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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: 19
Height: 5' 5''
Weight: 110 lbs.
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: Kondo Shonen School of Toei, 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...
<Known Associates Rundown>
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: Gunslinger
One-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: Striker

Sub Role: Controller

["Race" Features]
She humans, but will use 4e Elves as a base.
Ability scores: +2 Dexterity, +2 Intelligence or +2 Wisdom
Size: Medium
Speed: 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 Accuracy
With an instant of focus, you take careful aim at your foe and strike with amazing
accuracy.
Encounter
Free Action

Personal

Trigger: You make an attack roll and dislike the result.


Effect: Reroll the attack roll. Use the second roll, even if its lower.

[Class Features]
Willpower
The power of friendship and your own heroic struggle against evil can enhance your
attacks. At the start of the day you have 2/4/6 (per tier). Willpower and gain another one
for free for after every battle. The max amount of willpower you can have depends on

your level. Other anime-type events such as your friends falling in combat, recovering
from unconcious, becoming bloodied can bestow Willpower. The DM and you can figure
this out.
Level 1: 3 Willpower
Level 6: 4 Willpower
Level 11: 5 Willpower, Can now spend 2 Willpowers at once.
Level 16: 6 Willpower
Level 21: 7 Willpower, Can now spend 3 Willpowers at once.
Level 26: 8 Willpower
Level 30: 9 Willpower
In General, you can also spend 1 Willpower to gain to re-roll attack rolls. You can spend
2 Willpower at paragon to re-roll with a bonus equal to your Dexterity modifier and 3
Willpower at epic for two re-rolls with a bonus Equal to your Dexterity modifier.
First Strike
At the start of any encounter you gain combat advantage against any creature that has not
yet acted in combat.
Gun-Fu Fighting Style
You 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 Preperation
After 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.
Grenade Range: 15/30 squares.
Frag: 1d10 damage dice, Adds Explosive Keyword
Willpower: Spend 1 Willpower to deal full damage to all creatures adjacent to the
target. Spending 2 Willpower increases the target area to an area burst 2 and spending 3
Willpower into an area burst 3.
Flashbang: 1d4 damage dice, Adds Radiant Keyword
Willpower: Spend 1 Willpower to make the target take -1/2 your Charisma
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, blind and deafen the target
(save ends).
Incenerary: 1d6 damage dice, Adds Fire Keyword
Willpower: Spend 1 Willpower per tier to add 5 + Charisma Modifer ongoing
damage (save ends) for each amount you spend.
Cryo: 1d4 damage dice, Adds Cold Keyword
Willpower: 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 stun the target.
Bullet Dance
You 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.
Rainstorm
At-Will

Martial, Weapon

No Action

Ranged Weapon

Trigger: You hit with an attack during your turn on a creature you have combat advantage
against.
Target: One creature
Level 11: One or two creatures
Level 21: One, two or three creatures
Effect: 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 attack roll 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 Advantage
If 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 Advantage
You 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 Dance
The 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: Hawkeye
Combat advantage now gives you a +3 bonus instead of the usual +2.

Level 10: Brutal Accuracy


You deal 3 + Charisma modifer extra damage when you hit with the re-roll
supplied to you by Deadly Accuracy.
Level 11: Trick Step
Any attack or utility power that allows you to move, shift or fly your speed's
distance is increased by 2. Once per round when an attack misses you, you may shift one
square.

[At-Wills]
Better Twin-Strike
You 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

Standard Action

Martial, Weapon
Melee or Ranged Weapon

Target: One or two creatures


Attack: 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 Shot
You 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, Weapon

Standard Action

Ranged or Melee weapon

Target: One creature


Special: Shift 1 square before or after you attack.
Attack: Dexterity vs. AC
Hit: 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, Weapon

Immediate Interrupt

Melee or Ranged weapon

Trigger: You or an ally is attacked by a creature


Target: The attacking creature
Attack: Dexterity vs. AC
Hit: 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 Western

They 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
Minor Action

Martial, Weapon
Ranged weapon

Trigger: You or an ally is attacked by a creature


Target: The attacking creature
Attack: Dexterity vs. Reflex
Hit: 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-Capper

You 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

Standard Action

Martial, Weapon
Melee or Ranged weapon

Requirement: You must be wielding two melee weapons or a ranged weapon.


