Baron Hannis Drelev

Alistair Cooper's page

284 posts. Alias of Edward Sobel.


Full Name

Captain Alistair Cooper

Race

| HP: 15/26 | AC: 16 (14 Tch, 12 Fl) | CMB: +2, CMD: 16 | F: +2, R: +9, W: +5 | Init: +6 | Perc: +8, SM: +9

Classes/Levels

| Speed 30 ft. | Grit 4/4 | Active conditions: Bless

Gender

Male CG human (Azlanti) Bard 2 / gunslinger (pistolero) 1

Size

M

Alignment

CG

Languages

Aslanti, Celestial, Common, Elven, Orc, Triaxian

Strength 11
Dexterity 19
Constitution 11
Intelligence 19
Wisdom 15
Charisma 17

About Alistair Cooper

Professor Alistair Cooper
image
Male human (Azlanti) bard 2/gunslinger (pistolero) 1
CG Medium humanoid (human)
Hero Points 1
Init +6; Senses Perception +8

Defense:

AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 26 (3 HD; 2d8+1d10)
Fort +2, Ref +9, Will +5; +4 vs. bardic performance, language-dependent, and sonic

Offense:

Speed 30 ft.
Melee
. . unarmed strike +2 (1d3 nonlethal)
Ranged
. . mwk revolver +7 (1d8/×4/range 80’) (7 shots before reloading) (Ammo: 21 shots)
Special Attacks bardic performance 9 rounds/day (countersong, distraction, fascinate [DC 14], inspire courage +1), deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (4)
Bard Spells Known (CL 2nd; concentration +5)
. . 1st ♦ ♦ (3/day)—lesser confusion (DC 14), cure light wounds, vanish [APG] (DC 14)
. . 0 (at will)—daze (DC 13), detect magic, ghost sound (DC 13), light, message, read magic, resistance

Statistics:

Str 11
Dex 19
Con 11
Int 19
Wis 15
Cha 17

Base Atk +2; CMB +2; CMD 16

Feats Extra Grit [UC], Gunsmithing [UC], Point-Blank Shot, Precise Shot

Traits hard to kill, mathematical prodigy, time lost

Skills

Acrobatics +8
Bluff +8
Craft (firearms) +10
Diplomacy +9 (versatile performance)
Escape Artist +9
Heal +8
Intimidate +8
Knowledge (arcana) +11
Knowledge (engineering) +12
Knowledge (local) +10
Knowledge (nature) +10
Knowledge (planes) +11
Knowledge (religion) +10
Perception +8
Perform (oratory) +9
Profession (teacher) +6
Sense Motive +9 (Versatile Performance)
Spellcraft +9
Stealth +8
Survival +7

Languages Aslanti, Celestial, Common, Elven, Orc, Triaxian

SQ bardic knowledge +1, gunsmith, hero points, paranoid, versatile performance (oratory)

mwk leather armor
mwk revolver
endless bandolier [UE]
Backpack
bedroll
belt pouch
gunsmith's kit [UC]
masterwork gunsmithing tools
mess kit [UE]
waterskin
3238 gp, 6 sp

TRACKED RESOURCES:

revolver ammo - 0/21
Grit Pool (4/day) - 0/4
Bardic Performance (9 rounds/day) - 0/9

Special Abilities:

Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 9 rounds/day) Your performances can create magical effects.
Deeds Use Grit to perform special abilities with your firearms.
Up Close and Deadly (Ex): At 1st level, Cooper hits a target with a one-handed firearm that is not making a scatter shot, he can spend 1 grit point to deal 1d6 points of extra damage on a hit. If he misses with the attack, he grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.
Gunslinger’s Dodge (Ex): At 1st level, Cooper gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, Cooper can drop prone to gain a +4 bonus to AC against the triggering attack. He can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, Cooper can remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if he spends 1 grit point to perform this deed, he can perform quick clear as a move-equivalent action instead of a standard action.
Grit (Ex) (4/day) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Paranoid Aid Another DC 15 for attempts to help you.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Versatile Performance (Oratory) +9 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Hard to Kill When Cooper is attempting a Constitution check to stabilize when dying, the penalty on the check is only half his negative hit point total instead of his full negative hit point total.
mathematical prodigy gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks.
time lost Cooper has a knack for knowing when to act a few instants in advance and gain a +2 trait bonus on Initiative checks. Also, once per adventure as an immediate action, he may use his strange link to the flow of space to force the GM to reroll a single d20 roll. He must declare the use of this ability immediately after the GM rolls the d20, but you can choose to do so after learning the results of the roll.


Notes: :
while most of Cooper’s spells and items are listed as standard pathfinder stuff, they actually are achieved by the various technological gadgets he carries, and while they function mechanically as the standard pathfinder abilities or spells or items, the visual effect is not as one would expect. For example: his revolver still conforms to the normal rules for such a weapon, (7 shots and misfire on a nat 1 and does 1d8 damage) it will look for like this and will fire what looks like laser blasts.

Backstory:

Cooper is from a distant planet in a star system that is located in the blood dagger constellation. His home world is Triaxsus located in what is commonly referred to in his home as the Azlanti Star Empire

Yes Azlanti, he is half blooded Azlanti, which means that while Azlanti blood flows in his veins, he is not a pure blood, (game terms, he is normal human, and Azlanti is no different that being say Varisian or Tien).

Cooper, was born on Triaxsus to a Triaxian mother and Azlanti father. His father used his status to ensure Cooper attended all the top schools within the Empire. And he was groomed to eventually become a fleet officer in the service of the Azlanti Star Empire. Until his true heritage was discovered. Out of respect for his father’s service to the Empire, and his influence with the Triaxian’s Cooper was reassigned to be governor of the Tiraxian colony and ensure regular mineral shipments were sent to the fleet.

Cooper began to see what it meant to be a colony of the empire, the Triaxian’s were nothing more than slave labor, to fuel the Empire in conquest. Cooper needed to do something, but he could not take on an entire fleet. Instead he used his knowledge of fleet tactics to orchestrate an escape. He set up many of the Triaxian’s with ships and prepared them for launch, while he acted as a distraction.

Long story short, he planted several bombs on the lead ship and convinced the crew they were under attack. In the confusion most of the Triaxian’s escaped. Cooper managed to slip on board an escape ship and headed into deep space. He activated the ship’s Drift Drive and (kind of like hyperspace). He emerged not far from where he is currently stranded. Several Azlanti ships tracked him and he was shot down. The ship crashed landed on the plant surface, and Cooper managed to get out before it exploded. He was now trapped on this new world.

That was four years ago now. Cooper has always been paranoid that the Azlanti hunters would still track him down. But if he could keep a relatively low profile here, perhaps he would be safe.

fear:

Cooper has seen far too many companions fall, either in battle or by other means. he holds friendship close to his heart, despite his rather flirtatious and carefree exterior. his fear is to loose someone close to him. the loss of a comrade is what he fears.

life goal:

he never had much of a life goal, taking each adventure as it came along, always wondering what lurks beyond the next bend. but if he did have one goal, it would be the finally find the right person to share his adventures with, possibly one much like him. one that can fill in the gaps that he has (or created).