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		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=486187</id>
		<title>Zeitgeist: The Gears of Revolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=486187"/>
		<updated>2026-05-10T19:51:50Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Combat Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Zeitgeist-logo.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Zeitgeist: The Gears of Revolution ==&lt;br /&gt;
&lt;br /&gt;
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.&lt;br /&gt;
&lt;br /&gt;
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of the new urban labyrinth. Even their modern religions have no defenses against these fiends.&lt;br /&gt;
&lt;br /&gt;
Times are turning. The skyseers—Risur’s folk prophets since their homeland’s birth—witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age: the zeitgeist.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1FIA9On7PYLKwph7EN-Df54roqMpJ28mUxHuvKPixiTw/edit?usp=sharing Berg Vasilovich]&#039;&#039;&#039;, Dwarf Battlemind &amp;amp; Yerasol Veteran, played by EnigmaticOne&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich |Tazaerich]]&#039;&#039;&#039;, Elf Ranger &amp;amp; Gunsmith, played by [[User:Mpascal02|Mpascal02]]&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1HFlkKhtiesOXSXCAKoqbtU_GXUhcbRd3bqkBn2EywtE/edit?usp=sharing Inspector Jerixx]&#039;&#039;&#039;, Changeling Psion &amp;amp; Spirit Medium, played by Atlictoatl&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Rosalia | Rosalia Savory]]&#039;&#039;&#039;, Human Bard &amp;amp; Docker, played by Bira&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1eofLOJM1EqYZJqML4zcpP_eFMjFpesvwO0-2zYhRhVc/edit Theresa Yanus]&#039;&#039;&#039;, Human Monk &amp;amp; Eschatological Scholar, played by OldKentuckyShark&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inactive&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1CUX0tZraA72tiT4XP_a7TWQGwNobL9fJWTiQEN3W_oI/edit?usp=sharing Neron Akol]&#039;&#039;&#039;, Human Wizard &amp;amp; Technologist, played by Mandrion&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1vS698JoWBaFjFfPQfDW4M8Djm-IT1GBu2_dQXSZQu_E/edit?usp=sharing Inspector William LeRoy]&#039;&#039;&#039;, Human Martial Scientist &amp;amp; Warlord, played by JoenotCharles&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1SzdLSsnlkHjR4RBQ9mHQTqoqrFDP1e5fJrED0YHhSTU/edit?usp=sharing Dar’ana Beaudelaire]&#039;&#039;&#039;, Half-Elf Vekeshi Mystic &amp;amp; Vestige Pact Warlock, played by Caiphon&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/NPCs |NPCs]]&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins-part-two.915144/ OOC Thread 2]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-grand-design.915676/ IC Thread 2]&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-grand-design.915676/post-25019189 Chapter 6: Revelations from the Mouth of a Madman]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-grand-design.915676/post-25443550 Chapter 7: Schism]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Old Threads===&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-closed-zeitgeist-the-gears-of-revolution-4e-dnd.868067 Recruitment and Character creation]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/ OOC Thread 1]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/ IC]&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/#post-23438856/ Chapter 1: The Island at the Axis of the World]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-23604163 Chapter 2: The Dying Skyseer]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-23944259 Chapter 3: Digging For Lies]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24232829/ Chapter 4: Always On Time]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24659608/ Chapter 5: Cauldron Born]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In-Character Resources==&lt;br /&gt;
&lt;br /&gt;
===Newspapers===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Newspapers |Newspapers]]&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Magic Items|New Magic Items]]&lt;br /&gt;
&lt;br /&gt;
===Skyseers&#039; Visions===&lt;br /&gt;
*[[Zeitgest:_The_Gears_Of_Revolution/Visions|Skyseer Visions]]&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Timeline |Timeline]]&lt;br /&gt;
&lt;br /&gt;
===Investigation Charts===&lt;br /&gt;
* [https://docs.google.com/drawings/d/1q5VtfMsqOlI6ZVjGXDCd9kki7qycMBeQEWKK36hq2nQ/edit?usp=sharing Conspiracy Investigation]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24006415 Meeting with Dr. Xambria Meredith]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1E1yQeBqvbIs9Oi4fZlaqVSYNfVvRTH9xupZ5CPqhz7o/edit#gid=0 Avery Coast Train Passengers]&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
* [[Zeitgeist:_The_Gears_of_Revolution/Taskforce |Taskforce]]&lt;br /&gt;
&lt;br /&gt;
===Combat Maps===&lt;br /&gt;
Chapter Two&lt;br /&gt;
*[https://docs.google.com/drawings/d/1bRyU7L2QxFtTRC9GKcVrfn_VobfdJdJ7V0eg9n0zRcw/edit?usp=sharing Cloudwood Switchback]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AK-Tm55nKDEONq5MAmM9N3-gcepJkTecPLtKwgUIbpw/edit?usp=sharing Industrial District]&lt;br /&gt;
*[https://docs.google.com/drawings/d/16hteItdnRtqY40RTsTca3atENExb0YpVz-O7WfSHFy0/edit Cauldron Hill]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Z1uxCqtQkJSiSb616xuqi7kIbQGGiwWA42oyI30oWUs/edit?usp=sharing Nettles Church]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing Bayou Wharf]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oUyBCCimMxF5Mg7t1tzTZ2vQRoryQ9IR0B7nZmkT0h8/edit?usp=sharing Creepy Warehouse]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Gfx8tbLiUr8AXf6vmCaepKUvb6WikUy5Om0WoyhY3XU/edit?usp=sharing Dawn Square]&lt;br /&gt;
*[https://docs.google.com/drawings/d/11-WGSvmdWSKqaZYMDqXXTJYxNOMa2xGvGLr03YgzJqY/edit?usp=sharing Macbannin&#039;s Manor]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oDgeMfYnQ4DB70ZXpZkKhd03p7W65hPP3QDfIFSFxlM/edit?usp=sharing Witchoil Lab]&lt;br /&gt;
&lt;br /&gt;
Chapter Three&lt;br /&gt;
*[https://docs.google.com/drawings/d/12qyDmaSozcf7Z_u0aUbpyB4eBwQ-mttuyuXjah7S0o0/edit?usp=sharing Gun Alley]&lt;br /&gt;
*[https://docs.google.com/drawings/d/19Sp5MJLSMB2CvKFAb8KNimzfjlQmmFqSkKpsp4ljO1c/edit Lanternwood Subrail Station]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1k-_MFI6xmqK-p5uBEgyn2FM3U_yvOmvx-d6T_qUgJfA/edit The Ziggurat]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1PP0OeAmNZDwrGdwvNt28aznWNWc_cjb1h1CPAAp_bh8/edit Underwater Ruins]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AoAAR6669TPAdBNrnX2DtoZp4TY4yxKaIyHsUt9A0sk/edit RHC HQ]&lt;br /&gt;
&lt;br /&gt;
Chapter Four&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Ax8gwFcH6dld1QDZRxZU6Td26CCtndRdtgsMwe4kbII/edit?usp=sharing Avery Coast Railroad Train]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1VxvnnrQJ09R3B1B2ugZvpSmj2k91rYLFaNH7CKNE6HM/edit?usp=sharing Nalam Arena]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1LppE23SGGOOZu6R3cs7mgCL19Gqbl97TFnrA282nkWQ/edit?usp=sharing Private Rail Yard]&lt;br /&gt;
&lt;br /&gt;
Chapter 5&lt;br /&gt;
*[https://docs.google.com/drawings/d/19-KpTgUFY1qpP2fMEKllWR_d2Bxop8p0WMhFcEhKbQQ/edit?usp=sharing Carriage Chase]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1GXLIQt5lFNJJUBjdNm1CMmCeo6Zka-y0ogyP7ecNVtE/edit?usp=sharing Rooftop Snipers]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1sueWUBE47BV5NojtITEtCumhDEvXh-675MNFCiWAa1M/edit?usp=sharing Gallo&#039;s School for Boys]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1PCHJJvgmbpandeEEncH8qomfvOnU4VGqWOpMRNt1Zss/edit?usp=sharing Kell&#039;s Hideout]&lt;br /&gt;
*[https://docs.google.com/drawings/d/137lzHLM98CBjc__Bf1tCm-YJvHRmk3yGvRx4M9xT0WA/edit?usp=sharing Complex Gate]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1TEwzqLiAMq1uHmtsu3s2YX4qpZ9Rx_lsl6SIO0s9ixE/edit?usp=sharing Secret Passage]&lt;br /&gt;
&lt;br /&gt;
Chapter 6&lt;br /&gt;
&lt;br /&gt;
Chapter 7&lt;br /&gt;
*[https://docs.google.com/drawings/d/1CntTU4KSARqImpoPHdnkoOFgEraF5Hw8yLkEnD49VJw/edit=?usp=sharing Obscurati Prison]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Skill Matrix (L.14)&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!Berg&lt;br /&gt;
!Theresa&lt;br /&gt;
!Jerixx&lt;br /&gt;
!Tazaerich&lt;br /&gt;
!Rosalia&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics (Dex)&lt;br /&gt;
| +7&lt;br /&gt;
| +18&lt;br /&gt;
| +9&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +13 (+14 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Arcana (Int)&lt;br /&gt;
| +6&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +7&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
| Athletics (Str)&lt;br /&gt;
| &#039;&#039;&#039;+17&#039;&#039;&#039;&lt;br /&gt;
| +17&lt;br /&gt;
| +7&lt;br /&gt;
| +12&lt;br /&gt;
| +9 (+10 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Bluff (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| +9&lt;br /&gt;
| &#039;&#039;&#039;+25&#039;&#039;&#039;&lt;br /&gt;
| +6&lt;br /&gt;
| +17&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| +14&lt;br /&gt;
| &#039;&#039;&#039;+23&#039;&#039;&#039;&lt;br /&gt;
| +6 &lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
| Dungeoneering (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +11&lt;br /&gt;
| +9&lt;br /&gt;
| &#039;&#039;&#039;+16&#039;&#039;&#039;&lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
| Endurance (Con)&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
| +13&lt;br /&gt;
| +9&lt;br /&gt;
| +14 (+15 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Heal (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+15&#039;&#039;&#039;&lt;br /&gt;
| +11&lt;br /&gt;
| +9&lt;br /&gt;
| +11&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| History (Int)&lt;br /&gt;
| +6&lt;br /&gt;
| +13&lt;br /&gt;
| +14&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+17&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Insight (Wis)&lt;br /&gt;
| +10 &lt;br /&gt;
| &#039;&#039;&#039;+20&#039;&#039;&#039;&lt;br /&gt;
| +18 &lt;br /&gt;
| +11 &lt;br /&gt;
| +14&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate (Cha)&lt;br /&gt;
| +11&lt;br /&gt;
| +14&lt;br /&gt;
| +14&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+17&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Nature (Wis)&lt;br /&gt;
| +10&lt;br /&gt;
| +11&lt;br /&gt;
| +9&lt;br /&gt;
| +13&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Perception (Wis)&lt;br /&gt;
| +10 (+11 in 5 sq of Taz)&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039; (+20 in 5 sq of Taz)&lt;br /&gt;
| +9 (+10 in 5 sq of Taz)&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039; &lt;br /&gt;
| +14 (+15 in 5 sq of Taz)&lt;br /&gt;
|-&lt;br /&gt;
| Religion (Int)&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
| +14&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stealth (Dex)&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+20&#039;&#039;&#039;&lt;br /&gt;
| +11/+12&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +10 (+11 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Streetwise (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| +8&lt;br /&gt;
| +17&lt;br /&gt;
| +11&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thievery (Dex)&lt;br /&gt;
| +7&lt;br /&gt;
| +15&lt;br /&gt;
| +9&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +13 (+14 unarmoured)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
*&#039;&#039;&#039;Flint: 5&lt;br /&gt;
*&#039;&#039;&#039;Risur: 6&lt;br /&gt;
*&#039;&#039;&#039;The Unseen Court: 6&lt;br /&gt;
*&#039;&#039;&#039;The Family: 3&lt;br /&gt;
*&#039;&#039;&#039;The Obscurati: 5&lt;br /&gt;
&lt;br /&gt;
==Lanjyr==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lanjyr.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The City of Flint==&lt;br /&gt;
&lt;br /&gt;
[[File:Cityofflintweb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==RHC Flint HQ==&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office_Basement.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Entrance. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Lower Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Western Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Eastern Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Interrogation Rooms.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Quartermaster Office.&amp;lt;br&amp;gt;&lt;br /&gt;
7. General Supplies. Door locked. Requires a quartermaster to access.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Evidence. Door locked. Requires paperwork to access.&amp;lt;br&amp;gt;&lt;br /&gt;
9. Secretary Pool.&amp;lt;br&amp;gt;&lt;br /&gt;
10. Guard Room. Each room typically has another two guards.&amp;lt;br&amp;gt;&lt;br /&gt;
11. Morgue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12. Inspector’s Desks.&amp;lt;br&amp;gt;&lt;br /&gt;
13. Delft’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
14. Support Offices.&amp;lt;br&amp;gt;&lt;br /&gt;
15. Break Room.&amp;lt;br&amp;gt;&lt;br /&gt;
16. Upper Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
17. Saxby’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basement.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
18. Holding Cells. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
19. Magic Cells. Spellcasters are kept here. The cells are enchanted to function like mage-cuffs; any attempt to use magical powers sounds an alarm and does 10 damage to the prisoner. A golden ward also blocks teleportation and summoning. Two columns glow with pale white light, which grants everyone within 5 squares Resist 10 against all energy types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Allied NPC Stats==&lt;br /&gt;
[[File:AlliedFlintSoldier.png]]&lt;br /&gt;
[[File:Allied_Fey.jpg]]&lt;br /&gt;
[[File:Allied Unit.png]]&lt;br /&gt;
[[File:Andrei von Recklinghausen.png]]&lt;br /&gt;
[[File:1693599149855.png]]&lt;br /&gt;
[[File:KvartiGorbatiy.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://www.drivethrurpg.com/product/126863/ZEITGEIST-Adventure-Path-Extended-Players-Guide-4E Player&#039;s Guide]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23443721 official RHC badge]&lt;br /&gt;
*[https://www.dropbox.com/s/ktr2w5vv96a7wgx/Fiona%27s%20Letter.png?dl=0 memo from Caius Bergeron to Finona Duvall]&lt;br /&gt;
*[http://iws.mx/dnd/?list D&amp;amp;D 4E Online Compendium]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=486186</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=486186"/>
		<updated>2026-05-10T19:46:19Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +15&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +11&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102/102&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 25 HP (26 w/ belt)&lt;br /&gt;
* Initiative:  +17&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 31&lt;br /&gt;
* Fort: 26&lt;br /&gt;
* Ref: 32&lt;br /&gt;
* Will: 27&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
* Sharpshooter: Seeking Arrow (L.16)&lt;br /&gt;
