Gerald Cooper
General Information
Name |
: |
Gerald |
Gender |
: |
Male |
Max HP |
: |
172 |
Race |
: |
Human |
Bloodied Value |
: |
86 |
Level |
: |
29 |
Surge Value |
: |
43 |
Align |
: |
Unaligned |
Surges/day |
: |
8 |
Deity |
: |
— |
EXP |
: |
? |
Size |
: |
Medium |
Next Level |
: |
? |
|
Class Information
Class - Theme |
: |
Ranger - Gunsmith |
Paragon Path |
: |
Mad Shootist |
Epic Destiny |
: |
Destined Scion |
|
Ability Scores
|
Ability Score |
|
Ability Mod |
|
Lvl+ Mod |
|
Race Mod |
|
Misc Mod |
STR |
: |
11 |
: |
0 |
: |
|
: |
|
: |
|
CON |
: |
13 |
: |
2 |
: |
|
: |
|
: |
|
DEX |
: |
28 |
: |
9 |
: |
|
: |
|
: |
|
INT |
: |
12 |
: |
0 |
: |
|
: |
|
: |
|
WIS |
: |
26 |
: |
8 |
: |
|
: |
|
: |
|
CHA |
: |
12 |
: |
0 |
: |
|
: |
|
: |
|
|
Movement
My Move Speed Is Fly Now
Total |
|
Base |
|
Armor |
|
Item |
|
Misc |
Speed |
: |
6 |
|
6 |
- |
|
+ |
|
+ |
|
|
Action Points: 1
Additional effects of action points: 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 |
|
? level |
|
Misc |
Initiative |
: |
26 |
|
9 |
+ |
14 |
+ |
2 |
|
Defenses
Partial Concealment: Always
Total |
|
Level |
|
Abil |
|
Class |
|
Feat |
|
Enh |
|
Arm |
|
Misc |
AC |
: |
44 (45) |
|
14 |
+ |
9 |
+ |
|
+ |
|
+ |
6 |
+ |
4 |
+ |
1 (from teak feat, counts as shield) |
Fort |
: |
40 |
|
14 |
+ |
2 |
+ |
2 |
+ |
1 |
+ |
4 |
+ |
+2 |
+ |
1 |
Ref |
: |
49 |
|
14 |
+ |
9 |
+ |
2 |
+ |
1 |
+ |
4 |
+ |
|
+ |
1 |
Will |
: |
48 |
|
14 |
+ |
8 |
+ |
6 |
+ |
2 |
+ |
4 |
+ |
|
+ |
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.
Belt: Nothing bad happens if I'm prone
DID YOU SPEND AP? +3 to hit with the 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! ALSO REGAIN THE USE OF AN ENCOUNTER POWER!
Attacking With Shotguns: 11/17 Range. Roll twice to hit. If in close range (within 11 spaces) and both rolls hit, deal an extra 3d8 damage. On a crit deal +6d6 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 9 damage to enemies within burst 1 of the target of my attacks.
Attacking With Rifles: 25/45/205 Range. Brutal 2. On Crit, deal an extra 3d10 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 scope, range becomes 100/180/820 and I deal and extra 3d10 damage.
Aleith said I can minor-load rockets onto the blaster, woo.
