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[[File:Taz_.png|200px]] | [[File:Taz_.png|200px]] | ||
* Name: Tazaerich | * Name: Tazaerich | ||
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* Race: Elf | * Race: Elf | ||
* Class: Ranger | * Class: Ranger | ||
− | * Level: | + | * Level: 10 |
* Background: Urban Elf ''(Streetwise class skill)'' | * Background: Urban Elf ''(Streetwise class skill)'' | ||
* Theme: Gunsmith | * Theme: Gunsmith | ||
− | + | * Belief: Panopoly / Millerism | |
− | * Belief: | ||
* Languages Known: Common, Elven, Primordial, Ancient | * Languages Known: Common, Elven, Primordial, Ancient | ||
==Stats== | ==Stats== | ||
− | * Str | + | * Str 10 '''(+0)''' / ''Save: +5'' |
− | * Con | + | * Con 14 '''(+2)''' / ''Save: +7'' |
− | * Dex | + | * Dex 22 '''(+6)''' / ''Save: +11'' |
− | * Int | + | * Int 10 '''(+0)''' / ''Save: +5'' |
− | * Wis | + | * Wis 16 '''(+3)''' / ''Save: +8'' |
− | *Cha | + | *Cha 8 '''(-1)''' / ''Save: +4''<br/> |
**Elf Bonuses: +2 to Dexterity, Wisdom | **Elf Bonuses: +2 to Dexterity, Wisdom | ||
==Defenses/Combat Stats== | ==Defenses/Combat Stats== | ||
− | * HP: | + | * HP: 71/71 |
* Healing Surges: 8/8 | * Healing Surges: 8/8 | ||
− | ** Surge Value: | + | ** Surge Value: 18 HP |
− | * Initiative: + | + | * Initiative: +10 |
* Speed: 7 squares | * Speed: 7 squares | ||
* Action Points: 1 | * Action Points: 1 | ||
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===Defenses=== | ===Defenses=== | ||
− | * AC: | + | * AC: 26 |
− | * Fort: | + | * Fort: 21 |
− | * Ref: | + | * Ref: 25 |
− | * Will: | + | * Will: 21 |
==Racial Traits== | ==Racial Traits== | ||
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* Hunter's Quarry | * Hunter's Quarry | ||
** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry. | ** Once per turn as a minor action, you can designate the nearest enemy to you that you can see as your quarry. | ||
− | ** Once per round, when you hit your quarry with an attack, the attack deals + | + | ** Once per round, when you hit your quarry with an attack, the attack deals +1d6 damage. 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 |
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* Gunsmith (L.1) | * Gunsmith (L.1) | ||
** You can perform the ritual "Enchant Magic Item" in order to create firearms, firearm ammunition, and alchemical items. | ** You can perform the ritual "Enchant Magic Item" in order to create firearms, firearm ammunition, and alchemical items. | ||
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** 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. | ** 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. | ||
*** '''Suppressor''': 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. | *** '''Suppressor''': 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. | ||
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==Skills== | ==Skills== | ||
'''(Trained Skills)'''<br/> | '''(Trained Skills)'''<br/> | ||
− | * '''Acrobatics: + | + | * '''Acrobatics: +16''' |
− | * Arcana: + | + | * Arcana: +5 |
− | * '''Athletics: + | + | * '''Athletics: +10''' |
− | * Bluff: + | + | * Bluff: +4 |
− | * Diplomacy: + | + | * Diplomacy: +4 |
− | * '''Dungeoneering: + | + | * '''Dungeoneering: +13''' |
− | * Endurance: + | + | * Endurance: +7 |
− | * Heal: + | + | * Heal: +8 |
− | * History: + | + | * History: +5 |
− | * Insight: + | + | * Insight: +8 |
− | * Intimidate: + | + | * Intimidate: +4 |
− | * Nature: + | + | * Nature: +10 |
− | * '''Perception: + | + | * '''Perception: +15''' |
− | * Religion: + | + | * Religion: +5 |
− | * '''Stealth: + | + | * '''Stealth: +16''' |
− | * '''Streetwise: + | + | * '''Streetwise: +9''' |
− | * '''Thievery: + | + | * '''Thievery: +16''' |
==Feats== | ==Feats== | ||
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* Sneak of Shadows ''(You gain training in the Thievery skill; once per encounter, you can use the rogue's Sneak Attack class feature)'' | * Sneak of Shadows ''(You gain training in the Thievery skill; once per encounter, you can use the rogue's Sneak Attack class feature)'' | ||
