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Horace Cobb - AI-generated fantasy Character

Horace Cobb

Human · Gunslinger (Deadeye) · Level 16 · Criminal

Horace Cobb

Horace is charming, evasive, and deliberately unimpressive.
AC13
HP100/100
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 100 · 30 ft.
AlignmentChaotic GoodGenderMaleAgeLate 30s, approximately 38 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Martial weapons,
Firearms

Tools

Thieves' tools,
One gaming set

Languages

Common,
Thieves' Cant

Features

18 features

Action

  • Perfect ShotLevel 14

    Horace can spend 3 Grit as an action to make one perfect shot against his observed target with a firearm or ranged weapon. He makes one weapon attack with advantage. On a hit, the attack deals an additional 4d10 weapon damage, and the target must succeed on a Constitution saving throw against Deadeye save DC 18 or have its speed reduced to 0 and be unable to take reactions until the start of Horace's next turn.

Bonus action

  • Killing FocusLevel 3

    As a bonus action, Horace chooses one creature he can see within the normal range of a firearm or ranged weapon he is wielding. He begins observing that creature, provided he is not blinded, deafened, or incapacitated. He can observe only one creature at a time, and the observation ends if he chooses another creature, becomes incapacitated, or willingly ends it.

Always on

  • Gunslinger Hit DieLevel 1

    Horace has a d10 Hit Die for each Gunslinger level. His hit points are calculated using the Gunslinger hit die and his Constitution modifier.

  • Firearm TrainingLevel 1

    Horace is trained in the use of firearms and relies on Dexterity for firearm attack and damage rolls. Firearms are treated as martial ranged weapons for his Gunslinger features.

  • Ranged Fighting StyleLevel 1

    Horace gains a fighting style suited to ranged weapon mastery. He ignores disadvantage from attacking at long range with ranged weapons and does not suffer disadvantage for making ranged attacks while an enemy is within 5 feet of him.

  • GritLevel 2

    Horace has a pool of Grit points equal to his proficiency bonus, 5 points at this level. He regains all expended Grit when he finishs a Short or Long Rest. Grit fuels Gunslinger features and the Deadeye's Perfect Shot.

  • Trick ShotLevel 2

    Horace can use Grit to perform specialized firearm maneuvers, such as forcing a target to reposition, disarming an enemy, or adding precision to a weapon attack, according to the Gunslinger's existing Grit options.

  • Extra AttackLevel 5

    Horace can attack twice, instead of once, whenever he takes the Attack action on his turn.

  • Quick ReloadLevel 5

    Horace can draw or stow firearms without using an object interaction and can reload firearms as part of the attack made with them. He can also ignore the loading property of firearms with which he is proficient.

  • EvasionLevel 7

    When Horace fails a Dexterity saving throw, he can use his reaction to take no damage on a success or half damage on a failure. He can use this feature only if he is not incapacitated.

  • Improved Extra AttackLevel 11

    Horace can make an additional weapon attack when he takes the Attack action, for a total of three attacks. Once on each of his turns, he can replace one attack with a Gunslinger trick shot that does not require spending Grit, if the chosen trick shot normally allows that option.

  • Keen-Eyed MarksmanLevel 15

    Horace's weapon attacks score a critical hit on a roll of 19 or 20 against a creature he has observed with Killing Focus. This improves to a critical hit on a roll of 18, 19, or 20 after he has observed that creature for at least 1 minute without attacking it.

  • Anatomical InsightLevel 6

    Once per turn when Horace hits his observed target with a weapon attack, he can deal an extra 1d6 damage. The extra damage is the same type as the weapon's damage and represents a precise strike against an anatomical opening.

  • Patient ExecutionerLevel 10

    If Horace spends at least 1 minute observing a creature without attacking it, he can treat his next weapon attack against that creature as though it were made with advantage. The attack must be made before the end of his next turn or the benefit is lost.

  • ResourcefulHumanAfter finishing a Long Rest, Horace gains Heroic Inspiration.
  • SkillfulHumanHorace gains proficiency in one skill of his choice, represented here by Acrobatics.
  • VersatileHumanHorace gains an Origin feat, represented here by Alert.
  • Criminal ContactCriminal

    Horace has a reliable criminal contact who can pass messages, arrange introductions, provide limited information, or help him find a safe place to hide. His criminal reputation also gives him familiarity with the underworld and its customs.

