spaces and gain +5 to all defenses until the end of my next turn.
Amulet Power As no action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.
Crown Power As a standard action. Effect: Close burst 3. The burst creates a zone that lasts until the end of your next turn and moves with you. No sound can be made in the zone, and no noise from outside the zone can be heard in it or through it. Sustain Minor: You sustain the effect until the end of your next turn.

Gained Abilities

Racial Abilities

+2 to DEX
Extra At-Will
Extra Feat
Extra Skill
+1 Fort/Ref/Will

Background: +2 Acrobatics

Class/Path/Destiny Features

Hunter Fighting Style - Gain Quick Draw Feat. Sheathe a weapon as a free action. +4 AC bonus against OA's provoked by ranged attacks.
Hunter's Quarry - Minor Action. Target closest to me is Quarry. Deal +1d6 (2d6, 3d6) damage against the target.
Prime Shot - +1 to ranged attack rolls if I'm the closest ally to it.
Gunsmith - can perform enchant magic item ritual to make firearms, ammunition, and alchemical items. Can request advanced Drakran weapons like grenades/rifles without increased the Favor level of the request.
Tinker - You can declare a single weapon as your primary weapon. Each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage. Additionally, you have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’). You cannot mass-produce this innovation.
- Ammunition clip - For a pistol, a revolver cylinder lets you fire six shots before you need to reload. For a carbine, musket, or shotgun, a stripper clip instead holds five rounds. If combined with alchemical launcher, you can load three alchemical items as well. Reloading is a minor action, or a free action if you have the Speed Loader feat.
- Scopes - This can only be attached to rifled weapons. When you aim down this finely-tuned telescopic sight, you are considered blind except against creatures in a direct line from you to your target. However, quadruple all range increments to attack the target, and your attack does an extra 1[w] damage. If you are 11th level or higher, it does an extra 2[w], and if 21st or higher an extra 3[w].
Inventive Gunnery (11th level) - Choose a type of firearm (e.g., pistol, carbine, musket, shotgun, etc.). You have invented a modular arcanoscientific version of that weapon, colloquially known as a blaster. You can load your blaster with normal ammunition, or you can have it fire force blasts. These are identical to normal rounds, except they deal force damage and can be fired limitlessly without requiring reloading. You can have only one blaster active at a time.
- If you let someone else fire it, it begins to pulse, and then if you do not regain possession within three rounds, it explodes.
Close Burst 3. Attack (implement): Primary ability score vs. Reflex. Hit: 6[w] damage. Miss: Half damage.
If your blaster is destroyed, you can spend 1 hour to repair it, or to upgrade another firearm of any type into a new blaster. During this hour you can also transfer enchantments between weapons.
Autofire (11th level): With a flip of a switch, your blaster converts from firing a single shot to a 10-round burst. This normally will require using force blasts. Whenever you make a ranged attack with your blaster (i.e., not close or area), you can choose to autofire, dealing damage equal to your Dexterity or Intelligence modifier (whichever is higher) to each enemy in Area burst 1 centered on on the attack’s target. Creatures that have cover relative to you take no damage from autofire.
Piercing Shot (11th level): When you spend an action point, you may charge your blaster so you can use it to attack multiple targets. When you next attack with your blaster, draw a straight line from any part of your space to any part of your target’s space, and then onward up to three more spaces. Make your attack against each creature whose space the line passes through. Your blaster then is exhausted, and you cannot use it until the end of your next turn.