* Treetop Sniper ''(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)'' | * Treetop Sniper ''(You can use any firearm with Sneak Attack or any rogue power that normally requires a crossbow.)'' | ||
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==Powers== | ==Powers== | ||
===At-Will Powers=== | ===At-Will Powers=== | ||
* Melee Basic Attack ''(+1 Paired Rapier, +9 vs AC, 1d8+1 Damage)'' | * Melee Basic Attack ''(+1 Paired Rapier, +9 vs AC, 1d8+1 Damage)'' | ||
− | * Ranged Basic Attack ''(+ | + | * Ranged Basic Attack ''(+2 Duelist's Rifle-Musket, Range 20/40/200, +17 vs AC, 1d10+11 Damage)'' |
− | ** Ranged Basic Attack ''(+2 Boltshard Shotgun, Range 6/12, + | + | ** Ranged Basic Attack ''(+2 Boltshard Shotgun, Range 6/12, +16 vs AC, 1d8+11 Damage; roll 2 attack rolls -- if at close range and both hit, 2d8+11 damage) |
− | * Nimble Strike ''(Standard Action, Shift 1 square before or after attack, Range 20/40/200; + | + | * Nimble Strike ''(Standard Action, Shift 1 square before or after attack, Range 20/40/200; +2 Duelist's Rifle-Musket, +17 vs AC, 1d10+11 Damage)'' |
− | * Twin Strike ''(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist's Rifle-Musket, + | + | * Twin Strike ''(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist's Rifle-Musket, +17 vs AC/+17 vs AC, 1d10+5/1d10+5 Damage)'' |
− | ** Twin Strike (Melee) ''(Standard Action, 1 or 2 targets; +1 Paired Rapier, + | + | ** Twin Strike (Melee) ''(Standard Action, 1 or 2 targets; +1 Paired Rapier, +9 vs AC/+9 vs AC, 1d8+1/1d8+1 Damage)'' |
===Encounter Powers=== | ===Encounter Powers=== | ||
− | * '''(_)''' | + | * '''(_)''' Two-Fanged Strike ''(Standard Action, 1 or 2 targets, Range 20/40/200; +2 Duelist's Rifle-Musket, +17 vs AC/+17 vs AC, 1d10+11/1d10+11 Damage; +2 Damage if both attacks hit the same target)'' |
− | * '''(_)''' The Man With Two Guns is God ''(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, + | + | * '''(_)''' The Man With Two Guns is God ''(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, +16 vs AC/+16 vs AC, 1d6+11/1d6+11 Damage, targets may not make opportunity attacks until EONT if attack hits)'' |
* '''(_)''' Elven Accuracy ''(Free Action; Reroll an attack roll; must take second roll)'' | * '''(_)''' Elven Accuracy ''(Free Action; Reroll an attack roll; must take second roll)'' | ||
* '''(_)''' Invigorating Stride ''(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)'' | * '''(_)''' Invigorating Stride ''(Move Action; shift 3 (Wisdom mod) squares; must not end in a square adjacent to an enemy; you may use your second wind)'' | ||
− | * '''( | + | * '''(X)''' Disruptive Strike ''(Immediate Interrupt, 1 target, range 20/40; +2 Duelist's Rifle-Musket, +17 vs AC, 1d10+11 Damage; target takes a -6 penalty (3+Wis mod) to the triggering attack roll)'' |
* '''(_)''' Weave Through the Fray ''(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)'' | * '''(_)''' Weave Through the Fray ''(Immediate Interrupt, Personal; when an enemy moves adjacent to you, you may shift 3 (Wisdom Mod) squares)'' | ||
− | * '''(X)''' | + | * '''(X)''' Biting Volley ''(Standard Action, 1 or 2 creatures, Range 20/40/200; +2 Duelist's Rifle-Musket, +17 vs Reflex/+17 vs Reflex, 1d10+11/1d10+11 Damage; critical hit on 18-20)'' |
− | * '''( | + | * '''(X)''' Sneak Attack ''(When you make an attack with a light blade or a firearm and hit an enemy granting combat advantage to you, that enemy takes 2d6 extra damage)'' |
− | * '''(_)''' Defensive Volley ''(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by | + | * '''(_)''' Defensive Volley ''(Immediate Reaction, 1 ally, range 20/40; when an ally is hit by an attack, you may reduce the damage dealt by 11 (Dex mod + 1/2 level))'' |
* '''(_)''' Boots of the Fencing Master ''(Item, Minor Action, Personal; Shift 2 squares)'' | * '''(_)''' Boots of the Fencing Master ''(Item, Minor Action, Personal; Shift 2 squares)'' | ||
