Name: Jumann Zurbana
HP: 606
Speed: 30 ft
Armor Class: 11 + 10 = 21
Hit Dice: 1D8
Class: Engineer: The Engineer is a tech specialist, able to quickly and easily manipulate the environment with specific talents, and repair or modify technical equipment.
Subclass: Biohacker: Your experiments with machines have transcended beyond just electronics and weapons. To you, the ultimate expression of technology, and your love letter to what you do, comes from within. You learned how to improve your own body to be the ultimate expression of your technological expertise
Subclass: Drone Jockey: A drone jockey forms a bond with their mechanical companion, giving it a body, name and increasing its potency on the battlefield.
Level: 50
EXP: ?
Race: Salarian: Salarians are a warm-blooded amphibious species from a jungle known as Sur'Kesh. The salarian possess a super-charged metabolism which causes them to function at a much higher speed than other species while requiring less rest. Additionally, they have an exceptional capability for observation, recollection, and innovation. They are constantly tinkering, experimenting, inventing, and researching and value intelligence and knowledge above all else.
Background: Scrapper:
Alignment: Chaotic Good.
Bonus Proficiency: +14
Age: 25
-Stats-
Strength: 15 + 1 + 4 = 20
-Modifier: +5
-Saving Throw: +5
Intelligence: 2 + 15 + 2 + 1 + 3 + 3 + 1 + 1 + 1 + 1 = 30
-Modifier: +10
-Saving Throw: +10
Charisma: 10
-Modifier: 0
-Saving Throw: 0
Dexterity: 1 + 15 + 2 + 2 + 3 + 3 + 4 = 30
-Modifier: +10
-Saving Throw: +10
Constitution: 12 + 2 + 3 + 3 + 2 = 22
-Modifier: +6
-Saving Throw: +6
Wisdom: 8
-Modifier: -1
-Saving Throw: -1
Skills-
Skills-
Athletics(Strength): +5
-Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
• You try to jump an unusually long distance or pull off a stunt midjump.
• You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
Acrobatics(Dexterity): +10
-Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
Sleight of Hand(Dexterity): +10
-Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
Stealth(Dexterity): +10
-Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
Vehicle Handling(Dexterity): +10
-If you're driving a vehicle you're familiar with, the GM might ask you to make a Dexterity (Vehicle) check to make a difficult maneuver or avoid heavy weapon fire, crash land, or weave between traffic. However, if you are unfamiliar with a vehicle, the GM would require a Wisdom (Vehicle Handling) check to see if you can pilot the vehicle at all.
Arcana(Intelligence): +10
-Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
History(Intelligence): +10
-Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
Investigation(Intelligence): +10
-When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
Nature(Intelligence): +10
-Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion(Intelligence): +10
-Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
Electronics(Intelligence): +10
-Your Intelligence (Electronics) check covers attempts to hack or interface with computer systems, such as when you're trying to open locked doors and containers, turn off cameras, override controls, etc.
Engineering(Intelligence): +10
-Your Intelligence (Engineering) check covers your knowledge of machines and mechanical devices. In most cases it determines your ability to repair devices. But you might also use it to spot weaknesses in mechanical defense systems, spot potential vehicle failures before they happen, or find expensive parts in space salvage.
Science(Intelligence): +10
-Your Intelligence (Science) check measures your ability to make useful connections and correlations based on the wealth of knowledge that can be found on the exonet. In a sense, it measures your 'scientific mindset'. A GM might ask for a check when encountering unknown flora or fauna, assessing the geology of an alien world, or analyzing natural or unnatural phenomena.
Animal Handling(Wisdom): -1
-When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
Insight(Wisdom): -1
-Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
Medicine(Wisdom): -1
-A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Perception(Wisdom): -1
-Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are ores lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
Survival(Wisdom): -1
-The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
Deception(Charisma): 0
-Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
Intimidation(Charisma): 0
-When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
Performance(Charisma): 0
-Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
Persuasion(Charisma): 0
-When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
-Features-
*Race*
-Ability Score Increase: +2 Intelligence, +1 Dexterity
-Age: Salarians have an extremely high metabolism that causes a short life span. Salarians rarely reach over 40 years of age.
