Name: Urdnot Ulzar
HP: 1366
Speed: 30 ft
Armor Class: 12 + Con
Hit Dice: 1D12
Class: Vanguard: Vanguards are feared for their high-risk high-reward combat style, closing quickly on enemies and destroying them at close range with weapons and biotic abilities. They are outfitted with L5 implants, enabling them to perform a biotic charge that strikes the opponent with incredible force while closing distance.
Subclass: Shock Trooper: Shock troopers like to fight up close and personal, using charge to dash around the battlefield and ripping enemies apart with shotgun blasts.
Subclass: Warp Gunner:
Level: 50
EXP: ?
Race: Krogan: The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and an overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. The end result is that they destroyed their homeworld in a nuclear war that reduced their species into primitive warring tribes.
Background: Urchin.
Alignment: Chaotic Neutral.
Bonus Proficiency: +14
Age: 455
-Stats-
Strength: 15 + 2 + 2 + 3 + 3 + 1 + 4 + 1 + 1 = 30
-Modifier: +10
-Saving Throw: +10
Intelligence: 8 + 3 = 11
-Modifier: 0
-Saving Throw: 0
Charisma: 8 + 3 = 11
-Modifier: 0
-Saving Throw: 0
Dexterity: 14 + 2 = 16
-Modifier: +3
-Saving Throw: +3
Constitution: 15 + 2 + 4 + 4 + 2 + 4 = 30
-Modifier: +10
-Saving Throw: +10
Wisdom: 15 + 2 + 3 + 4 = 24
-Modifier: +7
-Saving Throw: +7
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.
Arcana(Intelligence): 0
-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): 0
-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): 0
-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): 0
-Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
Religion(Intelligence): 0
-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.
Animal Handling(Wisdom): +7
-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): +7
-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): +7
-A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
Perception(Wisdom): +7
-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): +7
-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 Constitution, + 1 Strength
-Age: Krogan can live well over a thousand years due to their natural hardiness.
-Alignment: Krogan are highly predisposed towards chaos, as their culture is violent, selfish, and brutal. While evil is more common among krogan, those of good and neutral alignments do exist among them
Good krogan especially find it difficult to thrive in Tuchanka and krogan society.
Size
-Krogan stand at over 2 meters tall (~7') and weigh close to 400 pounds. Your size is Medium.
-Speed: Your speed is not reduced by wearing armor. Your base walking speed is 12 meters.
-Blood Rage: When you are reduced to 0 hit points but not killed outright, you can choose to not fall unconscious and enter a blood rage instead. When you enter your blood rage, you lose concentration on any powers you are maintaining
The blood rage lasts for 1 minute. It ends early if you regain hit points or if your turn ends and you haven't attacked a hostile creature or taken damage since the end of your last turn.
For the duration, you are immune to being charmed or frightened and the only Action you may take is either Attack or Dash. You continue to make death saving throws as normal and damage causes death saving throw failures. However, no amount of success or failures cause you to stabilize or die until blood rage ends. Additionally, when you would receive a death saving throw success you may, instead, remove a death saving throw failure, or vice versa.
When blood rage ends, if you have four or more death saving throw failures, you die. Otherwise, you fall unconscious.
Once you use this feature, you can't use it again until you finish a long rest.
-Natural Armor: When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A held shield's benefits apply as normal while you use your natural armor.
-Nutrient Hump: Your large shoulder humps store fluids and nutrients, enabling you to survive extended periods without food or water. You can go twice as long without food or water before you suffer exhaustion.
-Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
-Thick Frontal Plate: Your frontal plate is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d6 + your Constitution modifier, instead of the damage normal for an unarmed strike.
-Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
*Class*
-Vanguard-
-Fighting Style: At 1st level, choose a fighting style from the list below.
Brawler. Add your proficiency bonus to your melee attack damage rolls
-Barrier: As an action or bonus action, you create a biotic barrier around you that reduces incoming damage and fuels certain biotic abilities.