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===Daily Powers=== | ===Daily Powers=== | ||
− | * '''(_)''' Sure Shot ''(Standard Action, Range 20/40/200; + | + | * '''(_)''' Sure Shot ''(Standard Action, Range 20/40/200; +2 Duelist's Rifle-Musket, +17 vs AC, 3d10+11 Damage; may reroll attack roll and each damage die once, but must take the second roll)'' |
* '''(X)''' Spitting Cobra Stance ''(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)'' | * '''(X)''' Spitting Cobra Stance ''(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)'' | ||
− | * '''(X)''' Attacks on the Run ''(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; + | + | * '''(X)''' Attacks on the Run ''(Standard Action, 2 attacks against 1 target or 1 attack each against 2 targets, Range 20/40/200; +2 Duelist's Rifle-Musket, +17 vs AC/+17 vs AC, 3d10+11 Damage per attack; Miss: Half damage)'' |
* '''(_)''' Repulsion Armor ''(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)'' | * '''(_)''' Repulsion Armor ''(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)'' | ||
* '''(_)''' Boltshard Shotgun ''(Item, Standard Action; make a ranged basic attack using this shotgun against each creature in a close blast 3)'' | * '''(_)''' Boltshard Shotgun ''(Item, Standard Action; make a ranged basic attack using this shotgun against each creature in a close blast 3)'' | ||
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==Rituals== | ==Rituals== | ||
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==Gear== | ==Gear== | ||
===Weapons=== | ===Weapons=== | ||
− | * Duelist's Rifle-Musket + | + | * Duelist's Rifle-Musket +2 ''(Prof +3, dam 1d10+Dex, 20/40/200, 10 lbs, load free (move), brutal 2, high crit, rifled)'' '''(Primary Weapon)''' |
** Any enemy hit by an attack from this weapon takes a -2 penalty to area & ranged attacks until EONT | ** Any enemy hit by an attack from this weapon takes a -2 penalty to area & ranged attacks until EONT | ||
− | ** ''Crit Damage: (Max Attack Damage)+ | + | ** ''Crit Damage: (Max Attack Damage)+1d10+2d6.'' |
* Pistols x2 ''(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)'' | * Pistols x2 ''(Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)'' | ||
* Boltshard Shotgun +2 ''(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.)'' | * Boltshard Shotgun +2 ''(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.)'' | ||
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* +2 Dispelling Bullets x5 ''(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)'' | * +2 Dispelling Bullets x5 ''(+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)'' | ||
* +2 Dual Bullets x5 ''(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)'' | * +2 Dual Bullets x5 ''(+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)'' | ||
− | * +2 Firesight Bullets | + | * +2 Firesight Bullets x2 ''(+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).)'' |
* +2 Firestorm Bullets x3 ''(+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.)'' | * +2 Firestorm Bullets x3 ''(+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.)'' | ||
− | * +2 Freezing Bullets | + | * +2 Freezing Bullets x9 ''(+2 to-hit/damage, When you hit an enemy using this ammunition, that enemy takes 2d6 extra cold damage & is slowed until EONT)'' |
− | * +2 | + | * +2 Reaving Bullets x5 ''(+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)'' |
− | + | * +2 Spider Bullets x5 ''(+1 to-hit/damage, when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)'' | |
− | * +2 Spider Bullets x5 ''(+ | + | * +2 Surprise Bullets x10 ''(+2 to-hit/damage, Combat Advantage on any attack using this ammunition)'' |
− | * +2 Surprise Bullets | ||
===Armor=== | ===Armor=== | ||
− | * Repulsion Leather Armor + | + | * Repulsion Leather Armor +2 ''(+4 AC, 15 lbs) |