-Alignment: Salarians can have dubious morals, especially when it comes to experiments and advancing technology. Neutrality is a common alignment for salarians
-Size: Salarians are tall with elongated bodies, with a height between 180 and 210 cm (6 to 7 feet), yet a weight below 100 lbs. Your size is Medium.
-Speed: Your base walking speed is 12 meters.
-Amphibious: Can breathe both air and water.
-High-Speed Metabolism: Salarians don't need to sleep for as long as other species. Instead, their unique biology requires that they only need to sleep for 1 hour a day to gain the same benefit that a human does from 8 hours of sleep. Because of this, salarians only need 4 hours for a long rest.
-Photographic Memory: Whenever you make an Intelligence (Engineering, Electronics, History, or Science) check to recall information, add twice your proficiency bonus even if you are not proficient in that skill.
-Twice as Bright: You gain proficiency in two skills of your choice and two tools or kits of your choice.
Whenever you make an ability check with one of the chosen skills or tools from Twice as Bright, roll a d4, and add the number rolled to the check's total.
*Class*
-Engineer-
-Drone: As an Action, spend 1 tech point to summon one of the following drones: assault, combat, defense, disruption, recon, or rocket. The stat blocks for the drones can be found in the bestiary.
When summoned, the drone has additional hit points equal to twice your engineer level. Whenever the drone makes a saving throw, damage or healing roll, add your proficiency bonus to the roll. Whenever the drone attacks, apply your proficiency bonus instead of the drone's to the roll.
You have complete control over the drone. Any hacking attempts on the drone are rolled against your Intelligence, not the drone's.
The drone has its own turn in the initiative order, which occurs immediately following your turn.
The drone lasts 1 minute or until its hit points become 0 or lower.
-Engineer's Efficiency: Starting at 3rd level, you're able to optimize a basic tech power. Choose one of the following tech powers: Cryo Blast, Incinerate, or Overload. You always have this power prepared. You may cast a 1 tech point version of this power without expending any tech points. If you cast the power at a high level, you must spend all tech points as normal.
You can prepare the advanced version of the selected power at the cost of 1 prepared power.
At 11th level, you can cast a 2 tech point version of this power without expending any tech points.
With 8 hours of programming your omni-tool, you can exchange the selected power with either Cryo Blast, Incinerate, or Overload.
-Ability Score Increase: When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
-Recharge (1d4): Beginning at 7th level, you've created a small reserve battery for your omni-tool, allowing you to regain some spent tech points. Once per long rest, you can spend 1 minute cycling the power of your omni-tool gaining tech points equal to 1d4 + your Intelligence modifier. Your total tech points cannot exceed the tech points column for your engineer level (as indicated on the engineer progression table).
-Recharge (1d6): At 11th level, when you use your recharge feature, you gain tech points equal to 1d6 + your Intelligence modifier.
-Improved Efficiency: At 11th level, you can cast a 2 tech point version of your selected Engineer's Efficiency power without expending any tech points
-Recharge (1d8): At 15th level, when you use your recharge feature, you gain tech points equal to 1d8 + your Intelligence modifier.
-Invention: At 20th, you create an invention. Work with your GM to decide on what the invention should be. Some ideas include a drone upgrade (weapon, armor, shield, etc), a new power, an improved omni-tool battery, etc.
*Subclass*
-Biohacker-
-Metabolic Boost: At 2nd level, your body has been implanted with machines that help your survival. You gain 2 extra hit points, and every time you gain an engineer level, you receive 1 extra hit point.
-Brain Boost: At 2nd level, you gain Expertise with either Engineering or Medicine.
-Muscular Boost: At 6th level, the implants along your body supplement your physical strength. When you make an attack that uses Strength, you instead can choose to use your Intelligence for both the attack and damage roll. If you do so for a melee attack, you can add half of your proficiency bonus and half of your intelligence bonus again to the damage roll.
-Marrow Boost: At 10th level, you gain immunity to the poisoned condition and to poison damage. Additionally, whenever you spend a hit die, you can add your Intelligence modifier to the number of hit points you recover for each hit die roll.