You gain barrier ticks equal to the Barrier Ticks column shown on your class progression table. Your total barrier ticks cannot exceed the amount listed in the Barrier Ticks column of your class progression table, and any barrier ticks gained in excess of this number are lost.
Whenever you would take damage while barrier is active, remove 1 barrier tick and reduce the damage by 1d8. Then, apply any remaining damage to other hit pools like tech armor, shields, temporary hit points, or hit points.
Barrier lasts 1 minute. It ends early if you are knocked unconscious or have no barrier ticks remaining. You can also end barrier at any time as a free action. When Barrier ends, you lose any remaining barrier ticks.
Once you have used barrier the maximum number of times for your combined Adept, Explorer, Sentinel, and/or Vanguard levels, you must finish a short rest before you can use it again. You may use barrier 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
-Zero-Sum: At 2nd level, when you make a melee attack, instead of rolling a dice, you can flip a coin. On heads, it's a critical hit. On tails, it's a critical miss. You can use this ability once per short rest.
-Danger Sense: Starting at 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can't be blinded, deafened, or incapacitated.
-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.
-Extra Attack: Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
-Tactical Barrier: At 7th level, whenever you take damage while barrier is active, you choose how many barrier ticks to spend. You may choose to spend 0 barrier ticks.
-Brutal Critical: Beginning at 9th, you can roll one additional damage die when determining the extra damage for a critical hit with a melee attack.
-Heavy Barrier: At 11th level, when you expend a barrier tick to reduce damage, each barrier tick reduces the damage by 2d8
-Brutal Critical (2): At 13th level, you can roll two additional damage die when determining the extra damage for a critical hit with a melee attack.
-Retaliation: At 15th level, when you take damage from a creature that is within 2 meters of you, you can use your reaction to make a melee weapon attack against that creature.
-Brutal Critical (3): At 17th level, you can roll three additional damage die when determining the extra damage for a critical hit with a melee attack
-Primal Biotics: At 20th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
*Subclass*
-Shock Trooper-
-Biotic Bull Rush: At 3rd level, you learn the charge cantrip. If you have already learned it, you may learn a new cantrip instead.
The distance of charge is now 24 meters. When you use your action to cast charge, you may use a bonus action to shove or make one weapon attack against the target. You gain +5 to the attack's damage roll or shove the target 6 meters. To shove a target this way, it must be no more than one size larger than you.
-Stunning Strike: Starting at 6th level, you can focus your barrier into the impact of your charge power. When you deal damage to a creature with your charge cantrip, you can spend 1 barrier tick to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
-Shotgun Savvy: At 10th level, Brutal critical and Zero-sum can be applied to shotgun weapon attacks.
-Onslaught: At 10th level, you've mastered your charge power, maximizing its damage. The damage of charge becomes d10 + your powercasting modifier.
-A Touch of Force: At 14th level, you gain the ability to augment your weapons with your barrier. As a bonus action, you can expend up to 3 barrier ticks to grant one weapon you're carrying a bonus to damage rolls equal to the number of barrier ticks spent. The additional damage is force damage and can detonate primed targets. This effect lasts 1 minute.
Once you use this feature, you can't use it again until you finish a short or long rest.
-Blitz: Starting at 18th level, whenever a creature within 24 meters that you can see makes a weapon attack or casts a power, you can use your reaction to cast charge, targeting that creature. Resolve any effects caused by charge before the creature takes its action. The creature may choose to make a different action this turn.
-Warp Gunner-
-Biotic Bullets: At 3rd level, you have gained the ability to permeate the bullets of your thermal clip with biotic energies. Every time you reload your weapon, and whenever you finish a short rest, half of your Heat from that reload (rounded up) is made of Biotic Bullets.
The damage type of these bullets is Force instead of the normal damage type of your gun. Biotic Bullets can detonate primed targets.
-Warp Burst: At 6th level, while your gun still has Biotic Bullets in it's current magazine, it is treated as having the Double Tap property, as you use your biotics to help the gun vent heat and cycle it's action more seamlessly.
In addition, whenever you cast a vanguard biotic power from a power slot, you can use your bonus action to make a single attack against a target you can see.
