Zeitgeist: The Gears of Revolution/Tazaerich

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Revision as of 06:28, 27 January 2022 by Mpascal02 (talk | contribs) (Encounter Powers)
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Basics

Taz .png

  • Name: Tazaerich
  • Race: Elf
  • Class: Ranger
  • Level: 7
  • Background: Urban Elf (Streetwise class skill)
  • Theme: Gunsmith
  • Languages Known: Common, Elven, Primordial, Ancient

Stats

  • Str 10 (+0) / Save: +2
  • Con 13 (+1) / Save: +3
  • Dex 21 (+5) / Save: +7
  • Int 10 (+0) / Save: +2
  • Wis 16 (+3) / Save: +5
  • Cha 8 (-1) / Save: +1
    • Elf Bonuses: +2 to Dexterity, Wisdom

Defenses/Combat Stats

  • HP: 55/55
  • Healing Surges: 7/7
    • Surge Value: 14 HP
  • Initiative: +10
  • Speed: 7 squares
  • Action Points: 1

Defenses

  • AC: 22
  • Fort: 17
  • Ref: 21
  • Will: 18

Racial Traits

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

Class/Theme 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
  • Gunsmith: Tinker
    • 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.
    • You have custom-built a firearm modification, which you can apply to up to five firearms (your own or your allies’).
      • Ammunition Clip: For a carbine, musket, or shotgun, a stripper clip holds five rounds. Reloading is a minor action, or a free action if you have the Speed Loader feat.

Skills

(Trained Skills)

  • Acrobatics: +13
  • Arcana: +3
  • Athletics: +8
  • Bluff: +2
  • Diplomacy: +2
  • Dungeoneering: +10
  • Endurance: +4
  • Heal: +5
  • History: +3
  • Insight: +5
  • Intimidate: +2
  • Nature: +7
  • Perception: +12
  • Religion: +3
  • Stealth: +13
  • Streetwise: +7
  • Thievery: +8

Feats

  • Quick Draw (Draw a weapon with attack action, +2 to initiative)
  • Speed Loader (Reload firearms as move action, not standard)
  • Firearm Expertise (+1 to attacks with firearms, increases by +1/tier; ignore partial & superior cover with firearms)
  • Weapon Focus (Firearms) (+1 to damage rolls with firearms, increases by +1/tier)
  • Improved Defenses (+1 to F/R/W, increases by +1/tier)
  • Weapon Proficiency (Muskets)
  • Hobbling Strike (Whenever you would deal Hunter's Quarry damage, you may forgo 1 die of damage to instead slow your target until EONT)

Powers

At-Will Powers

  • Melee Basic Attack (Rapier, +6 vs AC, 1d8 Damage)
  • Ranged Basic Attack (+2 Duelist's Musket, Range 20/40, +14 vs AC, 1d10+10 Damage)
  • Nimble Strike (Standard Action, Shift 1 square before or after attack, Range 20/40; +2 Duelist's Musket, +14 vs AC, 1d10+10 Damage)
  • Twin Strike (Standard Action, 1 or 2 targets, Range 20/40; +2 Duelist's Musket, +14 vs AC/+14 vs AC, 1d10+5/1d10+5 Damage)

Encounter Powers

  • (X) Two-Fanged Strike (Standard Action, 1 or 2 targets, Range 20/40; +2 Duelist's Carbine, +14 vs AC/+14 vs AC, 1d10+10/1d10+10 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, +13 vs AC/+13 vs AC, 1d6+10/1d6+10 Damage, targets may not make opportunity attacks until EONT if attack hits)
  • (_) 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)
  • (_) Disruptive Strike (Immediate Interrupt, 1 target, range 20/40; +2 Duelist's Musket, +14 vs AC, 1d10+10 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)
  • (X) Biting Volley (Standard Action, 1 or 2 creatures, Range 20/40; +2 Duelist's Carbine, +14 vs Reflex/+14 vs Reflex, 1d10+10/1d10+10 Damage; critical hit on 18-20)

Daily Powers

  • (_) Sure Shot (Standard Action, Range 20/40; +2 Duelist's Musket, +14 vs AC, 3d10+10 Damage; may reroll attack roll and each damage die once, but must take the second roll)
  • (_) 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) Repulsion Armor (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)

Rituals

Enchant Magic Item [Bonus]

Gear

Weapons

  • Duelist's Musket +2 (Prof +3, dam 1d10+Dex, 20/40, 10 lbs, load free (move), brutal 2, high crit)
    • Any enemy hit by an attack from this weapon takes a -2 penalty to area & ranged attacks until EONT
    • Crit Damage: 1d10+2d6+20.
  • Paired Rapier +1 (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)
  • Pistols x2 (Prof +2, dam 1d6+Dex, 10/20, 2 lbs, load free (move), brutal 2, high crit)
    • Ammunition x3 (60 rounds, 6 lbs)
    • +2 Freezing Bullets x5 (+2 to-hit/damage, +2d6 cold damage & slowed until EONT)
    • Spider Bullets x2 (+1 to-hit/damage, when an enemy is hit with this ammunition, they and any enemy adjacent to them are slowed until EONT)
    • Surprise Bullets x2 (+1 to-hit/damage, Combat Advantage on any attack using this ammunition)
    • +2 Dispelling Bullets x1 (+2 to-hit/damage, when you hit an enemy with this ammunition, you may end one conjuration/zone which that enemy has created)
    • +2 Reaving Bullets x2 (+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 Dual Bullets x2 (+2 to-hit/damage; when you attack an enemy with this ammunition, you may roll twice and use either result)
    • +2 Firesight Bullets x1 (+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 Bending Bullets x2 (+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.)

Armor

  • Repulsion Leather Armor +2 (+4 AC, 15 lbs)
  • Cloak of Distortion +1 (+1 F/R/W, any ranged attack from 5+ squares away takes a -1 penalty)

Other Magical Items

  • Aeriad Bracers (+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)
  • Gauntlets of Blood (+2 damage to bloodied enemies)
  • Belt of Vigor (+1 to Healing Surge value)

Other Gear

  • Adventurer's Kit
    • Backpack
      • Sunrod x3
      • Waterskin
      • Iron Spikes x10
      • Investigation Kit
      • Thieves' Tools
  • Flask
    • Contents: Don't Ask.
  • Worker's Clothes
    • Definitely not a gentleman's outfit. Trousers, undershirt and shirt, vest, and boots, all designed more for hard work than fashion. Still no cogs, though.
  • Goggles
  • Pocket Watch
  • Potion of Healing (L.5 -- spend a surge and regain 10 HP (Minor Action))
  • Potion of Vitality (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 (L.9 -- rub on closed eyelids to gain darkvision for 1 hour (Standard Action))
  • Footpads
  • Deck of Cards
  • Gray Rain Cloak
  • 2460 reál

Bio

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.
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.
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. He has come to enjoy the company, especially, of Inspector-Sergeant Berg and Constable Dar'ana (though he would likely only admit it under extreme duress). Taz has recently made the acquaintance of the eladrin 'terrorist' Hana "Gale" Soliogn, and the two have gone on several dates around Flint.**
He also has a thick Brooklyn accent, as do many elves. It's just the way of things.

*It's Sharga's House of Meat in Parity Lake, for the record.

**....shut up, Dar'ana.


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