Name: Loki
HP: 1117
Speed: 30 ft
Armor Class: 16 + 9 + 1 + 2 = 28
Hit Dice: 1D10
Class: Soldier: The Soldier is a tough warrior, able to deal with a range of combat situations. The Soldier gets improved health and has the widest selection of weapons. No one is tougher or more effective at taking down enemies with gunfire.
Subclass: Gladiator: Gladiators are pure-combatants, focused on winning at all costs and being nearly impossible to take down.
Subclass: Nanobreaker: Your body has been impoved by the use of nanotechnology. You can do things with your naked body people in power armor carrying heavy weapons would only dream off.
Level: 50
EXP: ?
Race: Unshackled A.I: An Artificial Intelligence (AI) is a self-aware computing system capable of learning and independent decision making. Creation of a conscious Al requires adaptive code, a slow, expensive education, and a specialized quantum computer called a "blue box"
Subrace: LOKI: One of the "easiest" solutions to deploying an unshackled Al is to attach its blue box to an existing mech. LOKI mechs are an effective and cost-affordable solution.
Background: Crewman.
Alignment: Chaotic Good.
Bonus Proficiency: +14
Age: 128
-Stats-
Strength: 1 + 15 + 2 + 2 + 3 + 2 + 1 = 30
-Modifier: +10
-Saving Throw: +10
Intelligence: 2 + 14 + 2 + 2 + 1 + 1 = 22
-Modifier: +6
-Saving Throw: +6
Charisma: 8 + 4 + 4 = 16
-Modifier: +3
-Saving Throw: +3
Dexterity: 15 + 2 = 17
-Modifier: +3
-Saving Throw: +3
Constitution: 15 + 3 + 3 + 3 + 4 = 28
-Modifier: +9
-Saving Throw: +9
Wisdom: 8
-Modifier: -1
-Saving Throw: -1
Skills-
Skills-
Athletics(Strength): +10
-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): +3
-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): +3
-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): +3
-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): +3
-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): +6
-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): +6
-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): +6
-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): +6
-Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion(Intelligence): +6
-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): +6
-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): +6
-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): +6
-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): +3
-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): +3
-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): +3
-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): +3
-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
-Age: Al Lifespans can technically be infinite, but, like any software, they are prone to bit rot and need routine maintenance. Their level of "maturity" depends on the developer and neural model. Most are "born" fully mature.
-Alignment: If you are still following your programming you would be lawful with morality based on your purpose. If you have a glitch in your programming you might be chaotic.
-Size: Al size is largely dependent on the housing hardware; however, hardware that is too large can cause unintentional power drain on the blue box. Thus, Al hardware tends to fall within standard humanoid range. Your size is Medium.
-Speed: Your speed is determined by your hardware chosen below.
-Sentry Mode: When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
-Synthetic Construct: As a synthetic creature you gain the benefits and detriments of not being composed of biological material. Your creature type is synthetic and you cannot be the target of any power, item, or feature that indicates an organic target. You gain the following:
• You are immune to psychic and poison damage
• You are immune to disease and the poisoned condition
• You are vulnerable to lightning damage.
• Being stabilized requires a successful DC 10 Intelligence (Engineering) or Intelligence (Electronics) check instead of Wisdom (Medicine)
• You do not need to eat, drink, or breathe.
• You do not need to sleep.
-Ability Score Increase: +1 to one ability score that isn't Intelligence
-Speed: Your base walking speed is 12 meters.
-Advanced Optics: Your optic sensors have two additional optic modes: darkvision 24m (60ft) and infrared vision 24m (60ft). You can toggle these modes on or off (or between the two as a bonus action.
-Energy Pulse: Your hands can discharge electrical pulses and are considered natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal 1d8 lightning damage instead of the bludgeoning damage normal for an unarmed strike. In addition, a target hit by this attack can't take reactions until the start of its next turn.
-Perfect Disguise: You are indiscernible from other LOKI mechs and can calibrate your voice to make it unreadable and void of emotion. You have proficiency in Deception.
-Self Destruct: If you have less than half your hit points remaining, you can use your reaction to initiate a self-destruct sequence. If you do so, each creature within 4 meters of you must make a Dexterity saving throw. The DC of this saving throw is equal to 15 plus your proficiency bonus. On a failed save, a creature suffers fire damage equal to 8d6 + your remaining hit points, or half as much on a successful save. Then, you drop to 0 hit points and suffer one death saving throw failure.
