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Noemi Grants"If there is one thing I learned in High School, is that dead is the best status condition."Age: 19Height: 5' 5''Biography:Born in the USA, Tennesee, this hyperactive youth moved to Neo Toyko when her mother decided to get a better teaching position and more mercenary work. Noemi, against her mother's wishes wanted to be a gunslinging Battlebabe(TM) just like her. But, with Toyko always under attack by demons and radioactive monstrocities, she felt irresponsible not showing her little girl how to kick some serious ass the only way she knew how. Bullets to the face. And lots of them. With her mother's pull as a famous gunslinging combat instructor she got to go to the best combat academy in Neo Toyko, where the world's greatest teenage animu fighters where bred and born. Noemi loved the thrill and adredaline more than she could even imagine. She quickly rose to the ranks to be part of the top 50 of her class when she graduated. Number 42 to be exact. Noemi is known as a trouble maker and attention seeker. Her rash personality will always head straight towards a fight, but when the mood strikes her she doesn't mind more subtle and tricky tactics.She has a one way rivalry between her and the once number 1 student, Uxalis, another gunslinger. Noemi constantly tries to challenge her to a duel, but Uxalis doesn't find her worth the time. But, at the grand tournament the young Noemi might have her chance.But, what about her father? Well, in typical anime tradition, he vanished, probably working overtime everyday at a desk job or something. Or could it be something more sinister/important? Momma doesn't like to talk about it. Noemi gave up asking, but still she wonders...

Mother: Kurea Grants. Much more serious than her daughter. Gunplay has much less style, but is incredibly effective and a lot more direct.Father: Ulysses Grants. Mystery dad! The American side of the family."Rival": Uxalis Mase. Imagine if Blue had a daughter. That's this bitch.Best Friends: Hibari Yamane (a condecending wizard chick) and Jun Kawahara (a jock fighter and avid sports player). Sterotypical hero party. Would frequently group up on class missions.Class: GunslingerOne-by-one or all at once you gun down your foes with deadly accuracy and smooth style. You turn gunplay into a dance and end your performances with a bang, not a whimper.Stats: Dexterity/Charisma.Main Role: StrikerSub Role: Controller["Race" Features]She humans, but will use 4e Elves as a base.Ability scores: +2 Dexterity, +2 Intelligence or +2 WisdomSize: MediumSpeed: 7 squares. Vision: Normal

Languages: Japanese, Engrish!!!1!Skill Bonuses: +2 Acrobatics, +2 Perception.Deadly Accuracy: You have the deadly accuracy power, which isn't totally the same thing as Eleven Accuracy. Honest.Bonus Feat: Gain an extra Feat at level 1.Group Awareness: You grant allies within 5 squares of you a +1 racial bonus to Perception checks.Wild Step: You ignore difficult terrain when you shift.

Deadly AccuracyWith an instant of focus, you take careful aim at your foe and strike with amazing accuracy.Encounter Free Action PersonalTrigger: You make an attack roll and dislike the result.Effect: Reroll the attack roll. Use the second roll, even if its lower.[Class Features]WillpowerThe power of friendship and your own heroic struggle against evil can enhance your attacks. At the start of the day you have 1 Willpower and gain another one for free for after a milestone (every 2 fights, essentially). The max amount of willpower you can have depends on your level.Level 1: 3 WillpowerLevel 6: 4 WillpowerLevel 11: 5 Willpower, Can now spend 2 Willpowers at once.Level 16: 6 WillpowerLevel 21: 7 Willpower, Can now spend 3 Willpowers at once.Level 26: 8 WillpowerLevel 30: 9 WillpowerIn General, you can also spend 1 Willpower to gain a +1 to attack rolls. You can spend 2 Willpower at paragon for +2 and 3 Willpower at heroic for +3.First StrikeAt the start of any encounter you gain combat advantage against any creature that has not yet acted in combat.Gun-Fu Fighting StyleYou gain Quick Draw as a bonus feat, even if