** You don&#039;t take the normal penalty to attack rolls for concealment or cover when making a ranged attack against a creature designated as your quarry. You still take the penalty for total concealment or superior cover.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +20&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +8&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +13&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* Diplomacy: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +17&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +10&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* History: +8&lt;br /&gt;
* Insight: +12&lt;br /&gt;
* Intimidate: +7&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +19&#039;&#039;&#039;&lt;br /&gt;
* Religion: +8&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +20&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +12&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage against your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 2d6+15/2d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Howling Winds &#039;&#039;(Minor Action, Personal; until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Eyes of Charming &#039;&#039;(Item, Standard Action, 1 creature, Range 5; +21 vs. Will; Hit: The target is dominated (save ends). The target is not aware that you used this power against it.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x3 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x2 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* Eyes of Charming (Paragon) &#039;&#039;(Head Slot; +4 item bonus to Bluff/Diplomacy)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=486185</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=486185"/>
		<updated>2026-05-10T19:35:18Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Encounter Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +15&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +11&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102/102&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 25 HP (26 w/ belt)&lt;br /&gt;
* Initiative:  +17&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 31&lt;br /&gt;
* Fort: 26&lt;br /&gt;
* Ref: 32&lt;br /&gt;
* Will: 27&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
* Sharpshooter: Seeking Arrow (L.16)&lt;br /&gt;
** You don&#039;t take the normal penalty to attack rolls for concealment or cover when making a ranged attack against a creature designated as your quarry. You still take the penalty for total concealment or superior cover.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +20&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +8&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +13&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* Diplomacy: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +17&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +10&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* History: +8&lt;br /&gt;
* Insight: +12&lt;br /&gt;
* Intimidate: +7&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +19&#039;&#039;&#039;&lt;br /&gt;
* Religion: +8&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +20&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +12&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage against your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 2d6+15/2d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Howling Winds &#039;&#039;(Minor Action, Personal; until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Eyes of Charming &#039;&#039;(Item, Standard Action, 1 creature, Range 5; +21 vs. Will; Hit: The target is dominated (save ends). The target is not aware that you used this power against it.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* Eyes of Charming (Paragon) &#039;&#039;(Head Slot; +4 item bonus to Bluff/Diplomacy)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=485718</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=485718"/>
		<updated>2026-04-02T00:07:02Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Class/Theme Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +15&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +11&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102/102&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 25 HP (26 w/ belt)&lt;br /&gt;
* Initiative:  +17&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 31&lt;br /&gt;
* Fort: 26&lt;br /&gt;
* Ref: 32&lt;br /&gt;
* Will: 27&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
* Sharpshooter: Seeking Arrow (L.16)&lt;br /&gt;
** You don&#039;t take the normal penalty to attack rolls for concealment or cover when making a ranged attack against a creature designated as your quarry. You still take the penalty for total concealment or superior cover.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +20&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +8&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +13&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* Diplomacy: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +17&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +10&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* History: +8&lt;br /&gt;
* Insight: +12&lt;br /&gt;
* Intimidate: +7&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +19&#039;&#039;&#039;&lt;br /&gt;
* Religion: +8&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +20&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +12&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage against your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 2d6+15/2d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Howling Winds &#039;&#039;(Minor Action, Personal; until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Eyes of Charming &#039;&#039;(Item, Standard Action, 1 creature, Range 5; +21 vs. Will; Hit: The target is dominated (save ends). The target is not aware that you used this power against it.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* Eyes of Charming (Paragon) &#039;&#039;(Head Slot; +4 item bonus to Bluff/Diplomacy)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=485717</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=485717"/>
		<updated>2026-04-01T23:50:36Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Encounter Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +15&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +11&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102/102&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 25 HP (26 w/ belt)&lt;br /&gt;
* Initiative:  +17&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 31&lt;br /&gt;
* Fort: 26&lt;br /&gt;
* Ref: 32&lt;br /&gt;
* Will: 27&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +20&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +8&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +13&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* Diplomacy: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +17&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +10&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* History: +8&lt;br /&gt;
* Insight: +12&lt;br /&gt;
* Intimidate: +7&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +19&#039;&#039;&#039;&lt;br /&gt;
* Religion: +8&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +20&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +12&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage against your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 2d6+15/2d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Howling Winds &#039;&#039;(Minor Action, Personal; until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Eyes of Charming &#039;&#039;(Item, Standard Action, 1 creature, Range 5; +21 vs. Will; Hit: The target is dominated (save ends). The target is not aware that you used this power against it.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* Eyes of Charming (Paragon) &#039;&#039;(Head Slot; +4 item bonus to Bluff/Diplomacy)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=484959</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=484959"/>
		<updated>2025-12-20T13:30:39Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Encounter Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +15&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +11&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102/102&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 25 HP (26 w/ belt)&lt;br /&gt;
* Initiative:  +17&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 31&lt;br /&gt;
* Fort: 26&lt;br /&gt;
* Ref: 32&lt;br /&gt;
* Will: 27&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +20&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +8&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +13&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* Diplomacy: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +17&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +10&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* History: +8&lt;br /&gt;
* Insight: +12&lt;br /&gt;
* Intimidate: +7&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +19&#039;&#039;&#039;&lt;br /&gt;
* Religion: +8&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +20&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +12&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage against your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 2d6+15/2d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Howling Winds &#039;&#039;(Minor Action, Personal; until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Eyes of Charming &#039;&#039;(Item, Standard Action, 1 creature, Range 5; +21 vs. Will; Hit: The target is dominated (save ends). The target is not aware that you used this power against it.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* Eyes of Charming (Paragon) &#039;&#039;(Head Slot; +4 item bonus to Bluff/Diplomacy)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=483276</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=483276"/>
		<updated>2025-08-22T23:58:28Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Daily Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +15&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +11&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102/102&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 25 HP (26 w/ belt)&lt;br /&gt;
* Initiative:  +17&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 31&lt;br /&gt;
* Fort: 26&lt;br /&gt;
* Ref: 32&lt;br /&gt;
* Will: 27&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +20&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +8&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +13&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* Diplomacy: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +17&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +10&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* History: +8&lt;br /&gt;
* Insight: +12&lt;br /&gt;
* Intimidate: +7&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +19&#039;&#039;&#039;&lt;br /&gt;
* Religion: +8&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +20&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +12&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage against your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Howling Winds &#039;&#039;(Minor Action, Personal; until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Eyes of Charming &#039;&#039;(Item, Standard Action, 1 creature, Range 5; +21 vs. Will; Hit: The target is dominated (save ends). The target is not aware that you used this power against it.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* Eyes of Charming (Paragon) &#039;&#039;(Head Slot; +4 item bonus to Bluff/Diplomacy)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=483275</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=483275"/>
		<updated>2025-08-22T23:56:21Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +15&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +11&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102/102&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 25 HP (26 w/ belt)&lt;br /&gt;
* Initiative:  +17&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 31&lt;br /&gt;
* Fort: 26&lt;br /&gt;
* Ref: 32&lt;br /&gt;
* Will: 27&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +20&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +8&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +13&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* Diplomacy: +7 &#039;&#039;(+11 w/ Eyes of Charming)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +17&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +10&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* History: +8&lt;br /&gt;
* Insight: +12&lt;br /&gt;
* Intimidate: +7&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +19&#039;&#039;&#039;&lt;br /&gt;
* Religion: +8&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +20&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +12&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage against your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Howling Winds &#039;&#039;(Minor Action, Personal; until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* Eyes of Charming (Paragon) &#039;&#039;(Head Slot; +4 item bonus to Bluff/Diplomacy)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=483274</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=483274"/>
		<updated>2025-08-22T23:55:51Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Other Magical Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +15&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +11&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102/102&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 25 HP (26 w/ belt)&lt;br /&gt;
* Initiative:  +17&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 31&lt;br /&gt;
* Fort: 26&lt;br /&gt;
* Ref: 32&lt;br /&gt;
* Will: 27&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +20&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +8&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +13&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +7&lt;br /&gt;
* Diplomacy: +7&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +17&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +10&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* History: +8&lt;br /&gt;
* Insight: +12&lt;br /&gt;
* Intimidate: +7&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +19&#039;&#039;&#039;&lt;br /&gt;
* Religion: +8&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +20&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +12&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage against your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Howling Winds &#039;&#039;(Minor Action, Personal; until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* Eyes of Charming (Paragon) &#039;&#039;(Head Slot; +4 item bonus to Bluff/Diplomacy)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482860</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482860"/>