Feats

[Free] Firearm Expertise - +1/2/3 to attack rolls with firearms, and ignore partial and superior cover with them.
[Free] Improved Defenses +1/2/3 to NADs.
[Style] Quick Draw - Draw a weapon when making an attack. +2 to Init.
[Human] Firearm Focus - +1/2/3 to damage rolls with firearms.
[1] Speed Loader - Reload Crossbows as a free action rather than minor, Firearms with a move action rather than standard.
[2] Grounding Shot - Ranged attacks ignore the penalty for attacking prone targets and deal 2 extra damage against them.
[4] Lethal Hunter - Hunter's Quarry dice go from d6 to d8.
[6] Superior Weapon (Musket) - Use and equip 'em, they own.
[8] Action Surge - Gain +3 to Attack Rolls made to actions you spent an AP to perform.
[10] Twilight Training - Gian low-light vision.
[11] Inescapable Force - When dealing force damage to insubstantial targets, deal full damage rather than half. And deal an additional 1d10 damage.
[12] Distant Shot - Ignore the -2 penalty for long range.
[14] Alertness - Can't be surprised, +2 to perception.

Skills

Related Mod Train Abl Msc | Skill Ability Trained?
19 5 2 | Acrobatics (DEX)
7 | Arcana (INT)
11 5 | Athletics (STR)
7 | Bluff (CHA)
7 | Diplomacy (CHA)
17 5 | Dungeoneering (WIS)
13 5 | Endurance (CON)
12 | Heal (WIS)
7 | History (INT)
12 | Insight (WIS)
7 | Intimidate (CHA)
12 | Nature (WIS)
19 5 | Perception (WIS)
7 | Religion (INT)
19 5 +2 | Stealth (DEX)
7 | Streetwise (CHA)
12 | Thievery (DEX)

Languages

Primordial, Common, Dwarven, Ancient

Powers

At-Will Exploits:

Fading Strike Ranger Attack 1
Fluff.
At-Will Martial, Weapon
Standard Action Melee or Ranged
Target: One creature Attack: Dexterity vs AC
Hit: 1[W] + Dex mod damage, and you shift 2 squares to a square that is not adjacent to the target.
Hunter Fighting Style: When making an opportunity attack, you can use this power in place of a melee basic attack.
Nimble Strike Ranger Attack 1
Fluff.
At-Will Martial, Weapon
Standard Action Ranged
Target: One creature Attack: Dexterity vs AC
Hit: 1[W] + Dex mod damage.
Special: Shift 1 square before or after you attack.
Twin Strike Ranger Attack 1
Fluff.
At-Will Martial, Weapon
Standard Action Melee or Ranged
Target: One or two creature Attack: Strength vs AC (melee; MH and OH) or Dexterity vs AC (ranged), two attacks.
Hit: 1[W] per attack.
Special: Must be wielding two melee weapons or a ranged weapon.
Hunter's Quarry Class Feature
Fluff.
At-Will -
Minor Action Closest Enemy
Target: One creature
Effect: You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals extra damage based on your level. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter's Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter's quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time. L1-10: +1d6 damage, L11-20: +2d6, L21-30: +3d6

Encounter Exploits:

Two-Fang Strike Ranger Attack 1
Fluff.
Encounter Martial, Weapon
Standard Action Melee or Ranged
Target: One creature Attack: Strength vs AC (melee; MH and OH) or Dexterity vs AC (ranged), two attacks.
Hit: 1[W] + Str mod damage (melee) or 1[W] + Dex mod damage (ranged) per attack. If both attacks hit, deal extra damage equal to your Wis mod.
Disruptive Strike Ranger Attack 3
Fluff.
Encounter Martial, Weapon
Immediate Interrupt Melee or Ranged
Trigger: You or an ally is attacked by a creature Target: The attacking creature Attack: Strength vs AC (melee; MH and OH) or Dexterity vs AC (ranged).
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged). The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Wisdom modifier.
Biting Volley Ranger Attack 7
Fluff.
Encounter Martial, Weapon
Standard Action Melee or Ranged
Target: One or Two creatures Attack: Dexterity vs Reflex, two attacks. Each attack can crit on 18-20
Hit: 1[W] + Dex mod damage per attack.
The Man with Two Guns Is God Gunsmith 1
Fluff.
Encounter Martial, Weapon
Standard Action Ranged
Special: This power does not provoke opportunity attacks. Effect: You may drop, sheathe, or store what you're holding, then draw one or two firearms.
Target: One creature. If you are wielding two firearms, you can target one additional create within 5 squares of the first creature. Attack: Primary ability vs AC
Hit: 1[W] damage, and the target cannot take opportunity actions until the end of your next turn. If making two attacks one target takes damage from the primary hand weapon, the other from the off-hand weapon Level 11: 2[W] damage Level 21: 3[W] damage
Beam Shot Madshootist 11
Fluff.
Encounter Arcane, Weapon
Standard Action Ranged
Special: Choose freeze ray, shrink ray, or wave beam. You must use your blaster for this attack. Effect: You may drop, sheathe, or store what you're holding, then draw one or two firearms.
Target: One creature. If you are wielding two firearms, you can target one additional create within 5 squares of the first creature. Attack: Primary ability vs AC
Hit: Choose one of the following options. * Freeze Ray. 1[w] + primary ability score modifier cold damage, and the target is restrained and gains vulnerable 10 against non-typed damage (i.e., attacks that damage with kinetic force that might break ice, not energy) (save ends both). * Shrink Ray. 1[w] + primary ability score modifier force damage. The target shrinks by three size categories and deals half damage with its weapon attacks (save ends both). If it is reduced to smaller than Tiny size, its reach is reduced 0, its speed to 1, and it deals one-quarter normal damage with weapon attacks (save ends all). * Wave Beam. 3[w] + primary ability score modifier force damage. This attack ignores cover.

Daily Exploits:

Spitting-Cobra Stance Ranger Attack 5
Fluff.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, you can make a ranged basic attack as an immediate reaction against any enemy within 5 squares of you that moves closer to you.
Attacks on the Run Ranger Attack 9
Fluff.
Daily Martial, Weapon
Standard Action Melee or Ranged
Target: One or two creatures Attack: You can move your speed. At any point during your move, you can make two Strength vs AC (melee) or Dexterity vs AC (ranged) attacks.
Hit: 3[W] + Str mod damage (melee) or 3[W] + Dex mod damage (ranged) per attack Miss: Half damage per attack.
Confounding Arrows Ranger Attack 15
Fluff.
Daily Martial, Weapon
Standard Action Ranged
Target: One, two or three creatures Attack: Dexterity vs AC, three attacks.
Hit: 1[W] + Dexterity modifier damage per attack. A target hit once is dazed (save ends). A target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2[W] damage. Miss: The target is dazed (save ends).

Utility Exploits:

Oak Skin Ranger Utility 4
Fluff.
Daily Primal
Minor Action
Target: Myself
Effect: You gain resistance to all damage until the end of the encounter. The resistance equals your Wisdom modifier.
Step of Morning Mist Ranger Utility 6
Fluff.
Daily Primal, Teleportation
Move Action Personal
Effect: You teleport up to 5 squares, then gain a +5 power bonus to all defenses until the end of your next turn.
Defensive Volley Ranger Utility 10
Fluff.
Encounter Martial, Weapon
Immediate Interrupt Ranged
Requirement: Must be weilding a bow, crossbow or firearm.
Trigger: An ally is hit by an attack. Target: Triggering ally
Effect: You reduce the damage the target takes by your Dexterity modifier plus half your level.
Mobility Shot Madshootist Utility 12
Fluff.
Encounter Arcane
Move Action Personal

Item Powers:

Amulet of Resolution Power Item
Fluff.
Daily -
No Action
Target: Myself
Effect: Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.

