Name: N3X-35 - Nexes

HP: 186

Walking Speed: 20 ft - 5 ft + 20 ft + 10 = 45 ft

Armor Class:

Hit Dice: 1D10

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: Protectron.

Background: None.

Alignment: True Neutral.

Bonus Proficiency: +6

Age: Unknown.

-Stats-

Strength: 2 + 15 + 2 = 19

-Modifier: +4

-Saving Throw: +4

Intelligence: 2 - 8 = 6

-Modifier: -2

-Saving Throw: -2

Charisma: 2 - 8 = 6

-Modifier: -6

-Saving Throw: -6

Dexterity: 15

-Modifier: +2

-Saving Throw: +2

Constitution: 2 + 15 + 2 = 19

-Modifier: +4

-Saving Throw: +4

Wisdom: 14

-Modifier: +2

-Saving Throw: +2

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): +2

Insight(Wisdom): +2

Medicine(Wisdom): +2

Perception(Wisdom): +2

Survival(Wisdom): +2

Deception(Charisma): -1

Intimidation(Charisma): -1

Performance(Charisma): -1

Persuasion(Charisma): -1

*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:

—Protectron—

—-Ability Score Increase: Your Strength and Constitution increase by +2, your Intelligence decreases by -2.

—-Size: Protectron scrap-bots are based off of pre-war protectrons. You are Medium.

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

—Processor Shell: Your chassis has a thick protective shell to protect all of its vital components. The first critical hit scored against you becomes a normal hit.

You regain use of this feature each time a robot repair kit is used on you.

*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:

-Police Laser: You gain a laser pistol with the light property installed into your head.

-Fireman Protocol: You gain a cryolator with the light property in one of your hands. You can not be disarmed of this weapon, and may wield objects and weapons with the hand as if it were not holding a cryolator.

-Carapace: Your processor shell extends to cover your entire body. You gain 1 additional use of Processor Shell. While you have both uses remaining, all of your ACs gain a +1 bonus.

-Tank!: You may use Strength instead of Dexterity when calculating your AC. However, you move like a tank, and you lose 5 feet of your movement speed.

-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.

-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.

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

-Mysterious Stranger: On a critical hit, roll a number of d6 equal to your proficiency bonus. On a roll of 5 or 6, you deal an additional 10 damage. You can not benefit from this perk again for 1 minute.

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

-Heavy Hitter: Your unarmed strikes deal 1d6+your Strength modifier.

*Additional Perks*

-Iron Fist: Your unarmed strikes deal an additional 1d4 damage.

-Paralyzing Palm: As a bonus action immediately after a successful unarmed attack, you may make an additional unarmed attack, causing the target to become stunned until the beginning of your next turn on a hit.

-Pit Fighter: Any damage or radiation you take gains a -1 penalty (minimum 1). You may take this perk up to three times.

-Pit Fighter: Any damage or radiation you take gains a -1 penalty (minimum 1). You may take this perk up to three times.

-Pit Fighter: Any damage or radiation you take gains a -1 penalty (minimum 1). You may take this perk up to three times.

-Stonewall: As a reaction, you can halve your movement speed on your next turn to gain resistance to Melee damage and advantage against effects that would force you to become prone.

-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.

-Plasma Spaz: While you are wielding an Energy weapon, it gains the Automatic property.

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

-Covering Fire: You may make opportunity attacks with ranged weapons at disadvantage.

*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.

-Languages-

*Common.

-Proficiency-

Armor: Light.

Weapons: Pistol, Melee

Tools: None

Saving Throws: Strength, Constitution, Dexterity

Skills: Athletics, Perception, Acrobatics.

Damage Type: Energy, Melee, Ballistics, Explosive.