Kevin Avery

Kevin is a quick-tempered, quick to the draw, and quick-thinking wanderer who’s traveled long and far across the globe for what he claims to be ‘a good time’. Armed with nothing but a Bayonet on his back, a bag of holding on his side and enough rebellious attitude to fill an auditorium, Kevin finds himself in Peregrine on the lookout for this ill-defined ‘good time’. What that means for the city at large remains to be seen...

Statistics
Skill Proficiencies: Acrobatics, History, Intimidation, Persuasion, Religion

Appearance
Kevin is a humanoid of average height, sporting a mildly toned yet slender build. He has a luxurious reddish brown set of hair, that’s a bit short on the front, but done up into a waist-High ponytail. His eyes are a deep navy blue, almost shimmering in a certain light. His face-while rather smooth, does have a rather nasty scar in the form of a claw mark going upwards from the right side of his face.

Attire
Kevin’s wardrobe doesn’t change much, what with it being the clothes on his back. His usual ensemble features a white tee topped by a light blue button-up shirt, and sporting a rather plain set of navy blue jeans. He also wears a resolute 3-pronged hair clip, in the colors of green, orange and blue.

Personality
Kevin is an ask questions first, shoot later kind of guy. Deep underneath the bravado, and the impatience he exhumes with each and ever snarky comeback lies the heart of a man with a strong sense of justice who invests himself in the matters of others, at least to a degree where he can form an unbiased opinion. Though, he does have a low attention span and is liable to wander off if he feels like it. That said, when he does make a judgemental call on a matter, he’s not subtle about it: after all, there’s no problem he feels like he can’t solve with just a little more daka. He’s also incredibly spry and energetic, being completely unable to sit still in the same room for even a few minutes without fidgeting, moving around, or just plain talking to himself or others. It’s not rare for him to hold grudges, and if he feels like there’s a score for him to settle, you know he’s gonna hound the matter until he feels the matter has been dealt with.

Drives and Obstacles
Goal(s): PARTAAAAAAAAY!

Motivations: Honestly, after a couple years of quiet, reserved travel, who wouldn’t want to metaphorically let down their hair? And where better than Peregrine? Course, a man has to earn his keep somehow....

Obstacles: Work? For money? Bleugh. Booo-ring! Gotta get it somehow, though...

Affiliations

 * Absolutely None: ”I was part of a pretty good group shindig at one point, but they all turned out to be party poopers.”

Romance

 * Justice: Somehow, Kevin has managed to procure a marriage license with his bayonet, Justice, and has the papers to prove it. Alas, he won’t show them to us at ObvDisWiki.com, and as such we can neither confirm nor deny the rumors.

Family

 * They’re dead: Them’s the brakes, kid.

Friends and Foes
Friends:


 * That’s a good joke: “But seriously, you try keeping track of friends after drifting so long.”

Allies:
 * That’s an even better one!: “Can’t say I have any of those lying around, either.”

Enemies:
 * That One Guy: You know who I’m talking about. Fuck that guy. Came crashing in harder than the popo on an unauthorized Teenager’s intimate get-together.

Acquired/Learned Abilities

 * Sharpshooter: Kevin has mastered ranged weapons and can make some pretty nice shots. Attacking at long range doesn’t impose disadvantage on his ranged attack rolls, his ranged attacks ignore 1/2 and 3/4 cover, and he can choose to take a -5 penalty to his attack roll in exchange for the attack dealing +10 damage if it hits.


 * Protective Ally: If Kevin is in 5ft of someone who’s about to take a blow that will reduce them to 0 HP, he is allowed as an out-of-turn reaction to step in and take damage in their place.


 * Holy Protection: A mysterious power surrounds Kevin, granting him the same benefits as Mage Armor. In addition, Kevin has a natural resistance to Radiant damage.


 * Guardian Angel: When suffering a blow that would normally bring Kevin down to 0 HP, he instead survives at 1 HP. Kevin can only activate this ability once per long rest.


 * Justified: Kevin has a weakness to dark-based attacks, however when hit by one, Kevin can add an extra 1d4 to any attack he makes after being dealt dark damage.