-Improved Muscular Boost: At 14th level, when you use your Intelligence modifier on a melee attack roll, you now add your full proficiency modifier and your full Intelligence modifier to the roll. Your speed also increases by 4 meters.
-Peak Performance: At 18th level, your Constitution score increases by 2, and it's cap also increases by 2. When you take the attack action that would use your Intelligence for the attack and damage roll, you can attack twice.
-Drone Jockey-
-Drone Companion: At 2nd level, you've learned to construct a drone companion. With 8 hours of work and the expenditure of 5000 credits worth of materials, you augment one of your drone's VI into a rudimentary Al, then create a synthetic body, transferring the Al into the body.
Choose one of the following drones: assault, combat, defense, recon, rocket. It gains the following:
• The drone companion loses its Multiattack action, if it has one.
• The drone companion loses its vulnerability to lightning damage.
• The drone companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. It has advantage on saving throws against any ability that tries to influence its actions.
• Your drone companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a drone companion also adds its proficiency bonus to its AC and to its damage rolls.
• Your drone companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws.
• For each level you gain after the 2nd, your drone companion gains an additional hit die and increases its hit points 1d8 (or 5) + its constitution modifier.
• Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature unless its description specifies otherwise.
• Your companion shares your alignment and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The Engineer who created me is a beloved companion for whom I would gladly give my life."
If your drone companion is ever slain, 8 hours of work and the expenditure of 2500 credits worth of materials, can create a new body and replicate the Al from a backup.
You can still summon a temporary drone using your tech points.
-Coordinated Attack: Beginning at 6th level, you and your drone companion form a more potent fighting force. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make an attack.
-Drone's Defense: At 10th level, your companion gains 10 shield points and 5 regen. Additionally, while your companion can see you, it has advantage on all saving throws.
-Assault Protocol: At 14th level, your companion can use its action to make an attack against each creature within 2 meters of it or each creature within 2 meters of you. It makes a separate attack roll for each target.
-Drone's Defense: At 18th level, your companion gains 10 shield points and 5 regen. Additionally, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it.
*Extra*
*Free*
-Alert: Always on the lookout for danger, you gain the following benefits:
• You can't be surprised while you are conscious.
• You gain a +5 bonus to initiative.
• Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
-Fast Learner: You are extremely apt to learn new skills. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• If you spend at least 1 hour with a creature, you can learn from it a new proficiency. The interaction must be peaceful and the creature must have the proficiency you are intending to learn. You can choose between the following: one tool proficiency, one skill proficiency, or proficiency with one specific weapon. You retain the proficiency until you decide to change it for another, using the same process. This is considered light activity.
-Synthetic Healer: You've practiced in repairing and patching synthetics, gaining the following benefits:
• You have advantage on Intelligence (Engineering) and Intelligence (Electronics) checks to stabilize synthetic creatures.
• You can use your action to expend an omni-gel and create 10 charges of a fast-acting, conductive Epoxy.
• As an action, you can spend one epoxy to tend to a synthetic creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's level. The creature can't regain hit points from this feat again until it finishes a short or long rest.
-Wealth of Knowledge: Your grasp of random factoids knows no bounds.
• Increase your Intelligence score by 1, to a maximum of 20.
• You have advantage on the first Intelligence-based skill check you make after a short rest.
-STG Training: The Special Tasks Group is trained to run every step and action through potential outcome scenarios for the best possible result.
• Increase your Intelligence or Dexterity score by 1, to a maximum of 20.
• Whenever you make a Dexterity check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
*Boon*
-Boon of Skill Proficiency: You gain proficiency in all skills.
-Boon of Fortitude: Your hit point maximum increases by 40.
-Boon of Irresistible Offense: You can bypass the damage resistances of any creature.
-Languages-
*Common.
-Proficiency-
Armor: Light Armor, Medium Armor
Weapons: Heavy Pistols, Melee,
Tool: Armorsmith's Workbench, Tinker's Tools, and Weaponsmith's Workbench
Skills:[All] Electronics, Engineering(Expertise), Medicine, Science, and Vehicle Handling, Survival, Investigation.
Saving Throws: Constitution, Intelligence
-Immunities-
*Poison Damage.