		<updated>2025-07-30T00:48:45Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 16&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +15&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +11&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 102/102&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 25 HP (26 w/ belt)&lt;br /&gt;
* Initiative:  +17&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 31&lt;br /&gt;
* Fort: 26&lt;br /&gt;
* Ref: 32&lt;br /&gt;
* Will: 27&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +20&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +8&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +13&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +7&lt;br /&gt;
* Diplomacy: +7&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +17&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +10&lt;br /&gt;
* Heal: +12&lt;br /&gt;
* History: +8&lt;br /&gt;
* Insight: +12&lt;br /&gt;
* Intimidate: +7&lt;br /&gt;
* Nature: +14&lt;br /&gt;
* &#039;&#039;&#039;Perception: +19&#039;&#039;&#039;&lt;br /&gt;
* Religion: +8&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +20&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +12&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +20&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage against your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Howling Winds &#039;&#039;(Minor Action, Personal; until the end of the encounter, you are surrounded by howling winds. Once on each of your turns, you can take a free action to slide an enemy within 10 squares of you a number of squares equal to your Wisdom modifier.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482809</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482809"/>
		<updated>2025-07-29T00:46:08Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +14&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482512</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482512"/>
		<updated>2025-07-15T02:32:57Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Defenses/Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +14&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  181 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482489</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482489"/>
		<updated>2025-07-14T01:25:32Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* At-Will Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +14&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482488</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482488"/>
		<updated>2025-07-14T01:23:14Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +14&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x4 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482484</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482484"/>
		<updated>2025-07-13T21:19:17Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +14&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482399</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=482399"/>
		<updated>2025-07-07T01:48:28Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Daily Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +14&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=479098</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=479098"/>
		<updated>2025-04-04T22:48:56Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+7)&#039;&#039;&#039; / &#039;&#039;Save: +14&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgest:_The_Gears_Of_Revolution/Visions&amp;diff=477680</id>
		<title>Zeitgest: The Gears Of Revolution/Visions</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgest:_The_Gears_Of_Revolution/Visions&amp;diff=477680"/>
		<updated>2025-03-04T00:50:23Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Nevard&amp;#039;s Visions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Duchess&#039; Skyseer&#039;s Vision==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A globe spins on its axis, and a steel ship sets off to war on a sail of shadows. The world passes into night, and blackness grips all of Risur as the stars fall from the sky. The king’s eyes turn a soulless white, and he moves as a puppet, his strings pulled by a man who has already died a thousand times.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Nevard&#039;s Visions==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I saw a dark figure, standing atop Cauldron Hill, towering over our city. The sun set, and he cast a shadow across Parity Lake, stretching northwest, into the sea, beyond the horizon. He is born in our city, but his ultimate goal is elsewhere. And also things moved in his shadow— indeed, his shadow moved before he did, for while he was mighty, he&lt;br /&gt;
was controlled by others.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I saw smoke hiding his face, for he was made mighty by industry. In my vision, a king chased him out to sea and defeated him by slicing him free from his shadow. But the cauldron had already shattered, and many thousands were drowned and devoured in its roil.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meaning: The dark figure is Mayor Reed Macbannin, who controlled much of Flint&#039;s industry, but was only a lower-level member of the Obscurati. His accumulated witchoil stock was about to break containment and would have flooded much of Flint without the team&#039;s efforts. (#2: The Last Skyseer)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I saw three birds alight on the peak, the first of black silk, the second of black steel, both weeping blood. But the third was made of stars, and it sang many songs.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I tell you this: Cauldron Hill is not safe. Twice will danger arise, and twice will we be deceived into thinking it is safe to return, but we must avoid the place and avoid being tricked. I have arranged shelter in the Cloudwood, where people can be safe until the darkness passes.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meaning: The black silk bird/first danger is the threatened witchoil flood (#2: The Last Skyseer).  The black steel bird/second danger was Borne, the colossus. (#5)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The last is currently unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Nevard&#039;s Visions 2==&lt;br /&gt;
&amp;quot;I thank you again for saving my life, and allowing me to give out this message. I fear for the citizens in the Nettles, and hope that they can get to safety in time before the darkness I saw arrives. However, you need to know; the speech I gave, it wasn&#039;t all I saw that night. There was more to my vision... but I was uncertain as to what these visions mean. I wish to share them with you, perhaps it may be of assistance to you in coming days.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He braces himself, takes another sip, and then starts to recite:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A woman sat on a leather couch in a waiting room, surrounded by red curtains. She held a gold coin and rolled it across the back of her fingers. A pick lay against the side of the couch. I asked her what she was waiting for, and she answered in a language I didn’t know, saying, &#039;The place I’m going isn’t here yet.&#039;&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meaning: Currently unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A trumpeter carried a lantern onto the stage of a darkened theater, and the people gathered for his performance applauded, then lit lanterns of their own. The theater never got bright enough for him to see their faces.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meaning: The trumpeter is Luc Jierre, who developed his lantern to better enable the Obscurati to travel between the Material Plane and the Bleak Gate. However, the party intercepted and captured him as he was about to travel over to the Bleak Gate to have his inaugural meeting with the Obscurati. (#4: Always On Time)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;One man tore himself in two, and his twin selves fought over a woman, tearing her into three, who ran away. Mice skittered around them, collecting cheese fallen amid the rails of a trainyard. Then a train roared down the track past me, but it had no one driving it. In the distance it derailed, and crushed two of the women, but which of the three survived?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meaning: Currently unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;A man carrying a bronze staff with three keyholes was assailed by swords and arrows and fire, but nothing killed him. He began to take off his robes, revealing tiger fur beneath them, while stars fell from the sky all around him. Then the sky was dark, and when the sun should have risen, instead a pale glowing cloud floated in the dark.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meaning: Currently unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Finally, a tyrant and murderer languished in prison, hanging from twelve chains and hooks that pierced her feet, her legs, her thighs, her shoulders, her arms, and her hands. But the thirteenth hook that sealed her mouth swung loose, and it fluttered in the breeze as she whispered a map that led everywhere.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meaning: Currently unknown.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477644</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477644"/>
		<updated>2025-03-03T02:52:46Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Lethal Hunter &#039;&#039;(Your Hunter&#039;s Quarry dice improve from d6s to d8s.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/NPCs&amp;diff=477643</id>
		<title>Zeitgeist: The Gears of Revolution/NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/NPCs&amp;diff=477643"/>
		<updated>2025-03-03T01:59:54Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
== NPCs ==&lt;br /&gt;
===PC Contacts===&lt;br /&gt;
====Bosum Strand====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Aquayanna Zire], &#039;&#039;elven entertainer &amp;amp; docker, Tazaerich&#039;s oldest friend. Voiced/played by [https://assets.mycast.io/actor_images/actor-marisa-tomei-230200_large.jpg?1623939196 Marisa Tomei]&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Donnell Weatherby], &#039;&#039;proprietor of The Island Dusk bar, one of Berg&#039;s contacts&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23627687 &amp;quot;Hurricane&amp;quot; Hilda], &#039;&#039;owner of a house of not-so-ill-repute/art gallery, and a friend of Rosalia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Central District====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Jeremiah Larson], &#039;&#039;Professor of Planar Studies at Pardwright University, orignally a street kid who ran in the same &amp;quot;gang&amp;quot; as Tazaerich&#039;&#039;&lt;br /&gt;
====Cloudwood====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600222 Sereh Taragos], &#039;&#039;a middle-aged lightfoot halfling matriarch and friend of Dar&#039;ana&#039;&#039; &lt;br /&gt;
====The Nettles====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Sergeant-Major Mahal Sturgeon], &#039;&#039;the senior NCO at the district fort and old comrade of Berg&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23603649 Goodwife Irma], &#039;&#039;halfling proprietress of Hearth&#039;s Rest Boarding House and a one-person community support network. Jerixx has previously used her connections to help with a case.&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23627687 Tommy Three-Tusks], &#039;&#039;half-orc teen, psuedo-little brother of Rosalia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====North Shore====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23603649 Raxxef], &#039;&#039;a changeling information broker, who gathers intel by working as a cleaning person among the rich and influential.&#039;&#039;&lt;br /&gt;
====Parity Lake====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600222 Guerni Bonvenida], &#039;&#039;a hobgoblin, rescuer of street kids, local gossip, and contact of Dar&#039;ana through their fathers&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Kozak Bronzetooth], &#039;&#039;dragonborn vendor of sausages at Sharga&#039;s House of Meat who hears all the local rumors, contact of Tazaerich&#039;&#039;&lt;br /&gt;
====Pine Island====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Erin Zanna], &#039;&#039;another old comrade of Berg and instructor at the Battalion academy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Recurring NPCs===&lt;br /&gt;
====Allies====&lt;br /&gt;
*Thames Grimsley, &#039;&#039;unionizing senior Docker&#039;&#039;&lt;br /&gt;
*RHC Chief Inspector Stover Delft, &#039;&#039;the PCs&#039; boss&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675389344699-png.38215/ King Aodhan], &#039;&#039;His Majesty, King of Risur&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675389369836-png.38216/ Principal Minister Harkover Lee], &#039;&#039;Royal advisor and top mage in Risur&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1740959830096-png.59185/ Roland Stanfield], &#039;&#039;Governor of the city of Flint, apparently 500 years old and wants us to do his job for him&#039;&#039;&lt;br /&gt;
*Julia Pemberton, &#039;&#039;RHC technologist, daughter of a wealthy industrialist, secret half-dragon&#039;&#039;&lt;br /&gt;
*Petty Officer Second Class Fitzcairn Luckshore, &#039;&#039;Surprisingly martial technician, now a member of the RHC&#039;&#039;&lt;br /&gt;
*Howard Sechim, &#039;&#039;Factory owner, surprisingly labor-friendly for a manufacturer&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1616971485588-png.30155/ Hana &amp;quot;Gale&amp;quot; Soliogn], &#039;&#039;Flying eladrin ex-slave, potential terrorist, and Tazaerich&#039;s significant other&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1628638217660-png.31449/ Dr. Xambria Meredith], &#039;&#039;Former two-fisted archaeologist, now a helpful voice in Rosalia&#039;s head&#039;&#039;&lt;br /&gt;
*Constable Artur Terrence, &#039;&#039;RHC Constable, good-natured Risur noble &amp;amp; warlord, Taz&#039;s mentee&#039;&#039;&lt;br /&gt;
*[https://wiki.rpg.net/index.php/File:Atomic-robo.jpg Constable Murphy], &#039;&#039;former Illuminati golem turned good guy &amp;amp; RHC constable&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Enemies====&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1599618886925-png.27751/ Lya Jierre], &#039;&#039;Danoran Minister of Outsiders, member of the Conspiracy/&amp;quot;Obscurati&amp;quot;&#039;&#039;&lt;br /&gt;
*&amp;lt;strike&amp;gt;Lorcan Kell, &#039;&#039;Brutal gang lord and pain in the PC&#039;s collective ass&amp;lt;/strike&amp;gt;, now deceased&#039;&#039;&lt;br /&gt;
