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Cole Matthews - AI-generated fantasy Character

Cole Matthews

Human · Gunslinger (Deadeye) · Level 20 · Soldier

Cole Matthews

Cole is calculated and cold.
AC18
HP184/184
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

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

Saving throws

DEXCON

Skills

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

Armor

Light Armor,
Medium Armor,
Shields

Weapons

Simple Weapons,
Martial Weapons,
Firearms

Tools

Gaming Set (Cards),
Land Vehicles

Languages

Common,
Undercommon

Features

21 features

Action

  • Extra AttackLevel 5

    You can attack twice instead of once whenever you take the Attack action.

  • Concealed PositionLevel 6

    You can take the Hide action while Prone even if not Heavily Obscured. Attacking while hidden does not reveal your location if you miss.

Bonus action

  • Deft ManeuverLevel 18

    Gain an extra Bonus Action each turn used only for maneuvers.

Always on

  • Fighting Style (Archery)Level 1

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

  • Quick DrawLevel 1

    You have Advantage on Initiative rolls. You can draw or stow two weapons that lack the Two-Handed property whenever you would normally be able to draw or stow one.

  • Critical ShotLevel 2

    Your attack rolls with Ranged weapons score a Critical Hit on a roll of 17 to 20.

  • RiskLevel 2

    You have six d12 Risk Dice to fuel maneuvers. You regain them on a Short or Long Rest. Save DC 20.

  • Sharpshooter's StanceLevel 3

    You do not have Disadvantage on ranged attack rolls while Prone. You can end the Prone condition with only 5 feet of movement.

  • Eagle EyeLevel 3

    Once per turn when you miss with a ranged attack, you can expend one Risk Die and add it to the attack roll.

  • Gut ShotLevel 5

    On a Critical Hit against a Large or smaller creature, speed is halved and it has Disadvantage on attack rolls for 1 minute or until it uses an attack to dislodge the projectile.

  • EvasionLevel 7

    Take no damage on successful Dex saves against area effects, and half damage on failures.

  • OverkillLevel 11

    You add your ability modifier to Firearm damage. If you already do so, deal an extra 1d8 damage.

  • Cheat DeathLevel 13

    When reduced to 0 HP, drop to 1 instead and regain 20 HP. Refreshes on Short or Long Rest.

  • Focused ShotLevel 14

    Trade your Extra Attack to make one attack with Advantage. If it hits, it is a Critical Hit.

  • Dire GambitLevel 15

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

  • Epic Boon of Irresistible OffenseLevel 19

    Your attacks ignore resistances. When you roll a 20 for an attack roll, deal extra damage equal to your ability score (22).

  • HeadshotLevel 20

    On a Critical Hit, if target has less than 100 HP, it dies. Otherwise, deal an extra 10d10 damage. Restored on rest or by spending three Risk Dice.

  • ResourcefulHumanGain Heroic Inspiration when you finish a Long Rest.
  • SkillfulHumanGain proficiency in one skill (Stealth).
  • VersatileHumanGain one Origin Feat (Skilled).
  • Savage AttackerSoldier

    Once per turn when you hit with a weapon, you can roll the weapon's damage dice twice and use either total.

Gear

4 items

Weapons

  • M-24 Sniper Rifle
    A long-range bolt-action rifle with a scope. (1d12 piercing, 200/800)
  • Colt Anaconda
    A heavy .44 Magnum revolver. (1d10 piercing, 30/90)

Armor

  • Studded Leather Armor
    Reinforced leather armor provide excellent mobility.

Gear

  • Sniper Nest Kit
    Camo netting, binoculars, and a tripod.

Appearance

Cole is a man of military precision. He stands tall with a steady, quiet presence. He has dark green eyes that constantly scan his environment and scars across his weathered face from years of survival in the desert. He wears practical, tan-colored tactical gear that blends into the sands of Desertstone.

Mannerisms

He speaks in a deep, measured monotone. He never fidgets, remaining perfectly still for long periods like a predator waiting for its prey.

Personality

Cole is calculated and cold. He treats every conversation like a tactical briefing, choosing his words with extreme care. He is intensely disciplined and values professional efficiency above all else. He rarely shows emotion, keeping his thoughts locked behind a mask of stoic focus.

Ideals

Efficiency. Every bullet spent must be a problem solved. Chaos is the enemy of the mission.

Bonds

My brother Brandon is the only family I have left, even if we are on opposite sides of the law. I owe my life and loyalty to Ripley's Syndicate.

Flaws

I trust my scope more than I trust people. I am unable to walk away from a job once the contract is set, even if it becomes a suicide mission.

Quirks

Always counts the rounds in his pocket
Polishes his rifle scope during any lull in activity
Memorizes the exit locations of every room he enters

Background

Cole Matthews was forged in the heat of Desertstone, serving as a decorated Army Ranger before the politics of the military became more dangerous than the combat. He was known for being able to neutralize a target from a different zip code. When he returned to the civilian life of Zahra-Nur, he found that the syndicate offered the only work that required his level of lethal precision. He eventually caught the eye of Ripley and became the Syndicate's premier enforcer. He is a ghost in the dunes, the final thing many enemies of the syndicate never see coming. He carries a heavy burden regarding his brother Brandon, whose different path in life represents the only piece of Cole's heart that hasn't turned to stone.

“He was known for being able to neutralize a target from a different zip code.”
From their backstory
Background
Soldier

Connections

Species

Human

Media

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