*Poisoned Condition.
-Items: 15
*Armor*
-Cerberus Nightmare Boots.
SPECTRE LIGHT ARMOR, LEGS
21,950
Nightmare armor is worn by Cerberus Phantoms expecting long-range conflicts. Powerful capacitors deliver punishing energy to the Phantom's weapons, and circulating coolant in its gloves allows for more shots before a given thermal clip overheats. The remaining energy focuses on shield strength and regeneration time to help survivability.
• Walking speed increased by 6 meters.
SET BONUS
• (2 of 4): +1 bonus to melee attack and damage rolls.
• (3 of 4): +1 bonus to melee attack and damage rolls.
• (4 of 4): +1 bonus to melee attack and damage rolls.
-Cerberus Nightmare Chestplate.
SPECTRE LIGHT ARMOR, CHEST
64,875
Nightmare armor is worn by Cerberus Phantoms expecting long-range conflicts. Powerful capacitors deliver punishing energy to the Phantom's weapons, and circulating coolant in its gloves allows for more shots before a given thermal clip overheats. The remaining energy focuses on shield strength and regeneration time to help survivability.
• 10 shields (regen 10).
• +4 thermal clip capacity.
SET BONUS
• (2 of 4): +1 bonus to melee attack and damage rolls.
• (3 of 4): +1 bonus to melee attack and damage rolls.
• (4 of 4): +1 bonus to melee attack and damage rolls
-Cerberus Nightmare Gloves.
SPECTRE LIGHT ARMOR, ARMS
43,200
Nightmare armor is worn by Cerberus Phantoms expecting long-range conflicts. Powerful capacitors deliver punishing energy to the Phantom's weapons, and circulating coolant in its gloves allows for more shots before a given thermal clip overheats. The remaining energy focuses on shield strength and regeneration time to help survivability.
• Equipped weapons have increased heat equal to twice the weapon's base heat.
SET BONUS
• (2 of 4): +1 bonus to melee attack and damage rolls.
• (3 of 4): +1 bonus to melee attack and damage rolls.
• (4 of 4): +1 bonus to melee attack and damage rolls.
-Cerberus Nightmare Helmet:
SPECTRE LIGHT ARMOR, HEAD
21,950
Nightmare armor is worn by Cerberus Phantoms expecting long-range conflicts. Powerful capacitors deliver punishing energy to the Phantom's weapons, and circulating coolant in its gloves allows for more shots before a given thermal clip overheats. The remaining energy focuses on shield strength and regeneration time to help survivability.
• +1 bonus to melee weapon attack and damage rolls.
SET BONUS
• (2 of 4): +1 bonus to melee attack and damage rolls.
• (3 of 4): +1 bonus to melee attack and damage rolls.
• (4 of 4): +1 bonus to melee attack and damage rolls.
*Weapons*
-Executioner Pistol.
SPECTRE HEAVY PISTOL
63,000
DAMAGE
2d12 piercing
HEAT
RANGE
(36/108m)
WEIGHT
2
-Monomolecular Blade:
COMMON MELEE
8,500
Versatile | Finesse
DAMAGE
1d10 slashing
RANGE
2m
HEAT
WEIGHT
1
Versatile (2d6)
-Bladed Wrist Guards:
UNCOMMON ARMOR MOD
5,000
When you are hit with a melee attack, deal 1d6 piercing damage back at the attacker.
*Equipment*
-Tinker's Tools:
COMMON TOOL (ARTISAN)
3,000 CREDITS
Tinker's tools include a variety of hand tools, wires, scraps of metal, batteries, microcircuit boards, adhesives, paint, and a pouch that can hold up to 10 omni-gel canisters.
-Weaponsmiths Workbench:
COMMON TOOL (ARTISAN)
6,000 CREDITS
All the necessary tools to work with weapons.
-Auxiliary Shield Emitters:
UNCOMMON ARMOR MOD
8,000
Increase your shield regen by 5.