Gun Arts
With long swaths of practice and a very itchy trigger finger, Kevin is capable of tapping into a magical resource set into his trusty rifle. Using this, he’s able to cast all sorts of magic out through it in the form of bullets. He can fire these bullets at will, however the more intense their effect the more they heat the gun by a certain percent, and if it reaches 100% it will be unable to fire for a while. In addition, Kevin has a limited amount of rounds that he can fire in total before exhausting his supply. He has types of bullets: Attack, Recovery, Protection, and Status. He can hold a number of rounds equal to his Proficiency modifier plus half of his level rounded up, each. When all of his rounds are exhausted, he must take a long rest in order to replenish his stock.

Kevin's gun has a normal range of 80 feet and a long range of 240 feet and uses his Dexterity modifier for attacks and damage unless stated otherwise. If a target is outside of his normal range, he needs to roll to hit them at DC 10.

Some of Kevin's arts inflict statuses. The DC for these is 13 (8 + Kevin's Wisdom modifier + his Proficiency).


 * Natural Cooldown: The gun naturally cools down by 25% every round it goes unused not in use and takes 10 seconds to cool down from any percent 100 and above by 25%. Kevin can perform other actions while his gun cools down.


 * Cool Off: Kevin can spend an action manually cooling it down to cool it off faster. Cool Off cools the gun down by 50%, but only by 25% when the gun is overheating.


 * Bullet: 80/240 ft range. Kevin can still use his gun to fire bullets as normal for 1d10 + DEX piercing damage as an action. This does not cost any ammunition, nor does it interfere with his weapon or cooling.


 * Pearlshot: 60 ft range, heats the gun by 50%. As an action, Kevin shoots a small white sphere of energy out of the gun. On hit, a target takes 2d10 + WIS Radiant damage.
 * Pearlshot II: 60 ft range, heats the gun by 50%. As an action, Kevin readies a more powerful version of the base attack. His next turn, he can choose to release the attack, which deals 3d10 + WIS Radiant damage.


 * Heal Bullet: Heats the gun by 25% and costs 1 Recovery Round. As an action, a willing target within 60 feet recovers 1d8 + Kevin’s WIS modifier hit points. An unwilling target needs to be hit by rolling a gun attack to beat their AC.
 * Heal Bullet II: Heats the gun by 50% and costs 2 Recovery Rounds. Heals 2d8 + WIS hit points.
 * Heal Bullet II: Heats the gun by 75% and costs 4 Recovery Rounds. Heals 3d8 + WIS hit points.


 * Shield Bullet: Heats the gun by 25%, and costs 1 Protection Round. As an action, a willing target has their AC boosted by Kevin's Wisdom modifier for 1 minute. An unwilling target needs to be hit by rolling a gun attack to beat their AC.


 * Tranquilizer: Heats the gun by 25%, and costs 1 Status Round. Roll to hit. On a hit, the target makes a WIS Saving Throw against Kevin's status DC. If failed, the target falls asleep for 1 minute. A creature can use its action to shake the target awake.


 * Dia Spread: Kevin shoots an arching light that splits off into a rain of arrows. Heats the gun by 50%. As an action, up to 4 targets Kevin can see within 30 ft need to make Dexterity saving throws. On a failed save, they take 2d6 radiant damage.
 * Dia Spread: Heats the gun by 50%. As an action, Kevin readies a more powerful version of the base attack. His next turn, he can choose to release the attack. Up to 6 targets Kevin can see within 30 ft need to make Dexterity saving throws. On a failed save, they take 3d6 radiant damage.


 * Cure Bullet: Heats the gun by 50%, and costs 2 Recovery Rounds. A willing target is cured of any traditional status effect and is protected from being affected by any other status effects for up to 1 minute. An unwilling target needs to be hit by rolling a gun attack to beat their AC.


 * Shell Bullet: Heats the gun by 50%, and costs 2 Protection Rounds. A willing target is enveloped in a dazzling light that reduces damage from magical sources by an amount equal to 2 * his Wisdom modifier for 1 minute.


 * Smoking Gun: Heats the gun by 50%, and costs 1 Status Round. This bullet releases a thick cloud of smoke in a 10-ft. radius within range that Kevin can see. The area is heavily obscured for 1 minute, or until the smoke is dispersed.


