Ghalgeer Bitstream | Star Wars 5e Character Sheet | Star Wars 5e | Statblocks & Sheets | World Anvil

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Ghalgeer Bitstream

Engineer 4 Class & Level
Holonet Technician Background
Race
Balanced Neutral Alignment

Strength 13
+1
Dexterity 16
+3
constitution 15
+2
intelligence 22
+6
wisdom 13
+1
charisma 9
--1
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+1 Strength
+3 Dexterity
+2 Constitution
+6 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+8 Lore
+1 Athletics
-1 Deception
+1 Insight
-1 Intimidation
+8 Investigation
+1 Medicine
+8 Nature
+1 Perception
-1 Performance
-1 Persuasion
+8 Piloting
+3 Sleight of Hand
+3 Stealth
+1 Survival
+10 Technology
skills

 
13
Armor Class
17
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Vibrodagger 1d20+4 1d4+3
UNARMED STRIKE 1d20+3 3
Blaster Pistol 1d20+4 1d6+3
Attacks
AT-WILL
ENCRYPT, MINOR SLICE, WARD, ANALYZING STRIIKE, EXTINGUISH, REMOTE ACCESS, SONIC SPIKE

LEVEL 1
ENERGY SHIELD, REPAIR DROID, CONSTRUCT VEHICLE, SONIC FISTS, VOLTAIC SHIELDING

LEVEL 2
CAPACITY BOOST, FREQUENCY SCAN
Spellcasting
6
Total Power Points
Bedroll, Mess kit, Glowrod (2), Fibercord cable, 50 ft (rolled), Backpack, Blanket
Canteen, Field rations (one day's) (10),Clothes, common, Pouch

Commlink, Combat suit, Wristpad (Fine)

Tinker's implements, Astrotech's implements, Mechanic's kit
Equipment
Stoic, OCD
Personality Traits
Influence through information
Ideals
If I can get connections and intel, we.can come up with some sort of mutual ground to share their wealth of knowledge
Bonds
Hard to garner trust - if there is nothing to gain, shows less than little interest
Flaws
White Curley Fro with Tech Goggles on Head, Cyborg Left Arm
Features & Traits

 

Species for the character

HUMAN

BIOLOGY AND APPEARANCE

Humans are an intelligent species that originated on Coruscant, but can be found on many other planets across the galaxy, including Naboo, Tatooine, and Alderaan. They come in two sexes, male and female, and give birth to live young. They are bipedal beings with a bilateral symmetry, having a front and a back end, as well as an upside and downside. Their bodies are comprised of a torso with a head and four limbs attached to it. The upper limbs, or arms, end in hands which had five fingers each; the lower ones, called legs, end in feet. The human fingers have multiple points of articulation, and one of them is an opposable thumb that allowed for fine manipulation. Finally, they have one head perched atop their torso. Many other species, including twi’leks, mon calamari, or zabraks, are referred to as “humanoids” because of their structural resemblance to humans.
 
SOCIETY AND CULTURE

Humans can occupy a variety of employs, from politicians to bounty hunters, swoop racers, smugglers, or even a farmer. There exist many planetary groups of humans with their own cultures, such as the Alderaanians or the Pamarthens. Humans are the most populous species in the Galaxy.
 
NAMES

Humans are the most populace species in the Galaxy, and thus their names vary drastically based on the planet or culture with whom they reside.
 
Male Names. Koth, Liorz, Satapak, Tin, Vuc
 
Female Names. Dhetia, Jhilk, Risha, Thinnih, Tonu
 
Surnames. Jauli, Kudi, Melmi, Windu, Wobec
 
HUMAN TRAITS

As a Human, you have the following special traits.
 
Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1. Alternatively, four ability scores of your choice each increase by 1.
 
Age. Humans reach adulthood in their late teens and live less than a century.
 
Alignment. Humans tend toward no particular alignment. The best and worst are found among them.
 
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
 
Speed. Your base walking speed is 30 feet.
 
Defiant. Humans are known to be stubborn and often refuse to give up, even against the worst odds. When you or a creature you can see that can see and understand you makes an ability check, attack roll, or saving throw, you can roll a d4 and add it to their roll (no action required). Once you’ve used this feature, you must complete a short or long rest before you can use it again.
 
Human Versatility. You gain proficiency in one skill, one tool, and one weapon of your choice.
 
Languages. You can speak, read, and write Galactic Basic and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: trandoshan curses, twi’lek musical expressions, chiss military phrases, and so on.

Starship deployment associated with this character

Mechanic


Overview

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.
Staggering in time with the rocking ship, the ortolan mechanic rushes down the hallway, hanging wires obstructing her path. As she dodges and jumps over the impediments, she finally reaches the shield generator. With a quick twist of her hydrospanner and a graceless hit with a hammer, she opens the protective cover and reengages the ship’s shields. The familiar hum as they power up brings a smile to her lips.
As the light freighter exits hyperspace, the hull starts to vibrate with the impacts of cannon fire. In the cockpit, the sounds of a muffled explosion can be heard. With a shrill chirp, the droid mechanic jumps to action, rushing towards the source of the explosion. As it enters the engine room, it identifies the source of the explosion, and quickly moves to repair the damage.
While mechanics come from all walks of life, they all share one thing in common; they gather an immense satisfaction from keeping their ship running
RankFeatures
1Venture, System Boost
2Quick Fixer, Ship Technician
3Versatile Mechanic, Reroute Powe
4Rapid Repairman, Last Resort
5Paragon Mechanic, Supreme Boost

Rank One Features

Venture

Beginning when you choose this deployment as your specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th rank, you can choose a venture (see Chapter 6 for a list of ventures).