-Personal Shield Generator V c type:
VARIES DEVICE
VARIES CREDITS
A personal shield generator that can provide shields when operators aren't wearing armor. If you are wearing multiple items that provide shields (i.e., a personal shield generator and armor or two personal shield generators), you decide which shield capacity and regen values to use. You must use the capacity and regen values from the same item
*Mods*
-Cranial Trauma System:
UNCOMMON WEAPON MOD
8.000
Roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged attack made with this weapon.
-Focus Modulator:
UNCOMMON ARMOR MOD
40.000
As a bonus action, you choose a creature you can see within 36 meters. For the next minute, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception or Wisdom (Survival) check you make to find it. You can use this feature 3 times per long rest.
-Asymmetric Defense Layer:
RARE ARMOR MOD
50.000
+2 AC
*Omnitool Programs*
-Trace_Signal_ :
UNCOMMON OMNI-TOOL PROGRAM
While this program is Activated, the user is hidden from long-range sensors. You cannot be targeted by any tracking device that functions by receiving a tracking device's signal, and targeting lasers cannot pinpoint your precise location, giving you advantage on any saving throws against Heavy Weapons that require Targeting to fire.
*Tech Powers*
Spell Save DC: 8 + 14 + 10
Spell Attack Modifier: 14 + 10
*1st*
-B.E.C Field:
LEVEL
1st
CASTING TIME
Action
PRIMES/DETONATES
ATTACK TYPE
DURATION
1 hour
DAMAGE/EFFECT buff
RANGE (AREA)
Self
You generate a Bose-Einstein Condensate field around your armor that acts to entangle incoming attacks on a quantum level. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this power using a power slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
-Cryo Blast:
LEVEL
1st
CASTING TIME
Action
DURATION
Instant
RANGE (AREA)
48m (2m
PRIMES/DETONATES
ATTACK TYPE
STR Save
DAMAGE/EFFECT debuff
Fire a mass of supercooled, subatomic particles that explode in a 2-meter-radius sphere centered on a point within range Each creature within the sphere has its movement reduced by 4 meters until the start of your next turn and must make a Strength saving throw. On a failed saved, a creature becomes frozen until the start of your next turn. A target with shield points has advantage on this saving throw.
If the blast strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 15 centimeters over an area 12 meters. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your power save DC to break free.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the radius of the blast increases by 2 meters for each slot level above 1 st.
-Decoy:
LEVEL
1st
CASTING TIME
Action
DURATION
1 minute
RANGE (AREA)
12m
PRIMES/DETONATES
ATTACK TYPE
DAMAGE/EFFECT control
Summon a holographic copy of yourself at a location within range. Until the power ends, the decoy moves with you and mimics your actions. You can use your action to dismiss the decoy. Each time a creature targets you with an attack during the power's duration, it must first make a Wisdom (Perception) check. On a failure, a creature attacks the decoy. On a success, the creature ignores the decoy, attacks you, and no longer needs to pass the Wisdom check to target you
-Energy Drain:
LEVEL
1st
CASTING TIME
Action
PRIMES/DETONATES
Detonates
ATTACK TYPE
Ranged Attack
DURATION
Instant
DAMAGE/EFFECT damage
RANGE (AREA)
60m
Cycle your omni tool, sapping electromagnetic energy from a creature you can see within range. Make a ranged power attack against the target. On a hit, the target takes 3d6 lightning damage, and you regain shield points equal to half the amount of lightning damage dealt.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
-First Aid:
LEVEL
1
CASTING TIME
Action
ATTACK TYPE
DURATION
Instant
DAMAGE/EFFECT
heal
RANGE (AREA)
Touch
Inject a friendly, organic creature with nanobots that reduce pain and heal internal injuries. The creature gains hit points equal to 1 d8 + your powercasting ability modifier.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the healing increases by 2d8 for each slot level above 1st.
-Incinerate:
LEVEL
1st
CASTING TIME
Action
ATTACK TYPE
Ranged Attack
DURATION
Instant
DAMAGE/EFFECT damage
RANGE (AREA)
48m
Hurl a high-explosive, plasma round at a creature or object within range. Make a ranged power attack against the target. On a hit, the target is primed: fire until the end of your next turn and takes 2d10 fire damage. A flammable object hit by this power ignites if it isn't being worn or carried.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 2d10 for each slot level above 1st.