-Tear Apart: At 10th level, your Biotic Bullets are strong enough to rip against an organic's flesh and a synthetic's metal. When you hit a creature out of cover with a Biotic Bullet, you deal an additional 1d4 force damage.
This damage scales to 1d6 at 14th level, and 1d8 at 18th level.
-Gun Frenzy: At 10th level, your Brutal Critical features can be applied to any weapon that is currently firing Biotic Bullets.
-Unstable Warp: At 14th level, your attacks that use Biotic Bullets can crit on a roll of 19 or 20. This has no effect if a roll of 19 would still miss the target's AC.
In addition, your shots now Prime (Necrotic)
-Vaporizer: At 18th level, all of your bullets are considered Biotic Bullets. In addition, when you cast a power that uses a vanguard power slot, you can now make two attacks as your bonus action.
*Extra*
*Free*
-Warlord's Bloodrage: You become even more dangerous when you enter a blood rage and can delay death even longer. While your blood rage is active you gain the following:
• At the start of your turn, if you have 0 temporary hit points, gain 5 temporary hit points. If you have at least 1 temporary hit point, add 5 temporary hit points to your temporary hit points pool.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus.
• As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
-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.
-Enhanced Optics: Your optic nerves have been enhanced by science to perceive more.
• Gain darkvision.
You now gain proficiency in Perception, Investigation, and Insight. If you are already proficient in any of these, gain expertise instead.
-Cranial Bruiser: You've mastered the Krogan headbutt and can use it as a ramming attack.
• Increase your Strength score by 1, to a maximum of 20.
• The die type of your Thick Frontal Plate unarmed strike becomes a d10.
• When you take the Dash action on your turn, you can make one unarmed strike with your frontal plate as a bonus action.
-Big Game Hunter: The bigger they are, the harder you take them down.
• Increase your Strength score by 1, to a maximum of 20.
• Gain +2 to damage rolls against non-sentient, organic creatures any size larger than yourself.
*Boon*
-Boon of Fortitude: Your hit point maximum increases by 40.
-Boon of Irresistible Offense: You can bypass the damage resistances of any creature.
-Boon of Perfect Health: You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
-Languages-
*Common.
-Proficiency-
Armor: Light Armor, Medium Armor
Weapons: Heavy Pistols, Melee, Shotguns
Tool: None
Skills: Acrobatics, Athletics, Intimidation, Sleight of Hand, Stealth, Perception, Investigation, Insight,
Saving Throws: Strength, Wisdom
-Immunities-
*Diseases.
*Poisoned Condition.
-Items: 15
*Weapons*
-Krogan Warhammer
RARE MELEE
37.000
Two-handed | Heavy | Versatile
DAMAGE
2d6 bludgeoning
HEAT
RANGE
2m
WEIGHT
8
When you hit with an attack using this weapon, the target must succeed on a
Strength saving throw (DC = 8+Proficiency Bonus+ Strength modifier) or is knocked
prone. If wielded by a Krogan or another creature with a minimum Strength ability score of 18, this weapon becomes Versatile (1d12 for one-handed attacks)
-Stun Baton
UNCOMMON MELEE
13.500
Light
DAMAGE
1d6 bludgeoning
RANGE
2m
HEAT
WEIGHT
When you hit with an attack using this weapon, the target takes an additional 1d4 lightning damage. If the target is maintaining
*Equipment*
-Arcade Game
COMMON TOOL (GAMING SET)
100 CREDITS
These small programs can be installed onto omni-tools and played with nearby players. Popular games include Alliance Corsair, Relay Defense, Shattered Eezo, and N7 Code of Honor: Medal of Duty.
-Brewer's Supplies
COMMON TOOL (ARTISAN)
1.000 CREDITS
A large glass jug, a quantity of hops, a siphon, and several meters of tubing, bottles, and a distiller.
-Chess Set
COMMON TOOL (GAMING SET)
200 CREDITS
A game developed on Earth in the 11th century. Chess became popular with elcor after the Alliance established an embassy on the Citadel.