Gear

9 items

Weapons

  • Pistol
    A well-maintained firearm with a worn wooden grip, suitable for Horace's primary attacks.
  • Musket
    A long firearm used when Horace has time to establish distance and observe a target.
  • 2×
    Dagger
    A light backup weapon concealed beneath his coat.

Armor

  • Leather armor
    Leather armor reinforced with hidden plates and worn beneath Horace's coat.

Tools

  • Thieves' tools
    Tools used to open locks, disarm traps, and bypass simple security measures.
  • Gaming set
    A marked set of cards used for gambling and coded messages.

Gear

  • 40×
    Firearm ammunition
    Ammunition for his firearms, kept in oilskin packets.
  • Burglar's pack
    A burglar's pack containing rope, lantern supplies, hooded lantern, crowbar, hammer, pitons, tinderbox, rations, waterskin, and a bedroll.
  • Criminal's clothing and coin
    A dark hooded coat, common clothes, and a belt pouch containing 15 gp.

Appearance

Horace Cobb is a weathered human man with a rangy build, dirty blond hair that hangs just long enough over his eyes, and a perpetually unshaven face. His patched coat, scuffed boots, and battered wide-brimmed hat make him look like a failed gambler or a drunk who wandered in from the wrong road. Beneath the disheveled appearance are watchful gray eyes, a steady trigger hand, and the controlled posture of someone who has spent years waiting for exactly the right moment. His firearms are carefully maintained despite the rest of him appearing neglected.

Mannerisms

Horace sways slightly when standing still, rolls an empty cartridge between his fingers, and speaks with the lazy confidence of a man who has already had too much to drink. When he becomes serious, the swagger vanishes completely and his voice drops to a quiet, precise murmur.

Personality

Horace is charming, evasive, and deliberately unimpressive. He flirts with danger as casually as he flirts with strangers, using jokes, slurred words, and exaggerated clumsiness to make people underestimate him. Beneath the act he is patient, observant, and intensely protective of anyone being exploited. He prefers one perfect shot to a heroic firefight and would rather win through timing, misdirection, and nerve than display raw courage.

Ideals

Freedom. No law, gang, noble, or employer has the right to decide who deserves to live unchained. Horace will break any rule that exists only to protect the powerful.

Bonds

Horace protects a former informant and her family, who are still being hunted by the criminal syndicate he betrayed. He also keeps his first battered pistol as a reminder that every weapon is defined by the hand that chooses where to aim.

Flaws

Horace drinks to maintain his harmless reputation, then sometimes forgets where the performance ends. He is slow to trust anyone who seems too polished, too honest, or too interested in his past. When a plan goes wrong, he is tempted to improvise recklessly rather than admit that he miscalculated.

Quirks

Names every firearm after a person who disappointed him.
Pretends not to remember conversations that he actually memorized word for word.
Taps the side of his firearm twice before taking a serious shot.
Keeps one clean glove for formal meetings and one filthy glove for everything else.

Background

Horace Cobb grew up in the crowded back alleys behind a river-port district, where a quick hand and a convincing lie were worth more than an honest day's labor. He learned early that people rarely look closely at a man who appears tired, foolish, or half drunk. Horace cultivated all three impressions with great care. He became a lookout, courier, safecracker, and occasional smuggler, always preferring jobs that rewarded patience over violence. His first firearm was a rusted pistol lifted from a corrupt watchman, and he spent months teaching himself to clean it, repair it, and fire only when the shot truly mattered. As his reputation grew, Horace was hired by a criminal syndicate to eliminate a witness who had exposed a child-trafficking operation. He accepted the contract, observed the target for three nights, and discovered the witness was a frightened informant rather than the villain the syndicate had described. Horace turned his gun on his employers instead. The resulting escape left the syndicate wounded, furious, and convinced that Horace died in the river. Since then, he has worked as a bounty hunter, scout, and irregular protector, taking coin from people who can afford it and quietly waiving payment from those who cannot. He still keeps one name from his old criminal life hidden beneath the lining of his coat, because the person attached to it is the one bond he has never managed to abandon.

“He learned early that people rarely look closely at a man who appears tired, foolish, or half drunk.”
From their backstory
Background
Criminal

Connections

Species

Human

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