Targets: One or two creatures
Attack: Dexterity vs. AC, two attacks
Hit: 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 Strike

Twin Strike, but way better in every way. Why wouldn't you bust this badboy out?
Daily

Martial, Weapon

Standard Action

Melee or Ranged weapon

Targets: One or two creatures


Attack: 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, Weapon

Standard Action

Close burst 3

Target: Each enemy you can see in the blast


Attack: Dexterity vs. Reflex
Hit: 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 Stopper
A barrage of powerful, brutal missles or grenades burst out from your satchel and home onto
your enemies leaving no remainder.
Daily

Martial, Weapon

Standard Action

Ranged Weapon

You 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 Targets
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity damage.
Miss: Half damage.
Level 19: 3[W] + Dexterity modifier damage. One, Two, Three, Four or Five Targets
Level 29: 5[W] + Dexterity modifier damage. One, Two, Three, Four, Five, Six or Seven
Targets

[Utility Moves]
Level 2: Jet Nitro
The jet-pack on your back is your constant companion for bringing the brutal pain in the air.

Encounter

Martial

Free Action

Personal

Targets: You
Effect: Whenever you move or shift you can instead fly the exact same amount of squares until
the end of your next turn. You must land at the end of your turn or fall straight down.
Level 11: You can use Jet Nitro twice before it goes into it's 3 turn cooldown. If you have
another use of Jet Nitro the next turn then you do not have to land and can chose to hover instead.
Level 21: You can use Jet Nitro as an at-will power and can stay in the air indefinetly. Of
course, free actions can only be done once at your turn, but indefinetly on other creature's turns.
Level 6: Trickster
Just as the enemy thinks they've finally close in on your gunslinging ass, you leap away in style
making their efforts futile.
Encounter

Martial

Immediate Reaction

Melee 1

Prerequisite: You must have training in Acrobatics.


Trigger: An enemy enters a square adjacent to you.
Target: The triggering enemy
Effect: 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

Martial

No Action

Personal

Trigger: 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.

[Paragon Path]
Valkryie

Grenade Mastery (11th Level): Your non-frag grenades now inflict their secondary effects to
adjacent targets. You can also mix two grenade types together, combining their properties and
secondary effects when preparing them. It deals the amount of damage as the grenade with the
lowest damage dice. Doing this counts as preparing two grenades.
To activate the effects you only have to spend 1/2/3 Willpower per tier. For example:
When using a Frag+Flashbang, spending 1 Willpower allows you to deal full damage to adjacent
creatures from the Frag and give the penalty to attack rolls from the Flashgang.
Level 11: Twosome Time
You always find a way to attack more than once. Multi-attack powers. A minor action. Your
enemy attacking you or your allies. Time to add your ally attacking, even on a miss, to the list.
Encounter

Martial, Weapon

Immediate Reaction

Ranged weapon

Trigger: An ally makes a ranged attack or an area attack


Target: One creature attacked by your ally
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage.
Level 21: 4[W] + Dexterity modifier damage.
Level 12: Let the Good Times Roll
The thrill of a fallen opponent allows you to access to access another AP for maximum OP. I
didn't even have to change this power from the book much! Pairs great with your striker feature
for the delicious mowing down of all your foes.
Encounter

Martial

Free Action

Personal

Trigger: One of your ranged attacks drops an enemy to 0 hit points or fewer
Effect: You can shift your speed. You also gain an action point that you must spend before the end
of your next turn.
Level 20: FILLER!
No one will survive.
Daily

Minor Action

Martial, Weapon
Ranged weapon

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