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* Cloak of Distortion +2 ''(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)'' | * Cloak of Distortion +2 ''(+2 F/R/W, any ranged attack from 5+ squares away takes a -2 penalty)'' | ||
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* [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment] | * [http://iws.mx/dnd/?view=item3256 Attaché Case of Concealment] | ||
* [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier] | * [http://iws.mx/dnd/?view=item1210 Endless Ammo Bandolier] | ||
− | * [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] ''( | + | * [http://iws.mx/dnd/?view=item3262 Elven Chain Shirt] ''(Wonderous Item; +1 AC)'' |
===Consumable Magic Items=== | ===Consumable Magic Items=== | ||
* Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action)) | * Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action)) | ||
* 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)) | * 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)) | ||
− | * Unguent of Darkvision | + | * Unguent of Darkvision (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action)) |
===Other Gear=== | ===Other Gear=== | ||
* Adventurer's Kit | * Adventurer's Kit | ||
** Backpack | ** Backpack | ||
− | *** Sunrod | + | *** Sunrod x3 |
*** Waterskin | *** Waterskin | ||
*** Iron Spikes x10 | *** Iron Spikes x10 | ||
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** 1 Deck of Marked Cards | ** 1 Deck of Marked Cards | ||
* 2 Sets of Gentleman's Clothing | * 2 Sets of Gentleman's Clothing | ||
− | * | + | * 5,348 reál (/52,595 total) |
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==Bio== | ==Bio== | ||
− | Tazaerich is an elf, ok? Just because he was born and raised in the | + | Tazaerich is an elf, ok? Just because he was born and raised in the city doesn't make him any less of an elf than those hoity-toity hippies out in the wilds! Maybe he can'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't treat urban environments as naturally as woodland ones. <br/> <br/> |
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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'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'ana (though he would likely only admit it under extreme duress). Taz made the acquaintance of the eladrin 'terrorist' Hana "Gale" Soliogn several months ago in the course of the squad's investigations, and the two have become something of an established 'item'.** <br/> <br/> | 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'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'ana (though he would likely only admit it under extreme duress). Taz made the acquaintance of the eladrin 'terrorist' Hana "Gale" Soliogn several months ago in the course of the squad's investigations, and the two have become something of an established 'item'.** <br/> <br/> | ||
− | Taz, as he'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'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's Union, and absolutely did not perform a comedic monologue at the office talent show.<br> <br/> | + | Taz, as he'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'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's Union, and absolutely did not perform a comedic monologue at the office talent show.</br> <br/> |
− | + | He also has a thick Brooklyn accent, as do many elves. It's just the way of things. | |
<br><br>''*It's Sharga's House of Meat in Parity Lake, for the record.'' | <br><br>''*It's Sharga's House of Meat in Parity Lake, for the record.'' | ||
<br><br>''**....shut up, Dar'ana.'' | <br><br>''**....shut up, Dar'ana.'' | ||
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==Taz's Apartment== | ==Taz's Apartment== | ||
[[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz's Apartment!]] | [[Zeitgeist:_The_Gears_of_Revolution/Tazaerich/apartment|Taz's Apartment!]] | ||
<br><br><br> | <br><br><br> | ||
[[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]] | [[Zeitgeist:_The_Gears_of_Revolution| Zeitgeist: The Gears of Revolution homepage]] |