 * Dispel Spread: This heats the gun by 75%, and costs 4 Attack Rounds. An an action, Kevin shoots a target with a round that disrupts magic. On hit, a target loses one 3rd level spell slot, or one of their next highest, and takes damage equal to a number of d4 * the level of the spell.


 * Regen Round: Heats the gun by 75%, and costs 4 Recovery Rounds. As an action, a willing target recovers 1d4 + WIS HP and continues to recover 1d4 HP per turn for 1 minute. An unwilling target needs to be hit by rolling a gun attack to beat their AC.


 * Haste Snipe: This heats the gun by 75%, and costs 4 Protection Rounds. As an action, a willing target’s speed is doubled, gains 2+ AC, has advantage on Dexterity saving throws, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. The effect lasts 1 minute. When the effect ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. An unwilling target needs to be hit by rolling a gun attack to beat their AC.


 * Metal Slug: Heats the gun by 75%, and costs 4 Status Rounds. As an action, Kevin fires a bullet that slows the flow of time for a target. On hit, a target’s speed is halved, they take a -2 penalty to AC and Dexterity Saving Throws, can’t use reactions, can either take only an action or bonus action, and can’t take more than one Melee attack per turn for 1 minute.


 * Holy Beam: Heats the gun by 100%, and costs 6 Attack Rounds. As an action, Kevin fires a large beam out of his rifle that hits any targets in a straight line up to 60 ft. away. Targets in the area need to make a Dexterity saving throw. The attack deals 6d8 damage, halved on a successful save.


 * Phoenix Blast: Heats the gun by 100%, and costs 6 Recovery Rounds. As an action, up to 4 unconscious targets within 30 feet regain 4d8 hit points, or if they have died within the last minute are revived with 1 HP. This Ether Bullet can’t revive anyone that has died of old age, nor restore missing body parts.


 * Guardian Missile: Heats the gun by 100%, and costs 6 Protection Rounds. As an action, a willing target is granted the effects of Shield Bullet and Shell Bullet. Additionally, non-magical damage they take is reduced by an amount equal to 2 * Kevin's Wisdom modifier. These effects last 1 minute. An unwilling target needs to be hit by rolling a gun attack to beat their AC.


 * Banishing Blunt: This heats the gun by 100%, and costs 6 Status Rounds. Kevin shoots a bullet that banishes a target to another plane of existence. On hit, the target needs to make a Charisma saving throw. On a failure, it is banished and suffers the following effect. If the target is native to the plane it’s on, it’s sent to a harmless demiplane for 1 minute. If it’s not, it’s sent back to the plane it originates from.

Skills

 * General Skills: Kevin’s wandered around enough his whole life to pick up a few things. See skill proficiencies under Statistics.

Weaknesses

 * Too Hot to Handle: Should the gun reach 150%, it becomes too hot for Kevin to hold, and he’ll be forced to drop it. It’ll have to cool down automatically or be manually cooled down below 100% before Kevin can pick it back up.


 * Bring the heat: Anytime Kevin takes 10 or more fire damage, the heat for his gun instantly increases by 25%. If he takes 20 or more, this increased to 50%, and so on. This cannot heat up the gun more than 200% in a round.


 * Aw, yeah, that’s my Jam!: The gun can be jammed. I couldn’t think of a better pun for this one-

Key Items

 * Pearl: A small pearl set into a slot on Justice. Apparently, it acts as the gun’s Arcane Focus.


 * Hairclip: A pretty green/orange/blue hairclip that Kevin wears on his hair at all times. It seems to hold special meaning for him...

Weapons

 * Justice: An affectionately-named navy-blue Bayonet that Kevin has on his person at all times. Attacking with the combat knife uses DEX and deals 1d6 piercing damage.

Other Equipment

 * Crossroads Communicator Mk 2^80: It’s a pretty handy phone.


 * Bag of Holding: Perfect for holding all of life’s mementos!

Inventory

 * None: Or it might be a lot! A lot of what Kevin carried on his person are mementos of little to no note.

Biography
Aw, geez, now you’re asking for my life story? Sorry, bub, but that’s on a need to know basis. And I hardly think you need to know!

[SOUNDS OF GUNFIGHTING ESCALATING]

Points of Interest
Former Homes: ???

Former Jobs: ???

Gallery
