Difference between revisions of "Zeitgeist: The Gears of Revolution/Tazaerich"

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* Speed Loader ''(Reload firearms as move action, not standard)''
 
* Speed Loader ''(Reload firearms as move action, not standard)''
 
==Powers==
 
==Powers==
* At-Will Power: Basic Melee (Rapier, +3 vs AC, 1d8 Damage)
+
===At-Will Powers===
* At-Will Power: Basic Ranged (Carbine, +7 vs AC, 1d8+5 Damage)
+
* Melee Basic Attack ''(Rapier, +3 vs AC, 1d8 Damage)''
* At-Will Power: Nimble Strike (Carbine, +7 vs AC, 1d8+5 Damage)
+
* Ranged Basic Attack ''(Carbine, +7 vs AC, 1d8+5 Damage)''
* At-Will Power: Twin Strike (Carbine, +7 vs AC/+7 vs AC, 1d8/1d8 Damage; +2 Damage if both attacks hit the same target)
+
* Nimble Strike ''(Carbine, +7 vs AC, 1d8+5 Damage)''
* Encounter Power: Two-Fanged Strike (Carbine, +7 vs AC/+7 vs AC, 1d8+5/1d8+5 Damage)
+
* Twin Strike ''(Carbine, +7 vs AC/+7 vs AC, 1d8/1d8 Damage)''
* Daily Power: Sure Shot (Carbine, +7 vs AC, 3d8+5 Damage)
+
** Twin Strike ''(Rapier, +3 vs AC/+3 vs AC, 1d8/1d8 Damage)''
* Encounter Power: Elven Accuracy (Reroll an attack roll; must take second roll)
+
===Encounter Powers===
* Encounter Power: The Man With Two Guns is God (Hand Crossbows, +7 vs AC/+7 vs AC, 1d6+5/1d6+5 Damage)
+
* Two-Fanged Strike (Carbine, +7 vs AC/+7 vs AC, 1d8+5/1d8+5 Damage; +2 Damage if both attacks hit the same target)
 +
* The Man With Two Guns is God (Pistols), +7 vs AC/+7 vs AC, 1d6+5/1d6+5 Damage)
 +
* Elven Accuracy (Reroll an attack roll; must take second roll)
 +
===Daily Powers===
 +
* Sure Shot (Carbine, +7 vs AC, 3d8+5 Damage)
 +
 
 
==Rituals==
 
==Rituals==
 
Enchant Magic Item [Bonus]
 
Enchant Magic Item [Bonus]

Revision as of 17:15, 21 August 2020

Tazaerich, Elf (Elf - Urban Elf) Ranger 1

Stats

  • Str 10 (+0)
  • Con 13 (+1)
  • Dex 20 (+5)
  • Int 10 (+0)
  • Wis 15 (+2)
  • Cha 8 (-1)
    • Elf Bonuses: +2 to Dexterity, Wisdom

Defenses/Combat Stats

  • HP: 25
  • Healing Surges: 7
    • Surge Value: 6 HP
  • Initiative: +7
  • Speed: 7 squares

Saves

  • AC: 17
  • Fort: 12
  • Ref: 16
  • Will: 12

Racial Traits

  • Ignore difficult terrain when shifting
  • Low-light vision
  • +1 to Perception checks to all non-elf allies within 5 squares

Class Traits

  • Hunter Fighting Style
    • Quick Draw bonus feat
    • Sheathe a weapon as a free action, gain a +4 bonus to AC against opportunity attacks you provoke by making a ranged attack
  • Prime Shot
    • If none of your allies are nearer to your target than you are, +1 bonus to ranged attack rolls against that target.
  • 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 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

Skills

Trained Skills: Acrobatics, Athletics, Dungeoneering, Perception, Stealth, Streetwise

  • Acrobatics: +10
  • Arcana: +0
  • Athletics: +5
  • Bluff: -1
  • Diplomacy: -1
  • Dungeoneering: +7
  • Endurance: +1
  • Heal: +2
  • History: +0
  • Insight: +2
  • Intimidate: -1
  • Nature: +4
  • Perception: +9
  • Religion: +0
  • Stealth: +10
  • Streetwise: +4
  • Thievery: +5

Feats

  • Quick Draw (Draw a weapon with attack action, +2 to initiative)
  • Speed Loader (Reload firearms as move action, not standard)

Powers

At-Will Powers

  • Melee Basic Attack (Rapier, +3 vs AC, 1d8 Damage)
  • Ranged Basic Attack (Carbine, +7 vs AC, 1d8+5 Damage)
  • Nimble Strike (Carbine, +7 vs AC, 1d8+5 Damage)
  • Twin Strike (Carbine, +7 vs AC/+7 vs AC, 1d8/1d8 Damage)
    • Twin Strike (Rapier, +3 vs AC/+3 vs AC, 1d8/1d8 Damage)

Encounter Powers

  • Two-Fanged Strike (Carbine, +7 vs AC/+7 vs AC, 1d8+5/1d8+5 Damage; +2 Damage if both attacks hit the same target)
  • The Man With Two Guns is God (Pistols), +7 vs AC/+7 vs AC, 1d6+5/1d6+5 Damage)
  • Elven Accuracy (Reroll an attack roll; must take second roll)

Daily Powers

  • Sure Shot (Carbine, +7 vs AC, 3d8+5 Damage)

Rituals

Enchant Magic Item [Bonus]

Gear

Weapons

  • Carbine (Prof +2, dam 1d8+Dex, 15/30, 5 lbs, load move, brutal 2, high crit)
  • Rapier (Prof +3, dam 1d8+Str, 2 lbs)
  • Pistols x2 (Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load move, brutal 2, high crit)

Armor

  • Leather Armor (+2 AC, 15 lbs)

Other Gear

  • Backpack
  • Sunrod x2
  • Flask
    • Contents: Don't Ask.
  • Waterskin