*Nicodemus, &#039;&#039;Body-hopping (apparently) high-ranking member of the &amp;quot;Obscurati&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Somewhere In Between====&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1682690208832-png.39667/ Morgan Cippiano], &#039;&#039;Head of the Family in Flint, friendly (for a mobster) with refined tastes&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1598443675091-png.27573/ Benedict Pemberton], &#039;&#039;Just a simple country industrialist, sounds like Foghorn Leghorn, secretly Gradiax, Lord of Steel, red Dragon Tyrant of Ber&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675967875587-png.38280/ Asrabey Varal], &#039;&#039;Rogue eladrin warrior of legend&#039;&#039;&lt;br /&gt;
*Kvarti Gorbatiy, &#039;&#039;Dwarven gunsmith and sniper-for-hire&#039;&#039;&lt;br /&gt;
*Julian Lebrix, &#039;&#039;ex-security chief of Danoran consulate &amp;amp; pen-pal of Jerixx&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chapter 1===&lt;br /&gt;
&lt;br /&gt;
*Dafton, &#039;&#039;Docker and attempted provocateur&#039;&#039;&lt;br /&gt;
**Iscalio, Mercliffe, &amp;amp; Coulton, &#039;&#039;his accomplices&#039;&#039;&lt;br /&gt;
*Duchess Ethelyn of Shale, &#039;&#039;Treasonous sister of the king&#039;&#039;&lt;br /&gt;
**Sokana Rell, &#039;&#039;Eladrin wizard and loyal servant of the Duchess&#039;&#039;&lt;br /&gt;
*Geoff Massarde, &#039;&#039;Tiefling engineer&#039;&#039;&lt;br /&gt;
*Captain Rutger Smith, &#039;&#039;Commander of the RNS Impossible&#039;&#039;&lt;br /&gt;
*Captain Hazel Barker, &#039;&#039;War hero and friend of Berg&#039;&#039;&lt;br /&gt;
*Nathan Jierre, &#039;&#039;Lya Jierre&#039;s cousin&#039;&#039;&lt;br /&gt;
*Nicholas Dupiers, &#039;&#039;Danoran miner&#039;&#039;&lt;br /&gt;
*Lieutenant Hessar Marseine, &#039;&#039;Understandably cranky Danoran officer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chapter 2===&lt;br /&gt;
&lt;br /&gt;
*Officer Alfred Bellastair, &#039;&#039;Flint cop &amp;amp; squadron leader&#039;&#039;&lt;br /&gt;
*Hennet Rinus, &#039;&#039;college student and tavern patron&#039;&#039;&lt;br /&gt;
*Jered Lawman, &#039;&#039;ironically-named long-haired halfling ocarina player&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/NPCs&amp;diff=477642</id>
		<title>Zeitgeist: The Gears of Revolution/NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/NPCs&amp;diff=477642"/>
		<updated>2025-03-03T01:32:27Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
== NPCs ==&lt;br /&gt;
===PC Contacts===&lt;br /&gt;
====Bosum Strand====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Aquayanna Zire], &#039;&#039;elven entertainer &amp;amp; docker, Tazaerich&#039;s oldest friend. Voiced/played by [https://assets.mycast.io/actor_images/actor-marisa-tomei-230200_large.jpg?1623939196 Marisa Tomei]&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Donnell Weatherby], &#039;&#039;proprietor of The Island Dusk bar, one of Berg&#039;s contacts&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23627687 &amp;quot;Hurricane&amp;quot; Hilda], &#039;&#039;owner of a house of not-so-ill-repute/art gallery, and a friend of Rosalia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Central District====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Jeremiah Larson], &#039;&#039;Professor of Planar Studies at Pardwright University, orignally a street kid who ran in the same &amp;quot;gang&amp;quot; as Tazaerich&#039;&#039;&lt;br /&gt;
====Cloudwood====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600222 Sereh Taragos], &#039;&#039;a middle-aged lightfoot halfling matriarch and friend of Dar&#039;ana&#039;&#039; &lt;br /&gt;
====The Nettles====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Sergeant-Major Mahal Sturgeon], &#039;&#039;the senior NCO at the district fort and old comrade of Berg&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23603649 Goodwife Irma], &#039;&#039;halfling proprietress of Hearth&#039;s Rest Boarding House and a one-person community support network. Jerixx has previously used her connections to help with a case.&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23627687 Tommy Three-Tusks], &#039;&#039;half-orc teen, psuedo-little brother of Rosalia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====North Shore====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23603649 Raxxef], &#039;&#039;a changeling information broker, who gathers intel by working as a cleaning person among the rich and influential.&#039;&#039;&lt;br /&gt;
====Parity Lake====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600222 Guerni Bonvenida], &#039;&#039;a hobgoblin, rescuer of street kids, local gossip, and contact of Dar&#039;ana through their fathers&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Kozak Bronzetooth], &#039;&#039;dragonborn vendor of sausages at Sharga&#039;s House of Meat who hears all the local rumors, contact of Tazaerich&#039;&#039;&lt;br /&gt;
====Pine Island====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Erin Zanna], &#039;&#039;another old comrade of Berg and instructor at the Battalion academy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Recurring NPCs===&lt;br /&gt;
====Allies====&lt;br /&gt;
*Thames Grimsley, &#039;&#039;unionizing senior Docker&#039;&#039;&lt;br /&gt;
*RHC Chief Inspector Stover Delft, &#039;&#039;the PCs&#039; boss&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675389344699-png.38215/ King Aodhan], &#039;&#039;His Majesty, King of Risur&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675389369836-png.38216/ Principal Minister Harkover Lee], &#039;&#039;Royal advisor and top mage in Risur&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1740959830096-png.59185/ Roland Stanfield], &#039;&#039;Governor of the city of Flint, apparently 500 years old and wants us to do his job for him&#039;&#039;&lt;br /&gt;
*Julia Pemberton, &#039;&#039;RHC technologist, daughter of a wealthy industrialist, apparently a secret half-dragon&#039;&#039;&lt;br /&gt;
*Petty Officer Second Class Fitzcairn Luckshore, &#039;&#039;Surprisingly martial technician, now a member of the RHC&#039;&#039;&lt;br /&gt;
*Howard Sechim, &#039;&#039;Factory owner, surprisingly labor-friendly for a manufacturer&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1616971485588-png.30155/ Hana &amp;quot;Gale&amp;quot; Soliogn], &#039;&#039;Flying eladrin ex-slave, potential terrorist, and Tazaerich&#039;s significant other&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1628638217660-png.31449/ Dr. Xambria Meredith], &#039;&#039;Former two-fisted archaeologist, now a helpful voice in Rosalia&#039;s head&#039;&#039;&lt;br /&gt;
*Constable Artur Terrence, &#039;&#039;RHC Constable, good-natured Risur noble &amp;amp; warlord, Taz&#039;s mentee&#039;&#039;&lt;br /&gt;
*[https://wiki.rpg.net/index.php/File:Atomic-robo.jpg Constable Murphy], &#039;&#039;former Illuminati golem turned good guy &amp;amp; RHC constable&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Enemies====&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1599618886925-png.27751/ Lya Jierre], &#039;&#039;Danoran Minister of Outsiders, member of the Conspiracy/&amp;quot;Obscurati&amp;quot;&#039;&#039;&lt;br /&gt;
*&amp;lt;strike&amp;gt;Lorcan Kell, &#039;&#039;Brutal gang lord and pain in the PC&#039;s collective ass&amp;lt;/strike&amp;gt;, now deceased&#039;&#039;&lt;br /&gt;
*Nicodemus, &#039;&#039;Body-hopping (apparently) high-ranking member of the &amp;quot;Obscurati&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Somewhere In Between====&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1682690208832-png.39667/ Morgan Cippiano], &#039;&#039;Head of the Family in Flint, friendly (for a mobster) with refined tastes&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1598443675091-png.27573/ Benedict Pemberton], &#039;&#039;Just a simple country industrialist, sounds like Foghorn Leghorn, secretly Gradiax, Lord of Steel, red Dragon Tyrant of Ber&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675967875587-png.38280/ Asrabey Varal], &#039;&#039;Rogue eladrin warrior of legend&#039;&#039;&lt;br /&gt;
*Kvarti Gorbatiy, &#039;&#039;Dwarven gunsmith and sniper-for-hire&#039;&#039;&lt;br /&gt;
*Julian Lebrix, &#039;&#039;ex-security chief of Danoran consulate &amp;amp; pen-pal of Jerixx&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chapter 1===&lt;br /&gt;
&lt;br /&gt;
*Dafton, &#039;&#039;Docker and attempted provocateur&#039;&#039;&lt;br /&gt;
**Iscalio, Mercliffe, &amp;amp; Coulton, &#039;&#039;his accomplices&#039;&#039;&lt;br /&gt;
*Duchess Ethelyn of Shale, &#039;&#039;Treasonous sister of the king&#039;&#039;&lt;br /&gt;
**Sokana Rell, &#039;&#039;Eladrin wizard and loyal servant of the Duchess&#039;&#039;&lt;br /&gt;
*Geoff Massarde, &#039;&#039;Tiefling engineer&#039;&#039;&lt;br /&gt;
*Captain Rutger Smith, &#039;&#039;Commander of the RNS Impossible&#039;&#039;&lt;br /&gt;
*Captain Hazel Barker, &#039;&#039;War hero and friend of Berg&#039;&#039;&lt;br /&gt;
*Nathan Jierre, &#039;&#039;Lya Jierre&#039;s cousin&#039;&#039;&lt;br /&gt;
*Nicholas Dupiers, &#039;&#039;Danoran miner&#039;&#039;&lt;br /&gt;
*Lieutenant Hessar Marseine, &#039;&#039;Understandably cranky Danoran officer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chapter 2===&lt;br /&gt;
&lt;br /&gt;
*Officer Alfred Bellastair, &#039;&#039;Flint cop &amp;amp; squadron leader&#039;&#039;&lt;br /&gt;
*Hennet Rinus, &#039;&#039;college student and tavern patron&#039;&#039;&lt;br /&gt;
*Jered Lawman, &#039;&#039;ironically-named long-haired halfling ocarina player&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/NPCs&amp;diff=477507</id>
		<title>Zeitgeist: The Gears of Revolution/NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/NPCs&amp;diff=477507"/>
		<updated>2025-03-01T21:42:14Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
== NPCs ==&lt;br /&gt;
===PC Contacts===&lt;br /&gt;
====Bosum Strand====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Aquayanna Zire], &#039;&#039;elven entertainer &amp;amp; docker, Tazaerich&#039;s oldest friend. Voiced/played by [https://assets.mycast.io/actor_images/actor-marisa-tomei-230200_large.jpg?1623939196 Marisa Tomei]&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Donnell Weatherby], &#039;&#039;proprietor of The Island Dusk bar, one of Berg&#039;s contacts&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23627687 &amp;quot;Hurricane&amp;quot; Hilda], &#039;&#039;owner of a house of not-so-ill-repute/art gallery, and a friend of Rosalia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Central District====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Jeremiah Larson], &#039;&#039;Professor of Planar Studies at Pardwright University, orignally a street kid who ran in the same &amp;quot;gang&amp;quot; as Tazaerich&#039;&#039;&lt;br /&gt;
====Cloudwood====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600222 Sereh Taragos], &#039;&#039;a middle-aged lightfoot halfling matriarch and friend of Dar&#039;ana&#039;&#039; &lt;br /&gt;
====The Nettles====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Sergeant-Major Mahal Sturgeon], &#039;&#039;the senior NCO at the district fort and old comrade of Berg&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23603649 Goodwife Irma], &#039;&#039;halfling proprietress of Hearth&#039;s Rest Boarding House and a one-person community support network. Jerixx has previously used her connections to help with a case.&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23627687 Tommy Three-Tusks], &#039;&#039;half-orc teen, psuedo-little brother of Rosalia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====North Shore====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23603649 Raxxef], &#039;&#039;a changeling information broker, who gathers intel by working as a cleaning person among the rich and influential.&#039;&#039;&lt;br /&gt;
====Parity Lake====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600222 Guerni Bonvenida], &#039;&#039;a hobgoblin, rescuer of street kids, local gossip, and contact of Dar&#039;ana through their fathers&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Kozak Bronzetooth], &#039;&#039;dragonborn vendor of sausages at Sharga&#039;s House of Meat who hears all the local rumors, contact of Tazaerich&#039;&#039;&lt;br /&gt;
====Pine Island====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Erin Zanna], &#039;&#039;another old comrade of Berg and instructor at the Battalion academy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Recurring NPCs===&lt;br /&gt;
====Allies====&lt;br /&gt;
*Thames Grimsley, &#039;&#039;unionizing senior Docker&#039;&#039;&lt;br /&gt;
*RHC Chief Inspector Stover Delft, &#039;&#039;the PCs&#039; boss&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675389344699-png.38215/ King Aodhan], &#039;&#039;His Majesty, King of Risur&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675389369836-png.38216/ Principal Minister Harkover Lee], &#039;&#039;Royal advisor and top mage in Risur&#039;&#039;&lt;br /&gt;
*Roland Stanfield, &#039;&#039;Governor of the city of Flint&#039;&#039;&lt;br /&gt;
*Julia Pemberton, &#039;&#039;RHC technologist, daughter of a wealthy industrialist, apparently a secret half-dragon&#039;&#039;&lt;br /&gt;
*Petty Officer Second Class Fitzcairn Luckshore, &#039;&#039;Surprisingly martial technician, now a member of the RHC&#039;&#039;&lt;br /&gt;
*Howard Sechim, &#039;&#039;Factory owner, surprisingly labor-friendly for a manufacturer&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1616971485588-png.30155/ Hana &amp;quot;Gale&amp;quot; Soliogn], &#039;&#039;Flying eladrin ex-slave, potential terrorist, and Tazaerich&#039;s significant other&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1628638217660-png.31449/ Dr. Xambria Meredith], &#039;&#039;Former two-fisted archaeologist, now a helpful voice in Rosalia&#039;s head&#039;&#039;&lt;br /&gt;
*Constable Artur Terrence, &#039;&#039;RHC Constable, good-natured Risur noble &amp;amp; warlord, Taz&#039;s mentee&#039;&#039;&lt;br /&gt;
*[https://wiki.rpg.net/index.php/File:Atomic-robo.jpg Constable Murphy], &#039;&#039;former Illuminati golem turned good guy &amp;amp; RHC constable&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Enemies====&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1599618886925-png.27751/ Lya Jierre], &#039;&#039;Danoran Minister of Outsiders, member of the Conspiracy/&amp;quot;Obscurati&amp;quot;&#039;&#039;&lt;br /&gt;
*&amp;lt;strike&amp;gt;Lorcan Kell, &#039;&#039;Brutal gang lord and pain in the PC&#039;s collective ass&amp;lt;/strike&amp;gt;, now deceased&#039;&#039;&lt;br /&gt;
*Nicodemus, &#039;&#039;Body-hopping (apparently) high-ranking member of the &amp;quot;Obscurati&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Somewhere In Between====&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1682690208832-png.39667/ Morgan Cippiano], &#039;&#039;Head of the Family in Flint, friendly (for a mobster) with refined tastes&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1598443675091-png.27573/ Benedict Pemberton], &#039;&#039;Just a simple country industrialist, sounds like Foghorn Leghorn, secretly Gradiax, Lord of Steel, red Dragon Tyrant of Ber&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675967875587-png.38280/ Asrabey Varal], &#039;&#039;Rogue eladrin warrior of legend&#039;&#039;&lt;br /&gt;