-Cook's Utensils
COMMON TOOL (ARTISAN)
1,000 CREDITS
A metal pot, knives, forks, a stirring spoon, and a ladle.
-Frag Grenade
VARIES GRENADE
VARIES CREDITS
Target an area within 12 meters. Each creature within 4 meters of the target must make a Dexterity saving throw. On a failed save, a creature takes piercing damage or half as much damage on a successful one.
*Omni Tool Programs*
-All_
UNCOMMON OMNI-TOOL PROGRAM
You can spend a free action to flash forge hard light enhancements for your armor, such as climbing spikes on your boots and gloves, and flexible fins on your boots. While running this program, climbing and swimming don't cost you extra movement, and you gain advantage on Strength (Athletics) checks made to climb or swim.
-Cognition_
RARE OMNI-TOOL PROGRAM
This program diverts positive energy from your omni-tool to the nerve clusters in your brain, accelerating your thought processes and critical thinking. Your Intelligence score becomes 19 while this program is active. If your Intelligence is equal to or higher than 19, this program has no effect.
-Deflector_
RARE OMNI-TOOL PROGRAM
Developed by technicians who wanted more protection while maintaining light armor, while this program is Active your omni-tool generates a form-fitting nano-cloud of hard light atoms around you, invisible to the naked eye. This increases the chances that an incoming bullet or attack will be turned aside by the nano-cloud, acting as an extra layer of protection.
The user gains +2 to AC while not wearing Medium or Heavy Armor. (Anything bulkier than Light Armor throws off the cloud's bio-tracking, and renders it ineffective.)
-EM_Trail_
UNCOMMON OMNI-TOOL PROGRAM
As an action, activate an ionized laser that targets the environment behind you. This makes attempts to track the user via traditional or electromagnetic signal tracing harder, and Survival/Science checks made to do so are made at disadvantage. One installation of this program lasts for 1 hour.
*Weapon Mods*
-Counterweight
UNCOMMON WEAPON MOD
5.000
+1 on melee attack rolls made with this weapon.
-Energy Channel
SPECTRE WEAPON MOD
32,000
When you hit with a melee attack with this weapon, you may deal 5 additional lightning damage and regain 5 shield points. You cannot use this if you have 0 shield points.
-Honed Strike
UNCOMMON WEAPON MOD
5.000
+1 on damage rolls made with this weapon.
-Probability Modulator
SPECTRE WEAPON MOD
42,000
Attacks made with this weapon score a critical hit on a roll of 19 or 20.
*Powers*
Spell Save DC: 8 + 14 + 7
Spell Attack Modifier: 14 + 7
*Cantrip*
-Charge.
LEVEL cantrip
CASTING TIME
Action
DURATION
Instant
RANGE (AREA)
16m
PRIMES/DETONATES
Detonates
ATTACK TYPE
DEX Save
DAMAGE/EFFECT damage, movement
Choose a creature or object within range and use the target's mass to pull yourself to its location with incredible force (this movement does not provoke opportunity attacks). The target must make a Dexterity saving throw. On a failed save the target takes 1d10 force damage and becomes prone. Charge ignores half cover.
The damage increases by 1d10 when you reach the 5th level (2d10), 11th level (3d10) and 17th level (4d10).
-Biotic Punch.
LEVEL cantrip
CASTING TIME
Action
DURATION
Instant
RANGE (AREA)
Touch
PRIMES/DETONATES
Detonates
ATTACK TYPE
Melee Attack
DAMAGE/EFFECT damage, buff
Increase the mass of your fist and strike at a target. Make a melee power attack on a target creature or object within range.
On a hit, deal 1d8 bludgeoning damage. If you have an active barrier, regain 2 barrier ticks and reset the duration of your barrier to 1 minute.
This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).
-Lift.
LEVEL cantrip
CASTING TIME
Action
DURATION
C 10 minutes
RANGE (AREA)
48m
PRIMES/DETONATES
ATTACK TYPE
DAMAGE/EFFECT control
You can manipulate light objects with a series of mass effect fields. When you cast this cantrip, you can try to move an object that weighs up to 9 kilograms. If the object isn't being worn or carried, you automatically move it up to 12 meters in any direction, but not beyond the range of this power.
