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Cole Matthews - AI-generated fantasy Character

Cole Matthews

Human · Gunslinger (Deadeye) · Level 20 · Soldier

Cole Matthews

Cole is a model of quiet lethality.
AC18
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 184 · 30 ft.
AlignmentLawful NeutralGenderMaleAge38 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • AthleticsSTR
  • IntimidationCHA
  • PerceptionWIS
  • StealthDEX
  • SurvivalWIS

Armor

Light Armor,
Medium Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons,
Firearms

Tools

Gaming Set (Cards),
Land Vehicles,
Tinker's Tools

Languages

Common,
Desert Dialect

Features

18 features

Action

  • Extra AttackLevel 5

    Attack twice instead of once whenever you take the Attack action.

Bonus action

  • Deft ManeuverLevel 18

    Gain an additional Bonus Action used only for maneuvers once per turn.

Always on

  • Fighting Style (Archery)Level 1

    You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Quick DrawLevel 1

    Advantage on Initiative rolls. Draw or stow two weapons lacking the Two-Handed property simultaneously.

  • Weapon MasteryLevel 1

    Use mastery properties of five Ranged weapons. Choices: Musket (Slow), Pistol (Vex), Longbow (Slow), Shortbow (Vex), Heavy Crossbow (Push).

  • Critical ShotLevel 2

    Score a Critical Hit on a roll of 17 to 20.

  • RiskLevel 2

    Expend Risk Dice (6d12) to perform maneuvers. DC 20 for saves. Regain on Short or Long Rest.

  • Gut ShotLevel 5

    On a Critical Hit against a Large or smaller creature, speed is halved and it has Disadvantage on attack rolls until it dislodges the projectile.

  • EvasionLevel 7

    No damage on successful Dexterity save, half damage on fail.

  • OverkillLevel 11

    Add Ability Modifier to damage for firearms. If already added, deal extra 1d8 damage of the weapon type.

  • Cheat DeathLevel 13

    When reduced to 0 HP, drop to 1 HP instead and regain 20 HP. Once per Short/Long rest.

  • Dire GambitLevel 15

    Regain one Risk Die whenever you roll Initiative or score a Critical Hit.

  • Epic Boon (Boon of Irresistible Offense)Level 19

    Your damage ignores Resistance. When you score a Critical Hit, deal extra damage equal to your Ability Score modifier.

  • HeadshotLevel 20

    On a Critical Hit, if target has <100 HP, it dies. Otherwise, deals extra 10d10 damage. Once per Short/Long rest or 3 Risk Dice.

  • ResourcefulHumanGain Heroic Inspiration when you finish a Long Rest.
  • Skill VersatileHumanProficiency in one additional skill of your choice (Stealth).
  • Origin FeatHumanProficiency in one feat (Alert).
  • Battlefield CunningSoldier

    You can find a safe place to rest for you and your allies in a war zone or hostile desert landscape, and you have a knack for identifying tactical advantages in local terrain.

Gear

4 items

Armor

  • Studded Leather Armor
    Provides AC 12 plus Dexterity modifier.

Gear

  • M-24 Sniper Rifle
    Precision ranged weapon. 1d12 piercing damage. Long range, two-handed.
  • Colt Anaconda
    High-caliber revolver. 2d6 piercing damage. Reloading, light.
  • 6×
    Risk Dice Pouch
    A set of tokens representing focus and daring.

Appearance

Cole is a man of lean, corded muscle with a sun-beaten complexion earned from years in the dunes. He wears tactical leather gear in shades of sand and slate, with a signature olive green cloak. His dark green eyes are constantly scanning the horizon, and a thin, jagged scar runs from his left temple to his jawline. His equipment is meticulously maintained, gleaming even in the desert haze.

Mannerisms

Cole has a habit of tapping his trigger finger against his thigh in a rhythmic cadence. He speaks in short, declarative sentences and rarely makes eye contact, instead focusing on the middle distance to remain aware of his surroundings.

Personality

Cole is a model of quiet lethality. He does not waste words or movement. To most, he seems cold and detached, but to those who know him, he is a man of deep, unspoken loyalty. He views every environment as a series of sightlines and cover opportunities, maintaining a professional distance from the chaos of the Syndicate.

Ideals

Efficiency. Every bullet spent should have a purpose. There is no room for waste in the desert.

Bonds

My brother, Brandon, is the only reason I still have a soul. I will burn the city down to keep him safe.

Flaws

I am so focused on the horizon that I sometimes miss the person standing right in front of me.

Quirks

Always sits with his back to a wall and a clear view of all exits.
Meticulously cleans his weapons every night at dusk.
Calculates the wind speed by watching the dust even when indoors.

Background

Cole Matthews began his career in the Army Rangers, serving the desert city of Zahra-Nur before the politics of the continent turned sour. After his unit was betrayed and left for dead in the shifting sands of Desertstone, Cole used his sharpshooting skills to survive the trek back. He returned not as a soldier of the state, but as a ghost of the dunes. Seeking a way to provide for his brother Brandon, Cole sold his services to Ripley's Syndicate, the most powerful underworld organization in the desert metropolis. As an elite enforcer, he is the hand that strikes from the darkness before a threat even knows they are targeted. His M-24 is a tool of surgical precision, and his Colt is for the close encounters he rarely allows to happen. He works for the coin, but he stays for the security it provides to his remaining kin. In the lawless expanse of Desertstone, Cole is the closest thing to an inevitable consequence.

“After his unit was betrayed and left for dead in the shifting sands of Desertstone, Cole used his sharpshooting skills to survive the trek back.”
From their backstory
Background
Soldier

Connections

Species

Human

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