*Kvarti Gorbatiy, &#039;&#039;Dwarven gunsmith and sniper-for-hire&#039;&#039;&lt;br /&gt;
*Julian Lebrix, &#039;&#039;ex-security chief of Danoran consulate &amp;amp; pen-pal of Jerixx&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chapter 1===&lt;br /&gt;
&lt;br /&gt;
*Dafton, &#039;&#039;Docker and attempted provocateur&#039;&#039;&lt;br /&gt;
**Iscalio, Mercliffe, &amp;amp; Coulton, &#039;&#039;his accomplices&#039;&#039;&lt;br /&gt;
*Duchess Ethelyn of Shale, &#039;&#039;Treasonous sister of the king&#039;&#039;&lt;br /&gt;
**Sokana Rell, &#039;&#039;Eladrin wizard and loyal servant of the Duchess&#039;&#039;&lt;br /&gt;
*Geoff Massarde, &#039;&#039;Tiefling engineer&#039;&#039;&lt;br /&gt;
*Captain Rutger Smith, &#039;&#039;Commander of the RNS Impossible&#039;&#039;&lt;br /&gt;
*Captain Hazel Barker, &#039;&#039;War hero and friend of Berg&#039;&#039;&lt;br /&gt;
*Nathan Jierre, &#039;&#039;Lya Jierre&#039;s cousin&#039;&#039;&lt;br /&gt;
*Nicholas Dupiers, &#039;&#039;Danoran miner&#039;&#039;&lt;br /&gt;
*Lieutenant Hessar Marseine, &#039;&#039;Understandably cranky Danoran officer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chapter 2===&lt;br /&gt;
&lt;br /&gt;
*Officer Alfred Bellastair, &#039;&#039;Flint cop &amp;amp; squadron leader&#039;&#039;&lt;br /&gt;
*Hennet Rinus, &#039;&#039;college student and tavern patron&#039;&#039;&lt;br /&gt;
*Jered Lawman, &#039;&#039;ironically-named long-haired halfling ocarina player&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Atomic-robo.jpg&amp;diff=477506</id>
		<title>File:Atomic-robo.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Atomic-robo.jpg&amp;diff=477506"/>
		<updated>2025-03-01T21:41:49Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/NPCs&amp;diff=477505</id>
		<title>Zeitgeist: The Gears of Revolution/NPCs</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/NPCs&amp;diff=477505"/>
		<updated>2025-03-01T21:10:53Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
== NPCs ==&lt;br /&gt;
===PC Contacts===&lt;br /&gt;
====Bosum Strand====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Aquayanna Zire], &#039;&#039;elven entertainer &amp;amp; docker, Tazaerich&#039;s oldest friend. Voiced/played by [https://assets.mycast.io/actor_images/actor-marisa-tomei-230200_large.jpg?1623939196 Marisa Tomei]&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Donnell Weatherby], &#039;&#039;proprietor of The Island Dusk bar, one of Berg&#039;s contacts&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23627687 &amp;quot;Hurricane&amp;quot; Hilda], &#039;&#039;owner of a house of not-so-ill-repute/art gallery, and a friend of Rosalia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Central District====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Jeremiah Larson], &#039;&#039;Professor of Planar Studies at Pardwright University, orignally a street kid who ran in the same &amp;quot;gang&amp;quot; as Tazaerich&#039;&#039;&lt;br /&gt;
====Cloudwood====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600222 Sereh Taragos], &#039;&#039;a middle-aged lightfoot halfling matriarch and friend of Dar&#039;ana&#039;&#039; &lt;br /&gt;
====The Nettles====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Sergeant-Major Mahal Sturgeon], &#039;&#039;the senior NCO at the district fort and old comrade of Berg&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23603649 Goodwife Irma], &#039;&#039;halfling proprietress of Hearth&#039;s Rest Boarding House and a one-person community support network. Jerixx has previously used her connections to help with a case.&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23627687 Tommy Three-Tusks], &#039;&#039;half-orc teen, psuedo-little brother of Rosalia&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====North Shore====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23603649 Raxxef], &#039;&#039;a changeling information broker, who gathers intel by working as a cleaning person among the rich and influential.&#039;&#039;&lt;br /&gt;
====Parity Lake====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600222 Guerni Bonvenida], &#039;&#039;a hobgoblin, rescuer of street kids, local gossip, and contact of Dar&#039;ana through their fathers&#039;&#039;&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23600724 Kozak Bronzetooth], &#039;&#039;dragonborn vendor of sausages at Sharga&#039;s House of Meat who hears all the local rumors, contact of Tazaerich&#039;&#039;&lt;br /&gt;
====Pine Island====&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23596852 Erin Zanna], &#039;&#039;another old comrade of Berg and instructor at the Battalion academy&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Recurring NPCs===&lt;br /&gt;
====Allies====&lt;br /&gt;
*Thames Grimsley, &#039;&#039;unionizing senior Docker&#039;&#039;&lt;br /&gt;
*RHC Chief Inspector Stover Delft, &#039;&#039;the PCs&#039; boss&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675389344699-png.38215/ King Aodhan], &#039;&#039;His Majesty, King of Risur&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675389369836-png.38216/ Principal Minister Harkover Lee], &#039;&#039;Royal advisor and top mage in Risur&#039;&#039;&lt;br /&gt;
*Roland Stanfield, &#039;&#039;Governor of the city of Flint&#039;&#039;&lt;br /&gt;
*Julia Pemberton, &#039;&#039;RHC technologist, daughter of a wealthy industrialist, apparently a secret half-dragon&#039;&#039;&lt;br /&gt;
*Petty Officer Second Class Fitzcairn Luckshore, &#039;&#039;Surprisingly martial technician, now a member of the RHC&#039;&#039;&lt;br /&gt;
*Howard Sechim, &#039;&#039;Factory owner, surprisingly labor-friendly for a manufacturer&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1616971485588-png.30155/ Hana &amp;quot;Gale&amp;quot; Soliogn], &#039;&#039;Flying eladrin ex-slave, potential terrorist, and Tazaerich&#039;s significant other&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1628638217660-png.31449/ Dr. Xambria Meredith], &#039;&#039;Former two-fisted archaeologist, now a helpful voice in Rosalia&#039;s head&#039;&#039;&lt;br /&gt;
*Constable Artur Terrence, &#039;&#039;RHC Constable, good-natured Risur noble &amp;amp; warlord, Taz&#039;s mentee&#039;&#039;&lt;br /&gt;
*[https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fvistapointe.net%2Fimages%2Fatomic-robo-wallpaper-4.jpg&amp;amp;f=1&amp;amp;nofb=1&amp;amp;ipt=ef99f2affa6eda9d2cf09127d77de4b51c1eedb820baf5a58678aa9d9e0c0b85&amp;amp;ipo=images Constable Murphy], &#039;&#039;former Illuminati golem turned good guy &amp;amp; RHC constable&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Enemies====&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1599618886925-png.27751/ Lya Jierre], &#039;&#039;Danoran Minister of Outsiders, member of the Conspiracy/&amp;quot;Obscurati&amp;quot;&#039;&#039;&lt;br /&gt;
*&amp;lt;strike&amp;gt;Lorcan Kell, &#039;&#039;Brutal gang lord and pain in the PC&#039;s collective ass&amp;lt;/strike&amp;gt;, now deceased&#039;&#039;&lt;br /&gt;
*Nicodemus, &#039;&#039;Body-hopping (apparently) high-ranking member of the &amp;quot;Obscurati&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Somewhere In Between====&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1682690208832-png.39667/ Morgan Cippiano], &#039;&#039;Head of the Family in Flint, friendly (for a mobster) with refined tastes&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1598443675091-png.27573/ Benedict Pemberton], &#039;&#039;Just a simple country industrialist, sounds like Foghorn Leghorn, secretly Gradiax, Lord of Steel, red Dragon Tyrant of Ber&#039;&#039;&lt;br /&gt;
*[https://forum.rpg.net/index.php?attachments/1675967875587-png.38280/ Asrabey Varal], &#039;&#039;Rogue eladrin warrior of legend&#039;&#039;&lt;br /&gt;
*Kvarti Gorbatiy, &#039;&#039;Dwarven gunsmith and sniper-for-hire&#039;&#039;&lt;br /&gt;
*Julian Lebrix, &#039;&#039;ex-security chief of Danoran consulate &amp;amp; pen-pal of Jerixx&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chapter 1===&lt;br /&gt;
&lt;br /&gt;
*Dafton, &#039;&#039;Docker and attempted provocateur&#039;&#039;&lt;br /&gt;
**Iscalio, Mercliffe, &amp;amp; Coulton, &#039;&#039;his accomplices&#039;&#039;&lt;br /&gt;
*Duchess Ethelyn of Shale, &#039;&#039;Treasonous sister of the king&#039;&#039;&lt;br /&gt;
**Sokana Rell, &#039;&#039;Eladrin wizard and loyal servant of the Duchess&#039;&#039;&lt;br /&gt;
*Geoff Massarde, &#039;&#039;Tiefling engineer&#039;&#039;&lt;br /&gt;
*Captain Rutger Smith, &#039;&#039;Commander of the RNS Impossible&#039;&#039;&lt;br /&gt;
*Captain Hazel Barker, &#039;&#039;War hero and friend of Berg&#039;&#039;&lt;br /&gt;
*Nathan Jierre, &#039;&#039;Lya Jierre&#039;s cousin&#039;&#039;&lt;br /&gt;
*Nicholas Dupiers, &#039;&#039;Danoran miner&#039;&#039;&lt;br /&gt;
*Lieutenant Hessar Marseine, &#039;&#039;Understandably cranky Danoran officer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Chapter 2===&lt;br /&gt;
&lt;br /&gt;
*Officer Alfred Bellastair, &#039;&#039;Flint cop &amp;amp; squadron leader&#039;&#039;&lt;br /&gt;
*Hennet Rinus, &#039;&#039;college student and tavern patron&#039;&#039;&lt;br /&gt;
*Jered Lawman, &#039;&#039;ironically-named long-haired halfling ocarina player&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=477494</id>
		<title>Zeitgeist: The Gears of Revolution</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution&amp;diff=477494"/>
		<updated>2025-03-01T18:50:07Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Forum Threads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Zeitgeist-logo.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Zeitgeist: The Gears of Revolution ==&lt;br /&gt;
&lt;br /&gt;
Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.&lt;br /&gt;
&lt;br /&gt;
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of the new urban labyrinth. Even their modern religions have no defenses against these fiends.&lt;br /&gt;
&lt;br /&gt;
Times are turning. The skyseers—Risur’s folk prophets since their homeland’s birth—witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age: the zeitgeist.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1FIA9On7PYLKwph7EN-Df54roqMpJ28mUxHuvKPixiTw/edit?usp=sharing Berg Vasilovich]&#039;&#039;&#039;, Dwarf Battlemind &amp;amp; Yerasol Veteran, played by EnigmaticOne&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich |Tazaerich]]&#039;&#039;&#039;, Elf Ranger &amp;amp; Gunsmith, played by [[User:Mpascal02|Mpascal02]]&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1HFlkKhtiesOXSXCAKoqbtU_GXUhcbRd3bqkBn2EywtE/edit?usp=sharing Inspector Jerixx]&#039;&#039;&#039;, Changeling Psion &amp;amp; Spirit Medium, played by Atlictoatl&lt;br /&gt;
*&#039;&#039;&#039;[[Zeitgeist:_The_Gears_of_Revolution/Rosalia | Rosalia Savory]]&#039;&#039;&#039;, Human Bard &amp;amp; Docker, played by Bira&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1eofLOJM1EqYZJqML4zcpP_eFMjFpesvwO0-2zYhRhVc/edit Theresa Yanus]&#039;&#039;&#039;, Human Monk &amp;amp; Eschatological Scholar, played by OldKentuckyShark&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inactive&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1CUX0tZraA72tiT4XP_a7TWQGwNobL9fJWTiQEN3W_oI/edit?usp=sharing Neron Akol]&#039;&#039;&#039;, Human Wizard &amp;amp; Technologist, played by Mandrion&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1vS698JoWBaFjFfPQfDW4M8Djm-IT1GBu2_dQXSZQu_E/edit?usp=sharing Inspector William LeRoy]&#039;&#039;&#039;, Human Martial Scientist &amp;amp; Warlord, played by JoenotCharles&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/1SzdLSsnlkHjR4RBQ9mHQTqoqrFDP1e5fJrED0YHhSTU/edit?usp=sharing Dar’ana Beaudelaire]&#039;&#039;&#039;, Half-Elf Vekeshi Mystic &amp;amp; Vestige Pact Warlock, played by Caiphon&lt;br /&gt;
&lt;br /&gt;
===NPCs===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/NPCs |NPCs]]&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins-part-two.915144/ OOC Thread 2]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-grand-design.915676/ IC Thread 2]&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-grand-design.915676/post-25019189 Chapter 6: Revelations from the Mouth of a Madman]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-grand-design.915676/post-25443550 Chapter 7: Schism]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Old Threads===&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-closed-zeitgeist-the-gears-of-revolution-4e-dnd.868067 Recruitment and Character creation]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/ OOC Thread 1]&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/ IC]&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/#post-23438856/ Chapter 1: The Island at the Axis of the World]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-23604163 Chapter 2: The Dying Skyseer]&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-23944259 Chapter 3: Digging For Lies]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24232829/ Chapter 4: Always On Time]&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24659608/ Chapter 5: Cauldron Born]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In-Character Resources==&lt;br /&gt;
&lt;br /&gt;
===Newspapers===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Newspapers |Newspapers]]&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Magic Items|New Magic Items]]&lt;br /&gt;
&lt;br /&gt;
===Skyseers&#039; Visions===&lt;br /&gt;
*[[Zeitgest:_The_Gears_Of_Revolution/Visions|Skyseer Visions]]&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
*[[Zeitgeist:_The_Gears_of_Revolution/Timeline |Timeline]]&lt;br /&gt;
&lt;br /&gt;
===Investigation Charts===&lt;br /&gt;
* [https://docs.google.com/drawings/d/1q5VtfMsqOlI6ZVjGXDCd9kki7qycMBeQEWKK36hq2nQ/edit?usp=sharing Conspiracy Investigation]&lt;br /&gt;
* [https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868432/post-24006415 Meeting with Dr. Xambria Meredith]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1E1yQeBqvbIs9Oi4fZlaqVSYNfVvRTH9xupZ5CPqhz7o/edit#gid=0 Avery Coast Train Passengers]&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
* [[Zeitgeist:_The_Gears_of_Revolution/Taskforce |Taskforce]]&lt;br /&gt;
&lt;br /&gt;
===Combat Maps===&lt;br /&gt;
Chapter Two&lt;br /&gt;
*[https://docs.google.com/drawings/d/1bRyU7L2QxFtTRC9GKcVrfn_VobfdJdJ7V0eg9n0zRcw/edit?usp=sharing Cloudwood Switchback]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AK-Tm55nKDEONq5MAmM9N3-gcepJkTecPLtKwgUIbpw/edit?usp=sharing Industrial District]&lt;br /&gt;
*[https://docs.google.com/drawings/d/16hteItdnRtqY40RTsTca3atENExb0YpVz-O7WfSHFy0/edit Cauldron Hill]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Z1uxCqtQkJSiSb616xuqi7kIbQGGiwWA42oyI30oWUs/edit?usp=sharing Nettles Church]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing Bayou Wharf]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oUyBCCimMxF5Mg7t1tzTZ2vQRoryQ9IR0B7nZmkT0h8/edit?usp=sharing Creepy Warehouse]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Gfx8tbLiUr8AXf6vmCaepKUvb6WikUy5Om0WoyhY3XU/edit?usp=sharing Dawn Square]&lt;br /&gt;