you dont meet the prerequisites. In addition, you can sheathe a weapon as a free action and gain a bonus to AC against opportunity attacks you provoke equal to your Charisma modifier.Quick Draw: +2 Feat Bonus to Initative, Draw and attack with weapon as a free action.Grenade PreperationAfter an extended rest you can prepare grenades that you'll be able to use in combat, each with their own unique effects. The amount of grenades you prepare depends on your level. Your regain 1/2/3 grenades every milestone (every 2 fights) you reach.Level 1: Three grenades.Level 6: Four grenades. Level 11: Five grenades. Level 16: Six grenades. Level 21: Seven grenades.Level 26: Eight grenades.Level 30: Nine grenades.Grenades deal half damage to creatures adjacent to the target. These creatures are not effected by the secondary effects of the grenade unless otherwise stated. For example: -2 penalty from flashbangs.Frag: 1d10 damage dice, Adds Explosive KeywordWillpower: Spend 1 Willpower per tier to add 5 extra damage for each amount you spend.Flashbang: 1d4 damage dice, Adds Radiant KeywordWillpower: Spend 1 Willpower to make the target take -2 penalty to attack rolls till the end of their next turn. At paragon tier spend 2 Willpower to daze the target as well. At epic tier spend 3 Willpower to daze the target (save ends).Incenerary: 1d6 damage dice, Adds Fire KeywordWillpower: Spend 1 Willpower per tier to add 5 ongoing damage (save ends) for each amount you spend.Cryo: 1d4 damage dice, Adds Cold KeywordWillpower: Spend 1 Willpower per tier to slow the target. At heroic spend 2 Willpower to immobilize the target. At epic tier spend 3 Willpower to immobilize the target (save ends).Bullet DanceYou gain the Rainstorm at-will. This is the class's main striker feature.You follow up your savage assualt of bullets with further firepower, turning gunplay into a showy, yet elegant dance.RainstormAt-Will* Martial, WeaponNo Action Ranged WeaponTrigger: You hit with an attack during your turn on a creature you have combat advantage against.Target: One creatureLevel 11: One or two creaturesLevel 21: One, two or three creaturesEffect: The target takes damage equal to 2 + your Charisma modifier. The target grants combat advantage to you if it wasnt targeted by the triggering attack.Special: You can use this power only once per round.Willpower: Spend 1 Willpower per tier to add one more target.[Feats]Level 1: Master at Arms+1 bonus to attack rolls for all weapons. Draw and stow weapons as one minor action. This bonus increases to +2 at 11th level and +3 at 21st level.Level 1: Improved Defences+1 bonus to all defences. This bonus increases to +2 at 11th level and +3 at 21st level.Level 2: Vicious AdvantageIf a target is slowed or immobilized you gain combat advantage against it and deal +1 bonus damage to it. At level 11 it also works with weakened.Level 4: Distant AdvantageYou gain combat advantage with all ranged or area attacks against any enemies flanked by your allies. You also ignore the -2 penalty against prone targets with ranged attacks.Level 6: Weapon DanceThe first time you swap weapons on your turn you gain a +2 damage bonus on your next attack. This bonus increases to +4 at 11th level and +6 at 21st level.Level 8: HawkeyeCombat advantage now gives you a +3 bonus instead of the usual +2.[At-Wills]Better Twin-StrikeYou attack twice with whatever you can use. Grenades, beams, powerfists, photon beams, handcannons, the works. The bread and butter. The apple pie. The works.At-Will *Martial, WeaponStandard ActionMelee or Ranged WeaponTarget: One or two creaturesAttack: Dexterity vs. AC (main hand and off hand), two attacks.Hit: 1[W] + Dexterity modifer damage per attack.Level 21: 2[W] + Dexterity modifier damage per attack.Retreating ShotYou slink past your enemys guard to make your attack, or you make your attack and then withdraw to a more advantageous position.At-Will *Martial, WeaponStandard Action Ranged or Melee weaponTarget: One creatureSpecial: Shift 1 square before or after you attack.Attack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage.Level 21: 2[W] + Dexterity modifier at 21st level.