-Invasion:
LEVEL
1st
CASTING TIME
Action
DURATION
© 1 minute
RANGE (AREA)
24m (6m ()
PRIMES/DETONATES
ATTACK TYPE
CON Save
DAMAGE/EFFECT damage, debuff
Unleash a VI-controlled machine swarm at a creature or object within range. Two swarms then spread from that target to as many as two other targets, each of which must be within 6 meters of the first target. A target can be a creature or an object and can be targeted by only one of the swarms.
A target must make a Constitution saving throw. On a failed save, the target takes 1d8 psychic damage and has disadvantage on attack rolls until the power ends. A creature affected by the swarm can use its action to make a Constitution check against your power save DC. On a success, it breaks free of the swarm.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 1d8 and the range the swarms can spread increases by 2m for each slot level above 1st.
-Neural Shock:
LEVEL
1st
CASTING TIME
Action
DURATION
Instant
DAMAGE/EFFECT debuff
RANGE (AREA)
60m
Flash an ion laser at an organic creature within range. The creature makes a Charisma saving throw. On a failed save, the creature has disadvantage on melee and ranged attack rolls and can't take reactions until the end of its next turn.
-Overload:
LEVEL
1st
PRIMES/DETONATES
Primes (lightning)
CASTING TIME
Action
ATTACK TYPE
DEX Save
DURATION
Instant
DAMAGE/EFFECT damage
RANGE (AREA)
48m
Unleash an electrostatic discharge at a creature or object within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 6 meters of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target becomes primed: lightning until the start of your next turn and must make a Dexterity saving throw. The target takes 3d6 lightning damage on a failed save, or half as much on a successful one.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
-Poison Spray:
LEVEL
1st
CASTING TIME
Action
PRIMES/DETONATES
ATTACK TYPE
CON Save
12m
DURATION
Instant
DAMAGE/EFFECT damage
RANGE (AREA)
2m
Shoot an aerosol spray of noxious chemicals from your omni tool at a creature within melee range. The creature must succeed on a Constitution saving throw or take 2d12 poison damage and becomes poisoned until the end of your next turn.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 2d12 for each slot level above 1st.
-Salvo:
LEVEL
1 st
PRIMES/DETONATES
Detonates
CASTING TIME
Action
ATTACK TYPE
DURATION
Instant
DAMAGE/EFFECT damage
RANGE (AREA)
60m
Create three glowing darts of plasma. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 radiant damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At Higher Levels. When you cast this power using a power slot of 2nd level or higher, the power creates two more darts for each slot level above 1st.
*2nd*
-Electric Slash:
LEVEL
2nd
CASTING TIME
Action
PRIMES/DETONATES
Detonates
DURATION
Instant
RANGE (AREA)
Self (8m A)
DAMAGE/EFFECT damage
Fabricate an electrified whip that lashes out in front of you in an 8-meter cone. Each creature must make a Constitution saving throw. On a failed save, a creature takes 6d6 lightning damage or half as much damage on a successful one.
At Higher Levels: When you cast this power using a power slot of 3rd level or higher, the damage increases by 2d6 for each power slot above the 2nd.
-Submission Net:
LEVEL
2nd
CASTING TIME
Action
DURATION
1 minute
RANGE (AREA)
36m (4m|
PRIMES/DETONATES
ATTACK TYPE
DEX Save
DAMAGE/EFFECT control
Shoot a swarm of miniature pylons to a target location within range. Each creature within a 4-meter-radius, 4-meter-high cylinder of the target location must make a Dexterity saving throw. Any creature that fails the saving throw is trapped in an electrified net, becoming restrained and cannot cast tech powers.
Until the power ends, the area is considered difficult terrain. A creature that enters the cylinder for the first time on its turn or ends its turn there must also make the Dexterity saving throw.
A creature restrained by submission net may use its action to make a Strength (Athletics) check against your power save DC to escape the net. On each attempt, the creature takes 1d6 lightning damage as it struggles against the net. On a success, the creature is no longer restrained.