If the object is worn or carried by a creature, you must make an ability check with your powercasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 12 meters in any direction but not beyond the range of this power.
-Slam.
LEVEL cantrip
CASTING TIME
Action
DURATION
Instant
RANGE (AREA)
36m
PRIMES/DETONATES
ATTACK TYPE
DAMAGE/EFFECT damage
Target a lifted creature or object and slam it to the ground dealing 2d8 bludgeoning damage and knocking it prone. The target is no longer lifted.
The number of targets increases by 1 when you reach 5th level (2), 11th level (3) and 17th level (4).
-Slow Fall.
LEVEL cantrip
PRIMES/DETONATES
CASTING TIME
Reaction *
ATTACK TYPE
DURATION
© 1 minute
DAMAGE/EFFECT movement
RANGE (AREA)
12m
* - when you or a creature within 12m of you falls
When you or a creature within 12 meters of you falls, choose up to five falling creatures within range. Create a negative mass effect field around each creature, slowing the rate of descent to 24 meters per round. If the creature lands before the power ends, it takes no Falling damage and can land on its feet, and the power ends for that creature.
-Throw.
LEVEL cantrip
CASTING TIME
Action
DURATION
Instant
RANGE (AREA)
48m
PRIMES/DETONATES
Detonates
ATTACK TYPE
Ranged Attack
DAMAGE/EFFECT damage
Make a ranged power attack on a target you can see within range. On a hit, the target takes 1d8 force damage. If the target is Medium or smaller, it is pushed backward 12 meters.
This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8).
*1st: 7*
-Alter Center Mass.
LEVEL
1st
CASTING TIME
Action
DURATION
© 1 minute
RANGE (AREA)
36m
PRIMES/DETONATES
ATTACK TYPE
CON Save
DAMAGE/EFFECT
debuff
Up to three creatures of your choice that you can see within range must make Constitution saving throws as you generate minor mass effect fields that alter their center mass. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the power ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, you can target two additional creatures for each slot level above 1st
-Biotic Slash.
LEVEL
1st
CASTING TIME
Bonus Action
DURATION
© 1 minute
RANGE (AREA)
Self
PRIMES/DETONATES
Detonates
ATTACK TYPE
DAMAGE/EFFECT damage, buff
The next time you hit a creature with a melee weapon attack during the power's duration, increase the density of the weapon dealing an extra 2d8 force damage to the target. This damage detonates primed targets.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the extra damage dealt by the attack increases by 2d8 for each slot above the 1st.
-Gravity Field.
LEVEL
1st
CASTING TIME
Action
DURATION
© 1 minute
RANGE (AREA)
36m (6m M
PRIMES/DETONATES
Primes (force)
ATTACK TYPE
STR Save
DAMAGE/EFFECT control
You create a field of unstable gravity in a 6-meter cube starting from a point within range. For the duration, this space becomes difficult terrain.
A creature in the area when you cast the power must succeed on a Strength saving throw or be restrained until the power ends. A creature restrained by this power can use its action to make a Strength check against your power save DC. On a success, it frees itself.
When the power ends, the gravity field dissipates.
-Lance.
LEVEL
1st
CASTING TIME
Action
DURATION
Instant
RANGE (AREA)
60m
PRIMES/DETONATES
Detonates
ATTACK TYPE
Ranged Attack
DAMAGE/EFFECT damage
Release a lance of energy at a creature within range. Make a ranged power attack against the target. On a hit, the target takes 3d8 force damage.
At Higher Levels: When you cast this power using a power slot of 2nd level or higher, the damage increases by 2d8 for each slot level above the 1st.
-Shockwave.
LEVEL
1st
CASTING TIME
Action
PRIMES/DETONATES
Detonates
ATTACK TYPE
DEX Save
DURATION
instant
DAMAGE/EFFECT damage
RANGE (AREA)
Self (12m \)
Create a cascading shockwave in a 2-meter wide by 12-meter long line originating from you. Each creature caught in the line must make a Dexterity saving throw. On a failed save, a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half as much damage.