After you use your this trait, you cannot do so again until you've successfully reinstalled your explosive devices. The process takes 4 hours and 5,000 credits worth of explosives.
-Swarm Tactics: Your underlying LOKI programming is built on swarming enemies with superior numbers. Once per turn, you have advantage on an attack roll against a creature if at least one of your allies is within 2 meters of the creature and the ally isn't incapacitated.
*Class*
-Soldier-
-Fighting Style: At 1st level, choose a fighting style from the list below.
Carnage. When you roll a 1 or 2 on a damage die for an attack you make with a shotgun, you can reroll the die and must use the new roll.
-Combat Powers: At 1st level, you know three combat powers of your choice from the soldier power list. You learn additional combat powers of your choice at higher levels, as shown in the Combat Powers column of the Soldier table.
Instead of learning a new combat power, you may instead learn the advanced version of a combat power you already know.
-Adrenaline Rush: You can inject yourself with a shot of adrenaline, pushing yourself beyond your normal limits for a moment. At 2nd level, you can take one additional action this turn on top of your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.
-Ability Score Increase: When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.
-Extra Attack: Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
-Tactical Reload: By 7th level, you're so familiar with guns that reloading them is nothing more than muscle memory. When you take the Attack action on your turn, you can use one of your attacks to reload a weapon your are wielding.
-Indomitable: At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.
-Extra Attack (2): Beginning at 11th level, you can attack three times instead of once whenever you take the Attack action on your turn
-Indomitable (2): At 13th level, you can use Indomitable twice between long rests
-Indomitable (3): At 17th level, you can use Indomitable three times between long rests.
-Adrenaline Rush (2): Starting at 17th level, you can use Adrenaline Rush twice per short rest but not more than once in a single turn.
-Extra Attack (3): Beginning at 20th level, you can attack four times instead of once whenever you take the Attack action on your turn.
*Subclass*
-Gladiator-
-Fighting Spirit: Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.
The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
-Vengeance: Starting at 7th level, you can overcome grievous injuries. When you would make a death saving throw, you can instead spring back to your feet with a burst of adrenaline. You immediately stand up (if you so choose), and you regain hit points equal to half your hit point maximum. Then, you may draw any weapon you are carrying, choose a target a creature within that weapon's normal range, and make 2 attacks with the weapon.
If the target creature is the same one that reduced you to 0 or fewer hit points, you have advantage on both attack rolls.
Once you use this feature, you can't use it again until you finish a long rest.
-Tireless Spirit: Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use
-Additional Fighting Style: At 10th level, you can choose a second option from the Fighting Style class feature.
Defense. +1 AC.
-Rapid Strike: Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
-Strength before Death: Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
-Nanobreaker-
-Nanite Combat: Also 3rd level, your hardening nanomachines let your bare handed attacks strike as hard as gunshots. Your unarmed strikes deal 1d8 damage when you're unarmored and not using a Riot Shield. You can chose to use your Strength or your Dexterity modifier for these attacks, but you must use the same modifier for both rolls.
You can use your bonus action when making an attack roll with unarmed strikes to make another unarmed strike
-Nanite Armor: At 3rd level, your nanomachines harden in response to physical trauma, protecting you from physical damage. When you aren't wearing any armor and not using a Riot Shield, your AC is equal to 12+ your Constitution Modifier.
In addition, you can install mods into your own person. Doing so costs twice as much omni-gel as it would normally cost to install an armor mod normally, and you can't use credits for this process. You can install 2 chest mods, one helmet mod, one arm mod and one leg mod.
-Nano Shielding: At 7th level, your nanomachines emit an electromagnetic field strong enough to project a shield around you. You gain a special kind of shield, with shield points equal to your Soldier level. These shields are not considered vulnerable to Lightning damage, and melee weapons do not bypass it. Every turn at the beginning of your turn, you recover your Proficiency modifier shield points, even if you attacked in the previous round.
Your Nanite Armor's AC is now 13+ Con Modifier.
-Hardened: At 10th level, your nanomachine advancements make you even more resilient to trauma, allowing you to hit harder and last longer.