[Cool Moves] (Moves with 3 turn cool downs)Level 1: "Just Kidding!"With your careful aiming and sick style enemy's attack is almost guaranteed to miss when you hit them with your weapon. Sounds fair and balanced.Encounter *Martial, WeaponImmediate Interrupt Melee or Ranged weaponTrigger: You or an ally is attacked by a creatureTarget: The attacking creatureAttack: Dexterity vs. ACHit: 1[W] + Dexterity modifier damage. The target takes a penalty to its attack roll for the triggering attack equal to 3 + your Charisma modifier.Level 11: 2[W] + Dexterity modifier damage.Level 21: 3[W] + Dexterity modifier damage.Level 3: Wild WesternThey don't even see you as you fire another bullet into them, inflicting a status effect and pushing them away so you can contiune the pain. We swear this is well designed stuff here.Encounter *Martial, WeaponMinor Action Ranged weaponTrigger: You or an ally is attacked by a creatureTarget: The attacking creatureAttack: Dexterity vs. ReflexHit: 1[W] + Dexterity modifier damage. You slide the target a number of squares equal to your Charisma modifer and the target is slowed until the end of your next turn. Level 13: 2[W] + Dexterity modifier damage.Level 21: 3[W] + Dexterity modifier damage.Level 7: Knee-CapperYou shoot multiple times (like usual), at the legs, or hell, kick them in the nuts, impeeding your enemies progress so you can hit them with immpunity as they struggle to make ground. Fun stuff.Encounter * Martial, WeaponStandard Action Melee or Ranged weaponRequirement: You must be wielding two melee weapons or a ranged weapon.Targets: One or two creaturesAttack: Dexterity vs. AC, two attacksHit: 1[W] + Dexterity + Charisma modifier damage (ranged) per attack. The target is immobilized until the start of your next turn.Level 17: One, Two or Three targets. attacks. If you hit one target with all three attacks they are knocked prone as well.Level 27: One, Two, Three, Four or Five Targets. Five attacks. If you hit one target with three attacks they are knocked prone as well. If you hit a target with all five attacks they are stunned.[Swag Moves](Moves with 5 turn cooldowns)Level 1: Omega Twin/Triple/Quad StrikeTwin Strike, but way better in every way. Why wouldn't you bust this badboy out?Daily *Martial, WeaponStandard Action Melee or Ranged weaponTargets: One or two creaturesAttack: You can move your speed. At any point during your move, you can make two Dexterity vs. AC attacks with a melee or ranged weapon.Hit: 3[W] + Dexterity + Charisma modifier damage per attack.Miss: Half damage per attack.Level 11: Add a third attack.Level 21: Add a fourth and fifth attack.Level 5: "Thought You Had Me?"Whether it's your amazing gunplay or a well placed smoke bomb, flashbang or whatever, you escape, blinding your enemies so you can go back to twin striking from afar. Ah, yeah.Daily *Martial, WeaponStandard Action Close burst 3Target: Each enemy you can see in the blastAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity modifier damage, and the target is blinded until the end of your next turn. You can then move your speed, even through targets.Miss: Half damage.Level 15: 3[W] + Dexterity modifier damage. You now shift your speed.Level 25: 5[W] + Dexterity modifier damage. You can now shift your speed. The targets can now be blinded (save ends) if you choose to.Level 9: Show StopperA barrage of powerful, brutal missles or grenades burst out from your satchel and home onto your enemies leaving no remainder.Daily *Martial, WeaponStandard Action Ranged WeaponYou must be using explosive ranged weapons to use this attack, such as grenades or a rocket launcher. After each attack you may swap to another explosive ranged weapon as a free action.Target: One, Two or Three TargetsAttack: Dexterity vs. ReflexHit: 2[W] + Dexterity damage. Miss: Half damage.Level 19: 3[W] + Dexterity modifier damage. One, Two, Three, Four or Five TargetsLevel 29: 5[W] + Dexterity modifier damage. One, Two, Three, Four, Five, Six or Seven Targets[Utility Moves]Level 2: Jet NitroThe jet-pack on your back is your constant companion for bringing the brutal pain in the air.Encounter *MartialFree Action PersonalTargets: YouEffect: Whenever you move or shift you can instead fly the exact same amount of squares, but you must land at the end of your turn or fall straight down.Level 6: TricksterJust as the enemy thinks they've finally close in on your gunslinging ass, you leap away in style making their efforts futile.Encounter *MartialImmediate Reaction Melee 1Prerequisite: You must have training in Acrobatics.Trigger: An enemy enters a square adjacent to you.Target: The triggering enemyEffect: The target is immobilized until the start of its next turn. You then shift a number of squares up to your Dexterity modifier to a square that is not adjacent to the target.Level 10: "No One's Gonna Keep Me Down"You aren't one to be pinned down in any location for long. Encounter MartialNo Action PersonalTrigger: Your turn starts.Effect: If you are grabbed, the grab ends. If you are subject to an effect that is slowing or immobilizing you, the effect ends. You can also make a saving throw against an effect you are subject to that a save can end.