At Higher Levels: When you cast this power using a power slot of 3rd level or higher, increase the radius of the net by 2 meters for each power slot about the 2nd
-Unity:
LEVEL
2nd
PRIMES/DETONATES
CASTING TIME
Action
ATTACK TYPE
DURATION
Instant
DAMAGE/EFFECT heal
RANGE (AREA)
36m
Spawn a swarm of healing nanobots that heal allies. Up to six organic creatures of your choice that you can see within range regain hit points equal to 1 d6 + your powercasting ability modifier.
At Higher Levels: When you cast this power using a power slot of 3rd level or higher, the healing increases by 2d6 for each slot level above 2nd.
*3rd*
-A.I Hacking:
LEVEL
3rd
CASTING TIME
Action
DURATION
© 1 minute
RANGE (AREA)
36m
PRIMES/DETONATES
ATTACK TYPE
INT Save
DAMAGE/EFFECT control
Target a synthetic creature within 36 meters. It must succeed on an Intelligence saving throw or it becomes Hacked (it is considered charmed and can't use powers or abilities). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
On its turn, the hacked creature attacks the closest creature hostile to the power caster, making a ranged weapon attack or melee attack if it does not have a weapon. If there are no hostile creatures within range, the hacked creature uses its turn to dash towards the closest hostile creature.
Each time the hacked creature takes damage, it makes a new Intelligence saving throw against the power. If the saving throw succeeds, the power ends
At Higher Levels. When you cast this power using a 4th-level power slot, the duration is concentration, up to 10 minutes.
When you use a 5th-level power slot, the duration is concentration, up to 1 hour.
-Cryo Beam:
LEVEL
3rd
CASTING TIME
Action
DURATION
Instant
RANGE (AREA)
Self (8m
PRIMES/DETONATES
ATTACK TYPE
STR Save
DAMAGE/EFFECT damage
Blast a continuous stream of liquid hydrogen from your omni tool in an 8 meters long by 2 meters wide line. Each creature in the beam must make a Strength saving throw. On a failed save, a creature takes 5d8 cold damage and then becomes frozen until the start of your next turn. On a successful save, a creature takes half as much damage and isn't frozen by this power.
Creatures with at least 1 shield point have advantage on this saving throw.
A creature must also make the saving throw when it enters the beam's space for the first time on a turn or ends its turn there.
At the start of your turn, you may spend your action and 1 additional tech point to continue casting the beam. Your movement speed is 2 meters while casting it in this manner. The power ends if you become incapacitated.
At Higher Levels: When you cast this power using a power slot of 4th level or higher, the damage increases by 2d8 and the length of the beam increases by 2 meters for each slot level above 3rd.
-Flamethrower:
LEVEL
3rd
CASTING TIME
Action
DURATION
Instant
RANGE (AREA)
Self (8m A)
PRIMES/DETONATES
Primes (fire)
ATTACK TYPE
DEX Save
DAMAGE/EFFECT damage
Overload your omni-tool's acetylene torch, spewing flames in front of you. Each creature within an 8-meter cone is primed: fire until the start of your next turn and must make a Dexterity saving throw. A creature takes 6d10 fire damage on a failed save or half as much damage on a successful one.
At the start of your turn, you may spend your action and 1 additional tech point to continue casting this power. Your movement speed is 2 meters while casting it in this manner. The power ends if you become incapacitated.
At Higher Levels: When you cast this power using a power slot of 4th level or higher, the damage increases by 2d10 for each slot level above 3rd.
-Sentry Turret:
LEVEL
3rd
CASTING TIME
Action
DURATION
1 minute
RANGE (AREA)
2m
PRIMES/DETONATES
ATTACK TYPE
DAMAGE/EFFECT summon
Construct a sentry turret (stats can be found in the bestiary) in an unoccupied space within 2 meters. You have complete control over the turret. Any hacking attempts on the turret are rolled against your Intelligence, not the turret's.
The turret has its own turn in the initiative order, which occurs immediately following your turn.
The turret lasts until its hit points become 0 or lower or until you use a bonus action to destroy it.
At Higher Levels: When you cast this power using a power slot of 4th level or higher, the turret deals an additional 1d6 piercing and 1 d6 radiant damage with its mass accelerator machinegun and gains 10 additional hit points for each power slot above the 3rd.