*[https://docs.google.com/drawings/d/11-WGSvmdWSKqaZYMDqXXTJYxNOMa2xGvGLr03YgzJqY/edit?usp=sharing Macbannin&#039;s Manor]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1oDgeMfYnQ4DB70ZXpZkKhd03p7W65hPP3QDfIFSFxlM/edit?usp=sharing Witchoil Lab]&lt;br /&gt;
&lt;br /&gt;
Chapter Three&lt;br /&gt;
*[https://docs.google.com/drawings/d/12qyDmaSozcf7Z_u0aUbpyB4eBwQ-mttuyuXjah7S0o0/edit?usp=sharing Gun Alley]&lt;br /&gt;
*[https://docs.google.com/drawings/d/19Sp5MJLSMB2CvKFAb8KNimzfjlQmmFqSkKpsp4ljO1c/edit Lanternwood Subrail Station]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1k-_MFI6xmqK-p5uBEgyn2FM3U_yvOmvx-d6T_qUgJfA/edit The Ziggurat]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1PP0OeAmNZDwrGdwvNt28aznWNWc_cjb1h1CPAAp_bh8/edit Underwater Ruins]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1AoAAR6669TPAdBNrnX2DtoZp4TY4yxKaIyHsUt9A0sk/edit RHC HQ]&lt;br /&gt;
&lt;br /&gt;
Chapter Four&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Ax8gwFcH6dld1QDZRxZU6Td26CCtndRdtgsMwe4kbII/edit?usp=sharing Avery Coast Railroad Train]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1VxvnnrQJ09R3B1B2ugZvpSmj2k91rYLFaNH7CKNE6HM/edit?usp=sharing Nalam Arena]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1LppE23SGGOOZu6R3cs7mgCL19Gqbl97TFnrA282nkWQ/edit?usp=sharing Private Rail Yard]&lt;br /&gt;
&lt;br /&gt;
Chapter 5&lt;br /&gt;
*[https://docs.google.com/drawings/d/19-KpTgUFY1qpP2fMEKllWR_d2Bxop8p0WMhFcEhKbQQ/edit?usp=sharing Carriage Chase]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1GXLIQt5lFNJJUBjdNm1CMmCeo6Zka-y0ogyP7ecNVtE/edit?usp=sharing Rooftop Snipers]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1sueWUBE47BV5NojtITEtCumhDEvXh-675MNFCiWAa1M/edit?usp=sharing Gallo&#039;s School for Boys]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1Yh7KcquYwyQNSlAsO5oFwUkqfpIfPnj1M-BnBw6ezQs/edit?usp=sharing At Sea]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1PCHJJvgmbpandeEEncH8qomfvOnU4VGqWOpMRNt1Zss/edit?usp=sharing Kell&#039;s Hideout]&lt;br /&gt;
*[https://docs.google.com/drawings/d/137lzHLM98CBjc__Bf1tCm-YJvHRmk3yGvRx4M9xT0WA/edit?usp=sharing Complex Gate]&lt;br /&gt;
*[https://docs.google.com/drawings/d/1TEwzqLiAMq1uHmtsu3s2YX4qpZ9Rx_lsl6SIO0s9ixE/edit?usp=sharing Secret Passage]&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|+Skill Matrix (L.14)&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!Berg&lt;br /&gt;
!Theresa&lt;br /&gt;
!Jerixx&lt;br /&gt;
!Tazaerich&lt;br /&gt;
!Rosalia&lt;br /&gt;
|-&lt;br /&gt;
| Acrobatics (Dex)&lt;br /&gt;
| +7&lt;br /&gt;
| +18&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +11 (+12 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Arcana (Int)&lt;br /&gt;
| +6&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039;&lt;br /&gt;
| +7&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
| Athletics (Str)&lt;br /&gt;
| &#039;&#039;&#039;+17&#039;&#039;&#039;&lt;br /&gt;
| +17&lt;br /&gt;
| +6&lt;br /&gt;
| +12&lt;br /&gt;
| +8 (+9 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Bluff (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| +9&lt;br /&gt;
| &#039;&#039;&#039;+24&#039;&#039;&#039;&lt;br /&gt;
| +6&lt;br /&gt;
| +16&lt;br /&gt;
|-&lt;br /&gt;
| Diplomacy (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| +14&lt;br /&gt;
| &#039;&#039;&#039;+22&#039;&#039;&#039;&lt;br /&gt;
| +6 &lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
| Dungeoneering (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
| +11&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+16&#039;&#039;&#039;&lt;br /&gt;
| +12&lt;br /&gt;
|-&lt;br /&gt;
| Endurance (Con)&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039;&lt;br /&gt;
| +8&lt;br /&gt;
| +12&lt;br /&gt;
| +9&lt;br /&gt;
| +13 (+14 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Heal (Wis)&lt;br /&gt;
| &#039;&#039;&#039;+15&#039;&#039;&#039;&lt;br /&gt;
| +11&lt;br /&gt;
| +8&lt;br /&gt;
| +11&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| History (Int)&lt;br /&gt;
| +6&lt;br /&gt;
| +13&lt;br /&gt;
| +13&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+14&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Insight (Wis)&lt;br /&gt;
| +10 &lt;br /&gt;
| &#039;&#039;&#039;+20&#039;&#039;&#039;&lt;br /&gt;
| +15  &lt;br /&gt;
| +11 &lt;br /&gt;
| +13&lt;br /&gt;
|-&lt;br /&gt;
| Intimidate (Cha)&lt;br /&gt;
| +11&lt;br /&gt;
| +14&lt;br /&gt;
| +13&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+16&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Nature (Wis)&lt;br /&gt;
| +10&lt;br /&gt;
| +11&lt;br /&gt;
| +8&lt;br /&gt;
| +13&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Perception (Wis)&lt;br /&gt;
| +10 (+11 in 5 sq of Taz)&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039; (+20 in 5 sq of Taz)&lt;br /&gt;
| +8 (+9 in 5 sq of Taz)&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039; &lt;br /&gt;
| +13 (+14 in 5 sq of Taz)&lt;br /&gt;
|-&lt;br /&gt;
| Religion (Int)&lt;br /&gt;
| +6&lt;br /&gt;
| &#039;&#039;&#039;+13&#039;&#039;&#039;&lt;br /&gt;
| +13&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+12&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Stealth (Dex)&lt;br /&gt;
| +7&lt;br /&gt;
| &#039;&#039;&#039;+20&#039;&#039;&#039;&lt;br /&gt;
| +10/+11&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +9 (+10 unarmoured)&lt;br /&gt;
|-&lt;br /&gt;
| Streetwise (Cha)&lt;br /&gt;
| +6&lt;br /&gt;
| +8&lt;br /&gt;
| +16&lt;br /&gt;
| +11&lt;br /&gt;
| &#039;&#039;&#039;+18&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Thievery (Dex)&lt;br /&gt;
| +7&lt;br /&gt;
| +15&lt;br /&gt;
| +8&lt;br /&gt;
| &#039;&#039;&#039;+19&#039;&#039;&#039;&lt;br /&gt;
| +11 (+12 unarmoured)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
*&#039;&#039;&#039;Flint: 5&lt;br /&gt;
*&#039;&#039;&#039;Risur: 6&lt;br /&gt;
*&#039;&#039;&#039;The Unseen Court: 6&lt;br /&gt;
*&#039;&#039;&#039;The Family: 3&lt;br /&gt;
*&#039;&#039;&#039;The Obscurati: 5&lt;br /&gt;
&lt;br /&gt;
==Lanjyr==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Lanjyr.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The City of Flint==&lt;br /&gt;
&lt;br /&gt;
[[File:Cityofflintweb2.jpg]]&lt;br /&gt;
&lt;br /&gt;
==RHC Flint HQ==&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office_Basement.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[File:RHC_Office.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
1. Entrance. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Lower Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Western Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
4. Eastern Stairwell.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Interrogation Rooms.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Quartermaster Office.&amp;lt;br&amp;gt;&lt;br /&gt;
7. General Supplies. Door locked. Requires a quartermaster to access.&amp;lt;br&amp;gt;&lt;br /&gt;
8. Evidence. Door locked. Requires paperwork to access.&amp;lt;br&amp;gt;&lt;br /&gt;
9. Secretary Pool.&amp;lt;br&amp;gt;&lt;br /&gt;
10. Guard Room. Each room typically has another two guards.&amp;lt;br&amp;gt;&lt;br /&gt;
11. Morgue.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Floor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12. Inspector’s Desks.&amp;lt;br&amp;gt;&lt;br /&gt;
13. Delft’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
14. Support Offices.&amp;lt;br&amp;gt;&lt;br /&gt;
15. Break Room.&amp;lt;br&amp;gt;&lt;br /&gt;
16. Upper Hallway.&amp;lt;br&amp;gt;&lt;br /&gt;
17. Saxby’s Office.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basement.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
18. Holding Cells. At least two guards are on duty at all times.&amp;lt;br&amp;gt;&lt;br /&gt;
19. Magic Cells. Spellcasters are kept here. The cells are enchanted to function like mage-cuffs; any attempt to use magical powers sounds an alarm and does 10 damage to the prisoner. A golden ward also blocks teleportation and summoning. Two columns glow with pale white light, which grants everyone within 5 squares Resist 10 against all energy types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Allied NPC Stats==&lt;br /&gt;
[[File:AlliedFlintSoldier.png]]&lt;br /&gt;
[[File:Allied_Fey.jpg]]&lt;br /&gt;
[[File:Allied Unit.png]]&lt;br /&gt;
[[File:Andrei von Recklinghausen.png]]&lt;br /&gt;
[[File:1693599149855.png]]&lt;br /&gt;
[[File:KvartiGorbatiy.jpg]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[https://www.drivethrurpg.com/product/126863/ZEITGEIST-Adventure-Path-Extended-Players-Guide-4E Player&#039;s Guide]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/zeitgeist-the-investigation-begins.868433/post-23443721 official RHC badge]&lt;br /&gt;
*[https://www.dropbox.com/s/ktr2w5vv96a7wgx/Fiona%27s%20Letter.png?dl=0 memo from Caius Bergeron to Finona Duvall]&lt;br /&gt;
*[http://iws.mx/dnd/?list D&amp;amp;D 4E Online Compendium]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477043</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477043"/>
		<updated>2025-02-22T19:11:49Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich &amp;quot;Taz&amp;quot; Morielen&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477042</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477042"/>
		<updated>2025-02-22T18:07:21Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +3 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +3 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477033</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477033"/>
		<updated>2025-02-22T17:31:27Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Defenses/Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 31&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477032</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477032"/>
		<updated>2025-02-22T17:31:10Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, +1 Reflex, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477031</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477031"/>
		<updated>2025-02-22T17:30:28Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Drowmesh Leather Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477023</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477023"/>
		<updated>2025-02-22T17:00:05Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 8,952 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477022</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=477022"/>
		<updated>2025-02-22T16:59:36Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +3 Firestorm Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 3d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +3 Freezing Bullets x7 &#039;&#039;(+3 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 3d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +3 Lightning Bullets x3 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 3d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x5 &#039;&#039;(+3 to-hit/damage; when you hit an enemy with this ammunition, they also take 10 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+3 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x6 &#039;&#039;(+3 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 21,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476998</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476998"/>
		<updated>2025-02-22T03:32:07Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 24 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 18 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 21,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476996</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476996"/>
		<updated>2025-02-22T02:55:47Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 21,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476993</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476993"/>
		<updated>2025-02-22T02:49:58Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476991</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476991"/>
		<updated>2025-02-22T02:45:52Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Encounter Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476988</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476988"/>
		<updated>2025-02-22T02:40:56Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Other Magical Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers (Paragon) &#039;&#039;(Arm Slot; +4 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476983</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476983"/>
		<updated>2025-02-22T02:39:31Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+14 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+14 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+9/1d10+9 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+15/1d6+15 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+16 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+16/1d10+16 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+16 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Confounding Arrows &#039;&#039;(Standard Action, 1, 2, or 3 creatures, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC/+22 vs AC, 1d10+16 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: target is dazed (save ends).&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476981</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476981"/>
		<updated>2025-02-22T02:30:56Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 15&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476980</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476980"/>
		<updated>2025-02-22T02:30:14Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 14&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +3 &#039;&#039;(+3 F/R/W, any ranged attack from 5+ squares away takes a -3 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476979</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476979"/>
		<updated>2025-02-22T02:29:16Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 14&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +13&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +7&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +10&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +2 &#039;&#039;(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476978</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476978"/>
		<updated>2025-02-22T02:28:49Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Defenses/Combat Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 14&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +12&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +5&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 97/97&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 24 HP (25 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 25&lt;br /&gt;
* Ref: 30&lt;br /&gt;
* Will: 26&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +2 &#039;&#039;(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476977</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476977"/>
