Name: PR070-PR1M3 - Proto-Prime.

HP: 256

Walking Speed: 20 ft + 20 ft + 10 ft = 40 ft

Armor Class: 10 + 5 + 6 = 21

Hit Dice: 1D12

Class: Wanderer: You are a wanderer, either by choice or by force, you have traveled the wasteland, watching good and evil attempting to take root but it's ultimately up to you to mark your own point of the wasteland.

Level: 20

EXP: ?

Race: Scrap Bot.

Subrace: Sentry Bot.

Background: None.

Alignment: True Neutral.

Bonus Proficiency: +6

Age: Unknown.

-Stats-

Strength: 15 + 2 + 2 = 19

-Modifier: +4

-Saving Throw: +4

Intelligence: 2 - 8 + 2 = 8

-Modifier: -1

-Saving Throw: -1

Charisma: 2 - 8 = 6

-Modifier: -2

-Saving Throw: -2

Dexterity: 2 - 15 + 2 = 15

-Modifier: +2

-Saving Throw: +2

Constitution: 3 + 15 + 2 = 20

-Modifier: +5

-Saving Throw: +5

Wisdom: 14 + 2 = 16

-Modifier: +3

-Saving Throw: +3

Skills-

Athletics(Strength): +4

Acrobatics(Dexterity): +2

Sleight of Hand(Dexterity): +2

Stealth(Dexterity): +2

Arcana(Intelligence): -1

History(Intelligence): -1

Investigation(Intelligence): -1

Nature(Intelligence): -1

Religion(Intelligence): -1

Animal Handling(Wisdom): +3

Insight(Wisdom): +3

Medicine(Wisdom): +3

Perception(Wisdom): +3

Survival(Wisdom): +3

Deception(Charisma): -2

Intimidation(Charisma): -2

Performance(Charisma): -2

Persuasion(Charisma): -2

*Features*

-Race-

—Ability Score Increase: Your Charisma score decreases by 2.

—Age: Scrap-bots have no set lifetime, continuing to live until either their programming or chassis critically fails.

—Alignment: Scrap-bots are bound to their programming,

—Size: Depends on subrace

—Speed: Depends on subrace

—Construct: Your type is Construct. Additionally, you are immune to the effects of all medical supplies except robot repair kits, and automatically succeed on all Constitution saving throws. You are immune to the poisoned condition and radiation.

—Machine Mind: As an action, you may switch off your personality matrix. You become immune to the charmed and frightened condition and your proficiency bonus gains a +1 bonus, but automatically fail any Intelligence, Wisdom, and Charisma checks and saving throws.

—Incredibly Awkward: Almost all wasteland armor was designed for a human wearer. To wear any armor, you must spend half of its cost to have it refitted for you, including power armor.

—Languages: You can speak, read, and write Common and one other language of your choice.

—Subrace: You must pick one of the following subraces:

—Sentry Bot—

—-Ability Score Increase: Your Constitution increases by +3.

—Size: Sentry bot scrap-bots are based off of pre-war sentry bots. You are Large.

—Speed: You have a movement speed of 20 feet.

—Treads: You roll across the wastes on a pair of tank-like treads. You are not affected by difficult terrain. When you move through a prone creature's space, you may spend 10 feet of movement as a bonus action to make an unarmed attack against them, dealing an additional 2d4 melee damage on a hit.

—Tank: Your natural AC is equal to 11 + your Constitution modifier + your proficiency bonus for all damage types. Armor being refitted for you costs twice as much. Additionally, you must take the Hulk trait.

—Piston Precision: You may use our Strength modifier to make ranged attacks.

*Class*

-Unlike Traditional Fifth Edition, Fallout does not use classes. Instead, it uses a perk-based system similar to feats. Use the following to build your character.

After assigning your ability scores, pick one type of weapon (Pistol, Rifle, Shotgun, Sub-Machine Gun, Heavy, Thrown, or Melee) and one damage type (Ballistic, Energy, Explosive, or Melee). When using a weapon that has either of the chosen features, you may add half your Proficiency modifier to attack rolls. If it has both, you may add your entire Proficiency bonus. Additionally, you gain proficiency in 2 skills of your choice. You may instead gain no proficiency in any weapons to gain proficiency in 2 additional skills. Next, you pick one common (Dexterity, Constitution, Wisdom) and one uncommon (Strength, Charisma, Intelligence) saving throw to gain proficiency in. Finally, each player must pick one of the following:

• 1. Big Brain: Your Intelligence and Dexterity increase by +2, you gain (1+ Int) proficiency of your choice, and your hit die is 1d4.