+2 to all saves
Name of attack |
Attack |
Defense |
Damage |
Type |
Other Notes |
(At Will) |
Fading Strike (Shotgun) (With Rifle) (With Melee Instead) |
36 (37) |
vs AC |
2d8+24 (2d10+24) |
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 |
36 |
vs AC |
2d8+24 |
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 |
36 |
vs AC |
2d8+15 |
One or two targets, two separate attacks. d4+5 dmg instead with dagger. |
|
|
vs |
|
|
|
|
vs |
|
|
Quarry |
— |
— |
— |
Minor. Mark closest enemy as quarry, and a second 5 spaces away. Deal +3d8 damage from me when I hit it. Only 2 quarry at a time. |
(Encounter) |
Pounding Barrage |
36 |
vs AC |
1d8+24 |
Three attacks against the same target. If two hit, +1d6 dmg. If three hit, immobilize EoNT |
Manticore's Volley |
36 |
vs AC |
1d8+24 |
Three attacks against the same target. If two hit, +1[W] damage. If three hit, deal +2[W] damage. |
Disruptive Strike |
36 |
vs AC |
1d8+24 |
INTERRUPT vs me or an ally getting attacked. On a hit, the attack gets -11 to their attack roll. |
Interrupting Volley |
36 |
vs AC |
3d8+24 |
If the target attacks someone before my make turn, make another attack as an INTERRUPT. On a hit, 1d8+21 damage and the attack gets -11 to the roll. |
The Man With Two Guns Is God |
36 (37) |
vs AC |
3d8+15 (3d10+15) |
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 |
36 |
vs AC |
1d8+24 |
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 |
36 |
vs AC |
1d8+24 |
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 |
36 |
vs AC |
3d8+24, 1/2 on miss |
Move your speed (6), and make two attacks at any point during the movement. |
Five-Missile Dance |
36 |
vs AC |
2d8+24, 1/2 Miss |
Five attacks between 1~5 targets. If you hit a target twice, Push 1. If you hit a target x4, Prone. If you hit a target x5, Immobilize (Save Ends).
Effect: Shift 1 after each attack. |
Oak Skin |
|
|
|
As a minor action, Gain resistance 8 against all damage for the rest of the encounter. |
Master of the Hunt |
|
|
|
As a minor action. gain a +8 bonus to damage rolls 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. |
Word of Warning |
|
|
|
As a free action at the start of battle, me and all allies gain +5 Init and gain CA vs everything for the first round. |
Epic Recovery |
|
|
|
No Action. Trigger: Start turn with 0HP. Effect: Regain HP equal to surge x2, stands as a free action. |
Undeniable Victory |
|
|
|
Free Action. Trigger: Miss with an attack. Effect: Hit instead. |
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. |
Ring of Fury |
|
|
|
Free Action. Trigger: Get bloodied. Effect: Make two immediate RBAs. |
Quick Shotgun |
|
|
|
Free Action. Use this power when you hit a target with this weapon. Make a basic attack with this weapon against a target of your choice. |
Caustic Gauntlets |
|
|
|
Free Action. Make attack deal acid damage, deal 3d6 acid to targets adjacent to main. Can add 5 acid to other attacks for the end of battle. (6 if after a milestone). |
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.
Rocket Launcher (16th level): You can create up to five rockets per day. Any more destabilize the arcane matrix, causing them all to become inert. You can never have more than five rockets at a time. Rockets are effectively advanced grenades with range 20/40, which you can load into your blaster as a standard action.
- Advanced Grenades are 3d6 weapons, hit in area burst 2 (5x5), Brutal 2, High Crit, and Inaccurate. And deal 1/2 damage on a miss.
- Inaccurate. Before making any attack rolls for a grenade, the thrower makes a saving throw. If the save fails, the grenade veers off course, missing by 1 square in a random direction, or 2 squares if the target area was at long range. On a natural 1, the grenade simply bounces without exploding, and can be recovered and reused. If the attacker spends a move action to aim, he does not need to make the save.
Epic Heroism (21st level): Increase two different ability scores by 2. (DEX and WIS).
Epic Combatant (24th level: Gain a +1 bonus to attack rolls, and a +2 bonus to saving throws.
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.
[16] Predatory Action - Can benefit from Quarry damage twice when spending an AP.
[18] Superior Will - +2/3/4 Will. Save vs Daze/Stun at start of turn rather than end, and even if it doesn't normally Save End.
[20] Far Shot - Increase projectile weapon range by 5.
[21] Martial Mastery - Regain an encounter power when spending an AP.
[22] Peerless Hunter - When I quarry a target, I can designate a second one within 5 space to also be quarry, and have two quarry targets active at once. Replace in any order if I try and override with a third.
[24] Firearm Mastery - Crit on 19-20 with Firearms.