		<updated>2025-02-22T02:28:03Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 14&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +12&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +5&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92/92&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 23 HP (24 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 24&lt;br /&gt;
* Ref: 29&lt;br /&gt;
* Will: 25&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +2 &#039;&#039;(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476975</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476975"/>
		<updated>2025-02-22T02:19:00Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 13&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +12&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +5&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92/92&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 23 HP (24 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 24&lt;br /&gt;
* Ref: 29&lt;br /&gt;
* Will: 25&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +2 &#039;&#039;(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 81,102 reál (/168,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476972</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=476972"/>
		<updated>2025-02-22T02:13:42Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Other Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 13&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +12&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +5&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92/92&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 23 HP (24 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 24&lt;br /&gt;
* Ref: 29&lt;br /&gt;
* Will: 25&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +2 &#039;&#039;(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 49,102 reál (/136,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment&amp;diff=475781</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich/apartment</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment&amp;diff=475781"/>
		<updated>2025-02-03T00:24:43Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TazApartment.png|800px]]&lt;br /&gt;
&lt;br /&gt;
This is the apartment of Tazaerich, in the district of Stray River.  Taz lives in a middle-class apartment building in the East Bank area, with a permanent security guard/doorman at the building&#039;s door.  His apartment is relatively small, but has a lovely view of the sun crossing over Upper Flint Bay; and most days, the smell of cleanish water even drowns out the stink of smoke and industry.&lt;br /&gt;
&lt;br /&gt;
The apartment&#039;s main room is plainly decorated, with a comfortable chair and couch facing the sitting table by the front window.  A bookcase against the kitchen wall contains a smattering of literature -- a combination of popular fiction &amp;amp; crime novels, a few history &amp;amp; philosophy texts (including William Miller&#039;s treatise on hypocrisy), a set of Flint legal codices, and several play scripts.  A couple of elven-style tapestries decorate the walls.  The dining area has a plain, well-worn table and set of chairs.  &lt;br /&gt;
&lt;br /&gt;
The kitchen is extremely well-used, with a small bookshelf by the cabinet, containing a variety of cookbooks -- primarily desert recipes and Elven cuisine.  Despite its constant use, its cleanliness shows that Taz takes very good care of all of his cooking equipment.  The icebox is invariably filled with various dessert ingredients, as well as things that can be combined in a variety of ways to make plain but tasty meals.  Lots of sandwich fillings, too.  There is also a Danoran press coffee maker and a healthy supply of coffee beans from Café Primos, up the street.&lt;br /&gt;
&lt;br /&gt;
In the bedroom, Taz has a large, comfortable bed and a small bookshelf with a few novels stacked haphazardly.  There is also a dresser and a nightstand.  Underneath the bed is his most expensive purchase -- a gun safe where he keeps almost all of his weaponry (with the exception of a pistol secured behind his nightstand).  The safe is locked with an Arcane Lock ritual cast by Julia Pemberton, with the passphrase &amp;quot;Potresti gentilmente aprire per me, buona serratura?&amp;quot;  (Taz is probably correct in assuming no one would assume he would speak politely in formal Elven in the privacy of his own home.)  The phrase is known by his squadmates, Hana Soliogn, and Aquayanna.&lt;br /&gt;
&lt;br /&gt;
In the last few months, there have been a few changes that have occurred in the apartment.  Several paintings of nature have been hung throughout the rooms, including a print of Kathana Fricorith&#039;s &amp;quot;Lost Elfaivar&amp;quot;.  A small potted plant sits on the living-room table now.  Also, a few sets of women&#039;s clothing have taken over a section of Taz&#039;s closet, a second toothbrush hangs in his bathroom, and a few Danoran-Risuran dictionaries and language guides have appeared on the bookshelves.  This is all certainly a coincidence that has nothing to do with him dating Hana.&lt;br /&gt;
&lt;br /&gt;
....shut up, Dar&#039;ana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich|Tazaerich Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=475777</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=475777"/>
		<updated>2025-02-02T22:00:56Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 13&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +12&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +5&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92/92&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 23 HP (24 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 24&lt;br /&gt;
* Ref: 29&lt;br /&gt;
* Will: 25&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x1 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x4 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +2 &#039;&#039;(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 1,102 reál (/88,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=475684</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=475684"/>
		<updated>2025-01-30T00:50:34Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 13&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +12&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +5&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92/92&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 23 HP (24 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 24&lt;br /&gt;
* Ref: 29&lt;br /&gt;
* Will: 25&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x5 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +2 &#039;&#039;(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 1,102 reál (/88,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=475683</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=475683"/>
		<updated>2025-01-30T00:49:33Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: /* Ammunition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 13&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +12&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +5&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92/92&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 23 HP (24 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 24&lt;br /&gt;
* Ref: 29&lt;br /&gt;
* Will: 25&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x5 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x3 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +2 &#039;&#039;(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 1,102 reál (/88,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=475160</id>
		<title>Zeitgeist: The Gears of Revolution/Tazaerich</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Zeitgeist:_The_Gears_of_Revolution/Tazaerich&amp;diff=475160"/>
		<updated>2025-01-12T01:41:16Z</updated>

		<summary type="html">&lt;p&gt;Mpascal02: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Zeitgeist:_The_Gears_of_Revolution|Home Page]]&lt;br /&gt;
==Basics==&lt;br /&gt;
[[File:Taz_.png|200px]]&lt;br /&gt;
* Name: Tazaerich&lt;br /&gt;
** Rank: [https://i.ebayimg.com/images/g/hqoAAOSwTmpioj~j/s-l1200.webp Knight of the Order of the Silver Nock]&lt;br /&gt;
* Race: Elf&lt;br /&gt;
* Class: Ranger&lt;br /&gt;
* Level: 13&lt;br /&gt;
* Background: Urban Elf &#039;&#039;(Streetwise class skill)&#039;&#039;&lt;br /&gt;
* Theme: Gunsmith&lt;br /&gt;
* Paragon Path:  [http://iws.mx/dnd/?view=paragonpath178 Sharpshooter ]&lt;br /&gt;
* Belief: Panoply / Millerism&lt;br /&gt;
* Languages Known:  Common, Elven, Primordial, Ancient&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Str 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Con 15 &#039;&#039;&#039;(+2)&#039;&#039;&#039; / &#039;&#039;Save: +8&#039;&#039;&lt;br /&gt;
* Dex 23 &#039;&#039;&#039;(+6)&#039;&#039;&#039; / &#039;&#039;Save: +12&#039;&#039;&lt;br /&gt;
* Int 11 &#039;&#039;&#039;(+0)&#039;&#039;&#039; / &#039;&#039;Save: +6&#039;&#039;&lt;br /&gt;
* Wis 17 &#039;&#039;&#039;(+3)&#039;&#039;&#039;  / &#039;&#039;Save: +9&#039;&#039;&lt;br /&gt;
*Cha 9 &#039;&#039;&#039;(-1)&#039;&#039;&#039; / &#039;&#039;Save: +5&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
**Elf Bonuses: +2 to Dexterity, Wisdom&lt;br /&gt;
&lt;br /&gt;
==Defenses/Combat Stats==&lt;br /&gt;
* HP: 92/92&lt;br /&gt;
* Healing Surges: 8/8&lt;br /&gt;
** Surge Value: 23 HP (24 w/ belt)&lt;br /&gt;
* Initiative:  +16&lt;br /&gt;
* Speed: 7 squares&lt;br /&gt;
* Action Points:  1&lt;br /&gt;
* Current Highest Damage Totals:  169 in 1 turn, 251 in 1 round&lt;br /&gt;
===Defenses===&lt;br /&gt;
* AC: 30&lt;br /&gt;
* Fort: 24&lt;br /&gt;
* Ref: 29&lt;br /&gt;
* Will: 25&lt;br /&gt;
&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
* Ignore difficult terrain when shifting&lt;br /&gt;
* Low-light vision&lt;br /&gt;
* +1 to Perception checks to all non-elf allies within 5 squares&lt;br /&gt;
* You are considered a fey creature for the purpose of effects that relate to creature origin.&lt;br /&gt;
&lt;br /&gt;
==Class/Theme Traits==&lt;br /&gt;
* Hunter Fighting Style&lt;br /&gt;
** Quick Draw bonus feat&lt;br /&gt;
** Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack&lt;br /&gt;
* Prime Shot&lt;br /&gt;
** If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.&lt;br /&gt;
* Hunter&#039;s Quarry&lt;br /&gt;
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry.&lt;br /&gt;
** Once per round, when you hit your quarry with an attack, the attack deals +2d8 damage (+2 if you have combat advantage vs the quarry). 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 can’t deal it again until the start of your next turn.&lt;br /&gt;
*** Taz may drop this damage by 1d8 (to 1d8) to slow the target until the end of his next turn.&lt;br /&gt;
* Gunsmith (L.1)&lt;br /&gt;
** You can perform the ritual &amp;quot;Enchant Magic Item&amp;quot; in order to create firearms, firearm ammunition, and alchemical items. &lt;br /&gt;
** You can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.&lt;br /&gt;
* Gunsmith:  Tinker (L.5)&lt;br /&gt;
** You may designate a weapon as your primary firearm; each firearm you wield can benefit from your primary weapon’s enhancement bonuses to attack and damage.&lt;br /&gt;
** You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).&lt;br /&gt;
*** &#039;&#039;&#039;Ammunition Clip&#039;&#039;&#039;: For a carbine, musket, or shotgun, a stripper clip holds five rounds. For a pistol, a revolver cylinder lets you fire six shots before you need to reload.  Reloading is a free action if you have the Speed Loader feat.&lt;br /&gt;
* Gunsmith:  Bling (L.10)&lt;br /&gt;
** You have custom-built a second firearm modification, which you can apply to up to five firearms (your own or your allies’). You can apply both your attachments to the same gun(s), or divide them among different weapons.&lt;br /&gt;
*** &#039;&#039;&#039;Suppressor&#039;&#039;&#039;:  If you are hidden when you attack, you remain hidden from creatures more than 10 squares from you. A creature struck does, however, know the direction the shot came from.&lt;br /&gt;
* Sharpshooter: Opportunity Fire (L.11)&lt;br /&gt;
** When an adjacent creature provokes an opportunity attack from you while you are wielding a bow or loaded crossbow, you can make a ranged basic attack against the provoking creature as an opportunity action. This attack does not provoke opportunity attacks.&lt;br /&gt;
* Sharpshooter: Rapid-Fire Action (L.11)&lt;br /&gt;
** When you spend an action point to take an extra action, you can make a ranged basic attack with a bow or a crossbow as a free action before or after taking the extra action.&lt;br /&gt;
* Boon of the Dark Moon (L.13 Risuri Boon)&lt;br /&gt;
** If a creature cannot see you, you take half damage from its attacks that hit you and no damage from its attacks that deal damage on a miss.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&#039;&#039;&#039;(Trained Skills)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Acrobatics: +19&#039;&#039;&#039;&lt;br /&gt;
* Arcana: +7&lt;br /&gt;
* &#039;&#039;&#039;Athletics: +12&#039;&#039;&#039;&lt;br /&gt;
* Bluff: +6&lt;br /&gt;
* Diplomacy: +6&lt;br /&gt;
* &#039;&#039;&#039;Dungeoneering: +16&#039;&#039;&#039;&lt;br /&gt;
* Endurance: +9&lt;br /&gt;
* Heal: +11&lt;br /&gt;
* History: +7&lt;br /&gt;
* Insight: +11&lt;br /&gt;
* Intimidate: +6&lt;br /&gt;
* Nature: +13&lt;br /&gt;
* &#039;&#039;&#039;Perception: +18&#039;&#039;&#039;&lt;br /&gt;
* Religion: +7&lt;br /&gt;
* &#039;&#039;&#039;Stealth: +19&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Streetwise: +11&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Thievery: +19&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
* Quick Draw &#039;&#039;(Draw a weapon with attack action, +2 to initiative)&#039;&#039;&lt;br /&gt;
* Speed Loader &#039;&#039;(Reload firearms as move action, not standard)&#039;&#039;&lt;br /&gt;
* Firearm Expertise &#039;&#039;(+1 to attacks with firearms, increases by +1/tier; ignore partial &amp;amp; superior cover with firearms)&#039;&#039;&lt;br /&gt;
* Weapon Focus (Firearms) &#039;&#039;(+1 to damage rolls with firearms, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Improved Defenses &#039;&#039;(+1 to F/R/W, increases by +1/tier)&#039;&#039;&lt;br /&gt;
* Weapon Proficiency (Muskets)&lt;br /&gt;
* Hobbling Strike &#039;&#039;(Whenever you would deal Hunter&#039;s Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)&#039;&#039;&lt;br /&gt;
* Sneak of Shadows &#039;&#039;(You gain training in the Thievery skill; once per encounter, you can use the rogue&#039;s Sneak Attack class feature)&#039;&#039;&lt;br /&gt;
* Treetop Sniper &#039;&#039;(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)&#039;&#039;&lt;br /&gt;
* Distant Advantage &#039;&#039;(You gain combat advantage for ranged or area attacks against any enemy flanked by your allies.)&#039;&#039;&lt;br /&gt;