When not wearing armor or wielding a shield, you gain resistance to bludgeoning, slashing and piercing damage.
• Your unarmed strikes now deal 2d8 bludgeoning damage instead of 1d8
• Your Nanite Armor's AC is now 14+Con Modifier
-Tank Through: At 15th level, your nanomachines can resist wounds that would kill off most normal people. You can chose to use your reaction to halve an attack's damage aimed against you.
Your Nanite Armor's AC is now 15+ Con Modifier
-Nanite Apotheosis: At 18th level, your nanoamchines are so adapted to you you couldn't fathom living without them. In turn, they make you more than superhuman in combat.
• Whenever you're conscious and below half your hit point maximum, regain 5 + Con hit points per turn until you are at or above half of your hit points.
• Your speed increases by 6 meters
• Your long jump and high jump distance triples
• Your unarmed attacks deal 1d8 extra damage. This extra damage is either Fire, Lightning or Force damage, and you can change it when you take a long rest.
• Your Nanite Armor's AC is now 16+ Con modifier.
*Extra*
*Free*
-Blue Box Ejection: You have taken the necessary precautions to protect your blue box, should your hardware fail. Gain the following (if you have selected the Hologram hardware, your Emitter gains the following instead):
• Your blue box is a Tiny object that weighs a few kgs (~ 5lbs). It is equipped with some basic optic input, aural output devices, and a walking speed of 6 meters.
• Instead of making a death saving throw you may eject your blue box from your hardware. While ejected you can see and speak, but can take no other action except the Help, Hide, or Dash action. Whenever you would suffer damage you take 1 death saving throw failure instead. If you suffer three death saving throw failures, your blue box is irreparable and you die.
• You can be reinstalled in a replacement hardware with 8 hours of work and a DC 15 Intelligence (Electronics) check. The cost and/or availability of the replacement hardware is at the GM's discretion.
-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.
-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
-Nerves of Steel: Traveling the galaxy has exposed you to violence and cruelty, been deceived and seen almost every trick in the book. Not much can make you flinch anymore. You gain the following benefits and features:
• You have advantage on all saving throws made to resist becoming charmed, frightened, and stunned.
• While charmed, frightened, or stunned, you can use a bonus action on your turn to repeat the saving throw to end the effect.
This saving throw is not made with advantage.
-Melee Gunner: You've trained extensively in utilizing your gun as a melee weapon.
• Increase your Strength score by 1, to a maximum of 20.
• The damage of your gun strikes increases to 1d6.
• You can engage in two-weapon fighting when wielding a two-handed ranged weapon if one of the attacks is a gun strike or made with an omni-tool weapon.
*Boon*
-Boon of Fortitude: Your hit point maximum increases by 40.
-Boon of Invincibility: When you take damage from any source, you can reduce that damage to 0. Once you use this boon, you can't use it again until you finish a short rest.
-Boon of Resilience: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
-Languages-
*Common.
-Proficiency-
Armor: Light Armor, Medium Armor, Heavy Armor
Weapons: Assault Rifles, Heavy Pistols, Melee, Shotguns, SMGs, Sniper Rifles
Tool: None
Skills: Acrobatics, Athletics, Stealth, Electronics, Engineering, Deception,
Saving Throws: Strength, Dexterity
-Resistance-
*Non Magical Bludgeoning Damage.
*Non Magical Slashing Damage.
*Non Magical Piercing Damage.
*Lightning Damage.
-Immunities-
*Psychic Damage.
*Poison Damage.
*Poisoned Condition.
*Diseased Condition.
-Vulnerabilities-
*Lightning Damage.
-Items: 15
*Weapons*
-M-300 Claymore.
M-300 Claymore
RARE SHOTGUN
43,500
Two-handed | Hip Fire | Heavy I Recoil
DAMAGE
3d8 piercing
RANGE
(4/8m)
HEAT
1
WEIGHT
9
-M-96 Mattock
UNCOMMON ASSAULT RIFLE
14.500
Double Tap | Two-handed
DAMAGE
1d8 piercing
HEAT
15
WEIGHT
3
RANGE
(48/144m
-M-6 Carnifex
RARE HEAVY PISTOL
34.500
Double Tap 1 Light
DAMAGE
1d8 piercing
HEAT
10
RANGE
(36/108m)
WEIGHT
2
-Reaper Blackstar
SPECTRE HEAVY WEAPON
132,500 CREDITS
Charges: 1
As an Attack, choose a creature within 120 meters that you can see and begin targeting. If you remain targeting until the start of your next turn, fire a sub-atomic particle beam at the target, dealing 15d10 necrotic damage. This weapon counts as a Small Reaper Tech and can cause creatures to become indoctrinated.