[26] Epic Will - +4 Will untyped.
[28] Epic Reflexes - +4 Ref untyped.
[30] Evasion - Dan't take damage on a miss from anything that targets AC/Ref as part of a close or area attack.
Skills
Related Mod |
|
Train |
Abl |
Msc |
| |
Skill |
Ability |
Trained? |
30 |
|
5 |
|
|
2 | |
Acrobatics |
(DEX) |
|
16 |
|
|
|
|
| |
Arcana |
(INT) |
|
19 |
|
5 |
|
|
| |
Athletics |
(STR) |
|
16 |
|
|
|
|
| |
Bluff |
(CHA) |
|
16 |
|
|
|
|
| |
Diplomacy |
(CHA) |
|
28 |
|
5 |
|
|
| |
Dungeoneering |
(WIS) |
|
21 |
|
5 |
|
|
| |
Endurance |
(CON) |
|
23 |
|
|
|
|
| |
Heal |
(WIS) |
|
16 |
|
|
|
|
| |
History |
(INT) |
|
23 |
|
|
|
|
| |
Insight |
(WIS) |
|
18 |
|
|
|
+2 |
| |
Intimidate |
(CHA) |
|
23 |
|
|
|
|
| |
Nature |
(WIS) |
|
36 |
|
5 |
|
+6 |
| |
Perception |
(WIS) |
|
16 |
|
|
|
|
| |
Religion |
(INT) |
|
30 |
|
5 |
|
+2 |
| |
Stealth |
(DEX) |
|
16 |
|
|
|
|
| |
Streetwise |
(CHA) |
|
23 |
|
|
|
|
| |
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:
Pounding Barrage |
Ranger Attack 18 |
Fluff. |
Encounter |
Martial, Weapon |
Standard Action |
Melee or Ranged |
Target: One creature Attack: Dexterity vs AC, three attacks. |
Hit: 1[W] + Str mod damage (melee) or 1[W] + Dex mod damage (ranged) per attack. If two of the attacks hit, the target takes 1d6 extra damage. If three of the attacks hit, the target is also immobilized until the end of your next turn. |
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 |
|
|
Ranger Utility 16Word of Warning
Acting solely on instinct, you evoke primal magic to lend your allies a surge of speed and combat awareness.
Daily Primal
Free Action Close burst 10
Trigger: You and your allies roll initiative.
Target: You and each ally in the burst
Effect: Each target gains a +5 power bonus to the initiative check and gains combat advantage until the end of his or her next turn.
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 |
Quick Shotgun +6 |
+2 |
+6 |
1d6 |
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 (+5 from feature) |
+3 |
+6 |
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 |
Power Daily (Free Action)Use this power when you hit a target with this weapon. Make a basic attack with this weapon against a target of your choice.
|
Armour |
AC Bonus |
Check Penalty |
Speed |
Properties |
Voidsomethingorother Great Armor of Eyes's Hide Armor +6 |
+6, +2 Fort |
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You cannot be blinded.
You gain darkvision ||
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Necklace of Fate +6 |
+6 NADs |
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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. |
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Velvet Crown |
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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. |
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Bracers of Archery (Epic) |
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Gain a +6 item bonus to damage rolls when attacking with a bow/crossbow/gun |
Oceanstrider Boots |
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+1 Speed. Can move across and stand on liquid surfaces as if they were solid. |
Zephys Boots |
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Gain a fly speed equal to your speed while wearing light armor or no armor. |
Rope of Slave Fighting (Paragon) |
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Don't take a -2 penalty to attacks when prone. Don't grant combat advantage when prone. |
Ring of Fury |
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Gain a +2 item bonus to Intimidate checks.
Power Daily (Free Action)When you are first bloodied, make two basic attacks. |
Shadow Band |
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Property: You gain partial concealment.
Utility Power Daily (Minor Action) Effect: You gain total concealment until the end of your next turn.
Milestone: If you’ve reached at least one milestone today, the effect lasts until the end of the encounter. |
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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 |
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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