* Novice Power &#039;&#039;(You can swap one encounter attack power you know for one encounter attack power of the same level or lower from the class you multiclassed into.)&#039;&#039;&lt;br /&gt;
* Hunter&#039;s Advantage &#039;&#039;(You deal 2 extra damage with Hunter&#039;s Quarry when you have combat advantage vs your quarry.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
===At-Will Powers===&lt;br /&gt;
* Melee Basic Attack &#039;&#039;(+1 Paired Rapier, +11 vs AC, 1d8+1 Damage)&#039;&#039;&lt;br /&gt;
* Ranged Basic Attack &#039;&#039;(+3 Duelist&#039;s Rifle-Musket, Range 20/40/200, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
** Ranged Basic Attack &#039;&#039;(+2 Boltshard Shotgun, Range 6/12, +18 vs AC, 1d8+12 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+12 damage)&lt;br /&gt;
* Nimble Strike &#039;&#039;(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* Twin Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+7/1d10+7 Damage)&#039;&#039;&lt;br /&gt;
** Twin Strike (Melee) &#039;&#039;(Standard Action, 1 or 2 targets; +1 Paired Rapier, +11 vs AC/+11 vs AC, 1d8+1/1d8+1 Damage)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Encounter Powers===&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Second Wind &#039;&#039;(Standard Action, spend a healing surge, +2 to all defenses until start of next turn)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  The Man With Two Guns is God &#039;&#039;(Standard Action, 1 or 2 targets (within 5 squares of each other), does not provoke opportunity attacks, Range 10/20; drop/store/sheathe held items and draw one or two firearms; Pistols, +20 vs AC/+20 vs AC, 1d6+13/1d6+13 Damage, targets may not make opportunity attacks until EONT if attack hits)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Elven Accuracy &#039;&#039;(Free Action; Reroll an attack roll; must take second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Invigorating Stride &#039;&#039;(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Disruptive Strike &#039;&#039;(Immediate Interrupt, 1 target, range 20/40; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Weave Through the Fray &#039;&#039;(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Snap Shot &#039;&#039;(Minor Action, 1 target, Range 20/40/400; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Sneak Attack &#039;&#039;(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 3d6 extra damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Defensive Volley &#039;&#039;(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 14 (Dex mod + 1/2 level))&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boots of the Fencing Master &#039;&#039;(Item, Minor Action, Personal; Shift 2 squares)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Stab &amp;amp; Shoot &#039;&#039;(Standard Action, 1 target, Melee Range; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 1d10+14 Damage &amp;amp; target is Dazed until end of Taz&#039;s turn; on a successful hit, make a secondary attack&#039;&#039;&lt;br /&gt;
** Stab &amp;amp; Shoot Secondary &#039;&#039;(1 creature other than primary target, range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 2d10+14 Damage)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Perfect Aim &#039;&#039;(Minor Action, Personal;  Until the end of your next turn, your next ranged attack gains a power bonus to the attack and damage rolls equal to your Wisdom modifier&#039;&#039; (+3). &#039;&#039;If you move or take damage before making a ranged attack, the bonus is lost.)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Pinning Strike &#039;&#039;(Standard Action, 1 or 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 1d10+14/1d10+14 Damage; the target(s) are immobilized until the start of your next turn.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Daily Powers===&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Sure Shot   &#039;&#039;(Standard Action, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC, 3d10+14 Damage; may reroll attack roll and each damage die once, but must take the second roll)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(X)&#039;&#039;&#039;  Spitting Cobra Stance &#039;&#039;(Minor Action, Stance; until this stance ends, you can make a Ranged Basic Attack as an immediate reaction against any enemy within 5 squares who moves closer to you)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Attacks on the Run &#039;&#039;(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +3 Duelist&#039;s Rifle-Musket, +22 vs AC/+22 vs AC, 3d10+14 Damage per attack; Miss: Half damage)&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039;  Repulsion Armor &#039;&#039;(Item, Minor Action; whenever an enemy enters an adjacent square, you may push them 1 square as an immediate reaction; power lasts until end of encounter)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boltshard Shotgun &#039;&#039;(Item, Standard Action;  make a ranged basic attack using this shotgun against each creature in a close blast 3)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;(_)&#039;&#039;&#039; Boon of the Dark Moon &#039;&#039;(Risuri Boon, Immediate Reaction; when you take damage, you teleport 4 squares, become invisible until the end of your next turn, and can make a Stealth check to hide as a free action.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Rituals==&lt;br /&gt;
* Enchant Magic Item [Bonus]&lt;br /&gt;
* [[Media:ZG_Adventure_Two_Items_2.png| Create Vendetta Bullets]] [Free]&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
* Duelist&#039;s Rifle-Musket +3 &#039;&#039;(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)&#039;&#039; &#039;&#039;&#039;(Primary Weapon)&#039;&#039;&#039;&lt;br /&gt;
** Any enemy hit by an attack from this weapon takes a -2 penalty to area &amp;amp; ranged attacks until EONT&lt;br /&gt;
** &#039;&#039;Crit Damage: (Max Attack Damage)+2d10+3d6.&#039;&#039;&lt;br /&gt;
* Pistols x2 &#039;&#039;(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)&#039;&#039;&lt;br /&gt;
* Boltshard Shotgun +2 &#039;&#039;(Prof +2, dam 1d8+Dex, 6/12, 5 lbs; Scatter (A gunman firing a shotgun makes two attack rolls, giving him a chance to “wing” a target. Additionally, if the target is at close range and both rolls hit, the attack has its normal effect, plus deals an extra 1[w] damage.); Standard Action (Daily): Make a ranged basic attack using this shotgun against each creature in a close blast 3.)&#039;&#039;&lt;br /&gt;
* Paired Rapier +1 &#039;&#039;(Prof +3, dam 1d8+Str, 2 lbs; Free Action: Split the rapier into 2 weapons, one in main hand and one in off-hand; recombine as a free action)&#039;&#039;&lt;br /&gt;
====Ammunition====&lt;br /&gt;
* Ammunition x5 &#039;&#039;(100 rounds, 10 lbs)&#039;&#039;&lt;br /&gt;
* +2 Bending Bullets x2 &#039;&#039;(+2 to-hit/damage; while you have line of effect to a square adjacent to an enemy, you can attack that enemy using this ammunition. Treat the enemy as having cover.)&#039;&#039;&lt;br /&gt;
* +2 Dispelling Bullets x5 &#039;&#039;(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)&#039;&#039;&lt;br /&gt;
* +2 Dual Bullets x5 &#039;&#039;(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)&#039;&#039;&lt;br /&gt;
* +2 Firesight Bullets x4 &#039;&#039;(+2 to-hit/damage; when you attack with this ammunition, your attack takes no penalty due to cover or concealment.  When you hit an enemy with an attack using this ammunition, that enemy cannot gain the benefits of cover, concealment, or invisibility (save ends).)&#039;&#039;&lt;br /&gt;
* +2 Firestorm Bullets x2 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy and each creature adjacent to it take 2d6 extra fire damage.)&#039;&#039;&lt;br /&gt;
* +2 Freezing Bullets x3 &#039;&#039;(+2 to-hit/damage; when you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage &amp;amp; is slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Lightning Bullets x5 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with an attack using this ammunition, that enemy takes 2d6 extra lightning damage)&#039;&#039;&lt;br /&gt;
* +2 Reaving Bullets x3 &#039;&#039;(+2 to-hit/damage; when you hit an enemy with this ammunition, they also take 5 ongoing damage until they spend a move action to dig the bullet out)&#039;&#039;&lt;br /&gt;
* +2 Spider Bullets x5 &#039;&#039;(+2 to-hit/damage; when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)&#039;&#039;&lt;br /&gt;
* +2 Surprise Bullets x4 &#039;&#039;(+2 to-hit/damage; Combat Advantage on any attack using this ammunition)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
* Repulsion Leather Armor +1 / Coat of the Genteel Butcher +3 &#039;&#039;(+5 AC, 15 lbs)&#039;&#039;&lt;br /&gt;
** &#039;&#039;Coat of the Genteel Butcher -- &amp;quot;You may attune this coat to a suit of armor you own. Thereafter, the coat grants the protection, properties, and powers of that armor, but uses the coat’s enhancement bonus. The coat can be taken on and off as a move action. You can remove the absorbed armor during a short rest. You can hide any number of weapons and any amount of ammunition inside this coat. They still count toward your encumbrance, but are not noticeable unless the coat is open, and they can be drawn as easily as a weapon sheathed at your hip.&amp;quot;&#039;&#039;&lt;br /&gt;
* Cloak of Distortion +2 &#039;&#039;(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Other Magical Items===&lt;br /&gt;
* Aeriad Bracers &#039;&#039;(Arm Slot; +2 item bonus to damage dealt with bows/crossbows/firearms; when you fall, you may land in any square adjacent to where you would normally fall. If you deliberately jump down, you may shift 1 square for every 10 ft. you fall)&#039;&#039;&lt;br /&gt;
* Gauntlets of Blood &#039;&#039;(Hands Slot; +2 damage to bloodied enemies)&#039;&#039;&lt;br /&gt;
* Belt of Vigor &#039;&#039;(Waist Slot; +1 to Healing Surge value)&#039;&#039;&lt;br /&gt;
* Boots of the Fencing Master &#039;&#039;(Feet Slot; When you shift, gain a +1 item bonus to AC and Reflex defense until the end of your next turn)&#039;&#039;&lt;br /&gt;
* [http://iws.mx/dnd/?view=item364 Gray Rain Cloak]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier]&lt;br /&gt;
* [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] &#039;&#039;(Wondrous Item; +1 AC)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consumable Magic Items===&lt;br /&gt;
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))&lt;br /&gt;
* Potion of Vitality x2 (L.15 -- spend a surge and regain 25 HP + make a saving throw against an effect that a save can end (Minor Action))&lt;br /&gt;
* Unguent of Darkvision x1 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))&lt;br /&gt;
&lt;br /&gt;
===Other Gear===&lt;br /&gt;
* Adventurer&#039;s Kit&lt;br /&gt;
** Backpack&lt;br /&gt;
*** Sunrod x2&lt;br /&gt;
*** Waterskin&lt;br /&gt;
*** Iron Spikes x10&lt;br /&gt;
*** Investigation Kit (+2 bonus to Perception checks when you use the kit to search an area for specific details)&lt;br /&gt;
*** Silent Thieves&#039; Tools (L.2 -- +5 to Stealth checks to remain unnoticed while using)&lt;br /&gt;
* Flask&lt;br /&gt;
** &#039;&#039;Contents: [https://shop.pussersrum.com/products/gunpowder-proof Don&#039;t Ask].&#039;&#039;&lt;br /&gt;
* Worker&#039;s Clothes&lt;br /&gt;
** Definitely not a gentleman&#039;s outfit.  Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion.  Still no cogs, though.&lt;br /&gt;
* Goggles&lt;br /&gt;
* Pocket Watch&lt;br /&gt;
* Footpads&lt;br /&gt;
* Deck of Cards x3&lt;br /&gt;
** 1 Deck of Marked Cards&lt;br /&gt;
* 2 Sets of Gentleman&#039;s Clothing&lt;br /&gt;
* [http://iws.mx/dnd/?view=item382 Listening Cone] (with ear mesh)&lt;br /&gt;
* 1,102 reál (/88,595 total)&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
Tazaerich is an elf, ok?  Just because he was born and raised in the Parity Lake district of Flint doesn&#039;t make him any less of an elf than those hoity-toity hippies out in the wilds!  Maybe he can&#039;t tell you what it sounds like when the wind whispers fae secrets through the branches of the forests, but he can tell you the best place to get a sausage with probably-pork meat at 3 AM* and where to get a cheap beer afterwards!   ....the point is, Tazaerich is proud of his elven heritage, but he loves the city and sees no reason why elves shouldn&#039;t treat urban environments as naturally as woodland ones. &amp;lt;/br&amp;gt; &amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
He also speaks Primordial with a thick Brooklyn accent, as do many elves.  It&#039;s just the way of things.&amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
In any case, he tends to be drily sarcastic as a means of self-expression, and his personality could be generously derived as abrasive.  He&#039;s all too happy to pick an argument at the drop of a hat.  However, Tazaerich is loyal to his friends, once he makes them, and views arguing as a way to express his friendship. He has come to enjoy the company, especially, of Assistant Chief Inspector-Sergeant Berg and Constable Dar&#039;ana (though he would likely only admit it under extreme duress).  Taz made the acquaintance of the eladrin &#039;terrorist&#039; Hana &amp;quot;Gale&amp;quot; Soliogn several months ago in the course of the squad&#039;s investigations, and the two have become something of an established &#039;item&#039;.** &amp;lt;br/&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Taz, as he&#039;s become known in his squad, has settled into life with the RHC well, busting perps with one-liners and happily sniping enemies from a safe distance.  His official RHC record makes notes of his surprising tolerance of the RHC&#039;s coffee (extra strong, one sugar) and gourmet-level expertise in desserts, due to his sweet tooth.  (His preferred donuts, also noted in his record, are chocolate cake, Beaumont Creme, and chocolate-dipped Danoran crullers.)  Taz is a founding member of the up-and-coming RHC branch of the Docker&#039;s Union, and absolutely did not perform a comedic monologue at the office talent show.&amp;lt;br&amp;gt;&amp;amp;nbsp; &amp;lt;br/&amp;gt;&lt;br /&gt;
Since the &#039;rampage&#039; of the giant golem through Flint, Taz has doubled down on his RHC career.  After being knighted by King Aodhan, he took and passed his RHC promotion exams.  The thought of Inspector Tazaerich has stunned those who have known him for a long time, but Taz has somehow managed to maintain his anti-authority attitude despite &#039;&#039;becoming&#039;&#039; authority.  It&#039;s practically Zen.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;*It&#039;s Sharga&#039;s House of Meat in Parity Lake, for the record.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&#039;&#039;**....shut up, Dar&#039;ana.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Taz&#039;s Apartment==&lt;br /&gt;
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz&#039;s Apartment!]]&lt;br /&gt;
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[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]]&lt;/div&gt;</summary>
		<author><name>Mpascal02</name></author>
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