*Equipment*
-Galaxy of Fantasy Link
COMMON TOOL (GAMING SET)
250 CREDITS
A massively multiplayer extranet role-playing game based on turian mythology. It has over 11 billion players. The recently released expansion Waters of Kolono dominated sales charts and adds 200-300 hours of gameplay. Skilled players can earn favors by gathering and trading virtual valuables
*Bodily Programming Equipment*
-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
-Threat_
RARE OMNI-TOOL PROGRAM
Your omni-tool powers a specialized VI whose purpose is to detect incoming threats and identify them for the user. This data appears as audio and visual warnings on the user's HUD and gives the user +1 to their AC and all Saving Throws.
-Quantum_
RARE OMNI-TOOL PROGRAM
Your omni-tool is equipped with a highly experimental quantum device. You can spend a bonus action to designate an open space within 60 meters, and instantly teleport there
You project one invisibly small molecule into that space, which is quantum entangled with a molecule in your armor. Sending an energy current through the device will re-unite the molecules instantly, effectively teleporting you to your designated location.
The device is then offline until the end of your next long rest.
-Double_
RARE OMNI-TOOL PROGRAM
While this program is Active, you can use a bonus action to re-route a third of your omni-tool's processing power to your armor's mobility servos, dramatically increasing your speed. Your walking speed increases by 12 meters, and any attack of opportunity made against you is made at disadvantage. This effect lasts 10 minutes, and can only be activated once per long rest.
(this re-route wasn't intended by any armor manufacturer, the recovery time allows the omni-tool to scan and repair the abuse electronics within the armor.)
-Active_
UNCOMMON OMNI -TOOL PROGRAM
The user's omni-tool diverts energy to coat their armor in color-adaptive hard light, using data obtained from the suit's micro-sensors. While not making the wearer truly invisible, this adaptive camouflage helps the user blend into any environment.
Wisdom (Perception) checks made to see you have disadvantage and you have advantage on Dexterity (Stealth checks made to hide. You can use a free action to toggle this effect on or off.
*Armor(Person) Modifications*
-Asymmetric Defense Layer
RARE ARMOR MOD
50.000
+2 AC
PLACEMENT
Chest
AVAILABLE FOR
All armor
-Barrier
RARE ARMOR MOD
24.000
The armor contains a mass effect barrier with 3 barrier ticks. You cannot use these additional barrier ticks for biotic powers, they are only for damage reduction. The barrier ticks recharge after a short rest.
PLACEMENT
Chest
AVAILABLE FOR
All armor
-Cleats
UNCOMMON ARMOR MOD
15,000
Resistance to lightning
PLACEMENT
Legs
-EC Counter
RARE ARMOR MOD
22,000
Whenever you are hit with a melee attack, the attacking creature takes 2d4 lightning damage and must succeed on a DC 10
Constitution saving throw or becomes stunned until the start of your next turn. This effect can only happen once per round (every 6 seconds).
PLACEMENT
Arms
AVAILABLE FOR
All armor
-Voice Modulator
COMMON ARMOR MOD
12.000
+2 to Persuasion and Intimidation checks
PLACEMENT
Head
• BOOKMARK
AVAILABLE FOR
All armor
*Combat Powers*
-Ballistic Blades.
LEVEL cantrip
CASTING TIME
Attack
PRIMES/DETONATES
ATTACK TYPE
Ranged Attack
DURATION
RANGE (AREA)
12m
DAMAGE/EFFECT damage
Fire a salvo of blades at a target creature or object you can see within range. Make a ranged weapon attack, you add your proficiency bonus to this roll. On a hit, the target takes 2d12 piercing damage.
You must spend a short or long rest reloading the armquard before you can this ability again.