• 2. Light Frame: Your Dexterity increases by +3 and your hit die is 1d6.

• 3. Average Joe: Your hit die is 1d8.

• 4. Big Hoss: Your Dexterity decreases by -2 and your hit die is 1d10

• 5. Hulk: Your Intelligence and Dexterity decrease by -2, and your hit die is 1d12.

Your starting equipment should be discussed with your DM and personalized based on each player's proficiencies. Or not, because who are we to stop vou?

*Perks*

Each time you gain a level, on even-numbered levels, you may either gain proficiency in one skill or half-proficiency in 2 skills. on odd-numbered levels, gain proficiency in one weapon or damage type, and gain one of the following perks. Each perk can only be taken once unless otherwise stated:

-Intense Training: One ability score of your choice increases by +2, or two ability scores of your choice increase by +1, to a maximum of 20. You may take this perk up to 4 times.

-Super Slam!: As a bonus action immediately after a successful melee attack, you may make a shove attack against the same target.

-Strong Back: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

-Educated: You become proficient in 2 Intelligence skills. If you are already proficient in said skills, you gain expertise in them instead.

-Fear the Reaper: Every time you gain a level, you gain 4 less maximum hit points (minimum 1). You can take an additional perk this level and every other level after. You cannot take the Mutation perk.

-Sturdy: When you are reduced to 0 hit points, you may instead drop to 1. You may do this once, regaining use at the end of a long rest.

-Bloody Mess: You gain a bonus to damage rolls equal to half your proficiency bonus.

-More Criticals: You score a critical hit on a roll of 19-20.

-Extra Attack: When you take the Attack action, you may attack an additional time.

-In Shining Armor: You gain +2 AC against energy attacks.

*Additional Perks*

-Talent: You gain expertise in 1 skill that you already have proficiency in. Can be taken multiple times.

-Just That Good: You gain proficiency in 1 saving throw of your choice.

-Return Fire: When you take damage, you can use your reaction to make an attack against the source of it.

-Finesse: Your critical hit range increases by 1 (20 - 19-20 - 18-20, etc.)

-Constant Vigilance: When you roll for initiative, you may reroll, taking the higher result.

-Unstoppable Force: You gain a +4 bonus to your melee attack and damage rolls.

-Intense Training: One ability score of your choice increases by +2, or two ability scores of your choice increase by +1, to a maximum of 20. You may take this perk up to 4 times.

-Toughness: You have a number of points of Toughness equal to your level times your Constitution modifier. When you would take damage, you may spend points of Toughness to reduce the damage taken by an equal number. You regain all points of Toughness at the end of a long rest.

-Purifier: You may reroll damage, taking the higher roll, you would deal to monstrosities.

-Status Quid?: You may reroll damage, taking the higher roll, you would deal to Humans.

*Cyber Perks*

Cybernetic augmentation is very rare indeed but not unheard of. From Frank Horrigan to Kellogg, many characters can obtain access to bio-organic technology. Taking any of the following perks costs 100 caps and an expert with the ability and materials to apply the chosen cybernetic. Cybernetic perks may be gained outside of leveling from a skilled surgeon with the physical technology for 500 caps. Cybernetic perks must be retrofitted for 250 caps by a skilled technical expert for constructs, beasts, monstrosities, or aberrations to gain them at all.

-Wired Reflexes: You gain a +20 ft. bonus to your movement speed.

-Implant M-5: You gain a +10 ft. bonus to your movement speed.

-Implant C-13: You deal twice as much damage to Aberrations.

-Strength Implant: Your Strength score increases by +2.

-Dexterity Implant: Your Dexterity score increases by +2.

-Intelligence Implant: Your Intelligence score increases by +2.

-Wisdom Implant: Your Wisdom score increases by +2.

-Languages-

*Common.

*Deep Speech.

-Proficiency-

Armor:

Weapons: Heavy, Melee.

Tools:

Saving Throws: Strength, Dexterity.

Skills: Arcana, Investigation, Athletics, Acrobatics, Perception, Survival, Insight,

Damage Type: Ballistic, Energy, Explosive, Melee.

*Expertise*

-Athletics.

*Resistance*

*Immunity*

-Poisoned Condition.

-Radiation.