-

Equipment and Gear

Gun Augments: (3/5): One Shotgun, One Rifle, One Ernst Shotgun

Weapons Prof. Bonus ENH DMG RNG Properties
Magic Shotgun +4 +4 +3 1d8 6/12 Standard Load, Scatter (Roll twice to hit. If in close range and both hit, deal extra 1[W] (2[W], 3[W]) damage.)
Rifle-Musket (+4 from feature) +3 +3 1d6 10/20 Standard Load, Brutal 2, High Crit (deal extra damage on a crit, 1[W] (2[W], 3[W])), Rifled. Property: none, I just get the enchantment bonus due to tinkerer.
Dagger +3 +3 +3 1d4 5/10 Light blade, thrown, off-hand

Armour AC Bonus Check Penalty Speed Properties
Faesomething or Other Veteran's Hide Armor +4 +4, +2 Fort -1 When I spend an action point, gain +1 item bonus to attack rolls and defenses until the end of my next turn
Necklace of Fate +3 +3 NADs Power Daily (No Action) Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it's lower.
Velvet Crown || || || || Properties: You gain a +2 item bonus to Stealth checks, escape attempts, and saving throws against effects that render you immobilized, restrained, or slowed. When you fall 30 feet or less, you take no damage and land on your feet. Utility Power (Zone) Daily (Standard Action) Effect: Close burst 3. The burst creates a zone that lasts until the end of your next turn and moves with you. No sound can be made in the zone, and no noise from outside the zone can be heard in it or through it. Sustain Minor: You sustain the effect until the end of your next turn.||
Bracers of Archery Gain a +2 item bonus to damage rolls when attacking with a bow/crossbow/gun

Money
GP: idk but my shit is less than the stipend so it's not like it matters


Equipment/Magic Items
Longsword
NICOTINE LEAVES FOR WEEKS

x1 Vendetta Bullet for Leone Quital; single use only. Hit -> Crit, Miss -> Hit for that single attack. Can't make more for the same person.

Total weight: lol!!!

Normal Load Heavy Load Max Drag

Appearance

Ugh, like, a really wirery kinda short human? I mean, you know what humans look like right? Oh I guess there's more details. Like, brown hair, obviously, which is kinda shaggy, I guess. And green eyes! People say I have nice eyes. Umm. I'm not real good at punching stuff, but I'm pretty quick and nimble and tough I think! I just, wear, like, normal clothes you know? Oh! Well, unless I'm on the job, obviously! Then I wear the RHC uniform! Unless we're being sneaky! Or some someone says not to. Then I don't wear the uniforms and it's just clothes. Um. Under the leather armor, of course! Because armor is important to not getting dead if a bad guy decides to fight you! Anyway yeah basically just a human guy!

Background

Okay so… Risur! That's the country I live in! I grew up in Flint, which is like, probably the neatest city in Risur? Right. I"m from Parity Lake, more specifically! Which I guess probably isn't super surprising? Anyway.

So like, you grow up up in Parity Lake, and you work in a factory! That's just how it goes, so, obviously, that's how it went! Nothing interesting there. Although! Sometimes when things break so bad they need to be replaced, they let people keep the broken stuff! And so I did that a lot, 'cause tinkering with random stuff is cool.

Umm what else, Oh, I should probably think about Preston Benson! I duno why he was rounding up kids and paying for them to go to school and stuff. I mean, if I had to guess, he said he was trying to help people who showed potential, so, like. I'd assume he was umm how would you put it, investing in the future? Like, get people in positions in power that feel indebted to him and stuff later? I duno. I don't really care too much anyway, it was cool of him to send me to the Battalion academy in any case! He's probably okay anyway. I mean, weird Rusir politics are still, umm, pro Risur? I'll let you know if he asked me to do something bad though!

So Battalion was cool. Pine Island was pretty different from what I was used to! And they taunt be how to do all kinds of stuff, and even taught me some more about machines! I'm pretty handy with guns! Which are cool. I started working on building my own, you know! I can show ou sometimes later, I thought it would probably be a bad idea to bring a weapon to a screening, you know know? Anyway I guess I fight okay since I passed all the physical tests and made it this far! Some of my instructors said the RHC was full of cool people that got to do ll sorts of fun stuff that other cops don't get to do, though, and it sounds WAY more interesting than going back to the factory, or joining the army! Flint and Risur are great, so, like, when I looked into the RHC, why wouldn't someone wanna try and join and help keep everyone here safe, right???

Notes

nope

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