This feature's damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), 17th level (8d12)
-Beehive.
LEVEL cantrip
CASTING TIME
Attack
DURATION
Instant
RANGE (AREA)
Self (6m A)
PRIMES/DETONATES
ATTACK TYPE
DEX Save
DAMAGE/EFFECT damage
Draw and fire your antipersonnel cannon, colloquially called "the beehive". It ejects superheated shrapnel in a 6-meter cone, originating from you. Each creature caught in the blast must make Dexterity saving throw. The DC of this saving throw is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, a creature takes 3d6 piercing damage or half as much damage on a successful one.
You must spend a short or long rest reconfiguring the cannon to use it again.
This feature's damage increases by 2d6 when you reach 5th level (5d6), 11th level (7d6), 17th level (9d6)
-Flak Cannon:
LEVEL cantrip
CASTING TIME
Attack
DURATION
Instant
RANGE (AREA)
12m (4m ()
PRIMES/DETONATES
ATTACK TYPE
DEX Save
DAMAGE/EFFECT damage
englaires
As an Attack action, you load and fire krogan-designed shells that burst into shrapnel upon impact. Choose a target location within range. Each creature in a 4-meter-radius sphere centered on the point of impact of the shell must make a Dexterity saving throw (DC 8 + proficiency bonus + DEX modifier). A target takes 2d6 piercing damage on a failed save, or half as much damage on a successful one.
You have 3 charges of Flak Cannon. You regain all of your charges on a long rest.
This feature's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), 17th level (8d6)
-Havoc Strike:
LEVEL cantrip
CASTING TIME
Attack
DURATION
Instant
RANGE (AREA)
10m (2m (
PRIMES/DETONATES
ATTACK TYPE
DEX Save
DAMAGE/EFFECT damage
Use a propulsion jet built into your leg armor to spring to a location within 10 meters and strike the ground with violent force.
Each creature within a 2-meter radius of where you land must make a Dexterity saving throw (DC 8 + proficiency bonus + STR modifier). On a failed save, a creature takes 2d8 thunder damage or half as much on a successful one.
You can use this feature twice between short or long rests.
This feature's damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), 17th level (8d8).
-Hawk Missile Launcher:
LEVEL cantrip
CASTING TIME
Bonus Action
DURATION
Instant
RANGE (AREA)
60m
PRIMES/DETONATES
ATTACK TYPE
DAMAGE/EFFECT damage
gos tea
Activate your personal shoulder cannon: The Hawk Missile Launcher. This attack automatically hits a target within range dealing 3d6 thunder damage.
You can use the Hawk Missile Launcher once per short rest.
This feature's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), 17th level (12d6).
-Hex Shield:
LEVEL cantrip
CASTING TIME
Bonus Action
DURATION
Instant
RANGE (AREA)
Self (2m \
PRIMES/DETONATES
ATTACK TYPE
DAMAGE/EFFECT protection
Toss a portable shield generator onto the ground in front of you. It generates 2-meter tall and wide, hexagon-shaped shield with 5 AC and 50 shield points.
As long as the Hex Shield has shield points, it provides full cover to creatures behind it.
Hex shield regains all shield points when you finish a long rest.
-Tactical Scan:
LEVEL cantrip
DURATION
1 minute
RANGE (AREA)
36m
PRIMES/DETONATES
ATTACK TYPE
DAMAGE/EFFECT debuff
Spend your action scanning a creature you can see, studying its movement and revealing weaknesses. Make a Wisdom (Insight) check, contested by the target's Charisma (Deception) check. On a success, you have advantage on attack rolls against the target and you score a critical hit on a roll of 19 or 20.
This benefit lasts 1 minute or until you successfully use this feature against a different target.
-Turbo Charge:
LEVEL cantrip
DURATION
1 turn
RANGE (AREA)
Self
PRIMES/DETONATES
ATTACK TYPE
DAMAGE/EFFECT buff
Activate a subroutine that temporarily vents weapon heat through vour armor to improve thermal clip efficiency and weapon damage. Until the end of your turn, a ranged weapon you're holding gains Burst Fire, the heat cost for making a Burst Fire attack is reduced by 1 heat, and you may make a Burst Fire attack as an Attack action.
You must finish a short or long rest before using Turbocharge again.