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 the 1st.
*2nd: 6*
-Biotic Orbs.
LEVEL
2nd
CASTING TIME
Action
PRIMES/DETONATES
Detonates
ATTACK TYPE
Ranged Attack
DURATION
© 1 minute
DAMAGE/EFFECT damage, buff
RANGE (AREA)
36m
Summon 3 biotic orbs that float around you, fueling your biotic energies. As an action, you may expend an orb and make a ranged power attack on a creature within 36 meters. On a hit, deal 2d10 force damage.
As an action, you may expend 3 orbs to cast a power using your highest available power slot. Casting a power in this way does not consume the power slot.
At Higher Levels: When you cast this power using a power slot of 3rd level or higher, the number of orbs increases by 2 for each slot level above the 2nd.
-Fly.
Create a negative mass effect field around yourself allowing you to move freely through the air. During the duration of this power, you gain a flying speed of 24 meters. When the power ends if you are still aloft, you fall to the ground.
-Heavy Charge.
LEVEL
2nd
CASTING TIME
Action
PRIMES/DETONATES
Detonates
ATTACK TYPE
DEX Save
DURATION
Instant
DAMAGE/EFFECT damage, movement
RANGE (AREA)
36m (4m ()
Choose a creature or object within range and use the target's mass to pull yourself to its location (this movement does not provoke opportunity attacks). Each creature within 4 meters of the target must make Dexterity saving throw, taking 4d10 force damage on a failed save, or half as much on a successful one.
You may transport any number of creatures or objects with you to the target location. To do so, each creature or object must be within 2 meters of you when you cast this power and the total weight of all creatures and objects cannot exceed twice your carrying capacity. A creature transported this way must be willing and of your size or smaller and the target location must have an unoccupied space for the creature to be transported to. A creature or object brought with you automatically passes the Dexterity saving throw and takes no damage.
At Higher Levels. When you cast this power using a power slot of 3rd level or higher, the damage increases by 2d10 for each slot level above 2nd.
-Stasis.
LEVEL
2nd
PRIMES/DETONATES
Primes (force)
CASTING TIME
Action
ATTACK TYPE
STR Save
DURATION
C 1 minute
DAMAGE/EFFECT control, debuff
RANGE (AREA)
36m
Lock a target in a high-gravity mass effect field. Choose a creature you can see within range. The creature must make a Strength saving throw. On a failed save, the creature is paralyzed, primed: force, and has resistance to all damage for the duration of the power. At the end of each of its turns, the target can make another Strength saving throw. On a success, the power ends. A detonating attack immediately ends the power.
*3rd: 2*
-Biotic Wall.
LEVEL
3rd
CASTING TIME
Action
PRIMES/DETONATES
ATTACK TYPE
DURATION
© 10 minutes
DAMAGE/EFFECT control
RANGE (AREA)
48m
With an immense positive charge, create an invisible mass effect field that acts as a wall at a point you choose within range The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 4 meters, or you can shape a flat surface made up of ten 4-meter-by-4-meter- panels. Each panel must be contiguous with another panel. In any form, the wall is 3 centimeters thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side.
Nothing can physically pass through the wall. It is immune to all damage.
-Vortex.
LEVEL
3rd
CASTING TIME
Action
DURATION
Instant
RANGE (AREA)
Self (12m A)
PRIMES/DETONATES
ATTACK TYPE
STR Save
DAMAGE/EFFECT damage
10
You intertwine negative and positive mass effect fields to create a swirling vortex. Creatures within a 12-meter cone must make a Strength saving throw. On a failed save a creature takes 6d10 force damage, or half as much damage on a successful one.
Creatures that fail the saving throw are thrown 1d6 + 2 meters away from you and become prone.
At Higher Levels: When you cast this power using a power slot of 4th level or higher, increase the damage by 2d10 for each slot level above the 3rd.