System Boost

Also at 1st rank, while aboard your ship, you learn to quickly augment and repair different systems on your ship. As a bonus action on each of your turns, you can choose an accessible system on your ship and give it a boost. Roll a System Boost die, which is a 1d4 . The die benefits ship system differently:
Engines: Take the result of the die and multiply it by 50. The flying speed of your ship increases by this amount until the end of your next turn.
Shields: Your shields immediately regenerate by the result of the die.
Weapons: The next time a ship weapon deals damage before the end of your next turn, it deals additional damage equal to the result of the die. The damage is of the same type dealt by the original attack.

You can use this feature twice. You gain another use of this feature at 2nd, 3rd, 4th, and 5th rank in this deployment. You regain any expended uses when you finish a long rest.
Your System Boost die changes when you reach certain ranks in this deployment. The die becomes a 1d6 at 2nd rank, a 1d8 at 3rd rank, a 1d10 at 4th rank, and a 1d12 at 5th rank

Rank Two Features

Quick Fixer

At 2nd rank, when you take the Patch action or conduct ship repairs, you have advantage on the Intelligence (Mechanic’s Kit). If you already have advantage, you can instead reroll one of the dice once.

Ship Technician

Also at 2nd rank, when installing new equipment or upgrades, you count as two members of a workforce, instead of one.
Additionally, when your ship’s shields are fully depleted, you can use your reaction to immediately restore a number of shield points equal to your Intelligence modifier. Once you’ve used this feature, you must finish a long rest before you can use it again

Rank Three Features

Versatile Mechanic

Starting at 3rd rank, when you would expend a System Boost die, you can instead use a d4. You can only use this feature once per round.

Reroute Power

Also at 3rd rank, as an action on each of your turns, you can reroute power between your ship’s engines, shields, and weapons through use of the ship’s capacitor. A capacitor can be toggled to neutral, where all three aspects function normally, or can divert power to a specific system.
When diverting power to a system, the effects of that system are doubled:
Engines: A ship’s flying speed is doubled.
Shields: Shields take half damage and shield regeneration rate is doubled.
Weapons: Weapons deal double damage.

When diverting power to a system, power to the other systems is halved:
Engines: A ship’s flying speed is reduced by half.
Shields: Shields take double damage and shield regeneration rate reduced by half.
Weapons: Ship weapon damage is reduced by half

Rank Four Features

Rapid Repairman

At 4th rank, when you take the Patch action, you can choose to forgo your proficiency bonus. If you succeed on the check, you can expend 2 Hit Die, instead of one. For each Hit Die spent in this way, roll the die and add the ship’s Constitution modifier to it.

Last Resort

Also at 4th rank, when your ship makes a Destruction saving throw while you are deployed as a mechanic, it adds your Intelligence modifier to the roll (minimum of +1). Additionally, when you roll a ship’s Hit Die to regain hit points, the minimum number of hit points you can regain from the roll equals twice your Intelligence modifier (minimum of 2)

Rank Five Features

Paragon Mechanic

As of 5th tier, you are a paragon of your deployment. You regain all expended uses of your System Boost feature when you finish a short or long rest.
Additionally, when you would make a Mechanic’s Kit check while deployed as a mechanic, you can take the maximum instead of rolling. You can use this feature before or after making the roll, but before any effects of the roll are determined. Once you’ve used this feature, you must complete a short or long rest before you can use it again.

Supreme Boost

As of 5th rank, you learn to how grant massive brief boost to your ship’s system. As a bonus action, you can use your System Boost feature on the engines, shields, and weapons simultaneously, without expending any uses of your System Boost feature. Additionally, instead of rolling your System Boost die, you take the maximum.
Once you’ve used this feature, you must finish a short or long rest before you can use it again.

The statblocks of your Weapons, armor and other important/magical equipment

Vibrodagger

Standard - Weapon


Simple Vibroweapon
1d4 Kinetic Damage

Value:
Weight:

The statblocks of your class features

Engineer


Hit Points

Hit Dice: d8
Hit Points at First Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple blasters, simple vibroweapons
Tools: Tinker's tools and one of your choice
Saving Throws:
Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

Overview and Creation

Flinching occasionally as a blaster bolt hits the nearby bulkhead, a Sullustan mechanic quickly solders a large wire. He peers through his tinted goggles, ignoring the shouts of his ship captain as the enemy descends on the hanger. Finally he shouts with pride as the repaired coupling powers up, causing the frigate to hum with energy. He gathers his tools and runs into the ship moments before it finally takes off.
Inside, the human captain jumps into the cockpit. She nods to her droid co-pilot, who quickly begins charting a course home. Before the calculations can be completed, enemy Starfighters scream in from the clouds. The pilot rolls the ship, nimbly evading incoming fire. She reroutes the power to shields, leaving just enough for astronavigation. Just as the energy reserves near depletion, the exosphere and stars beyond blur into streaks of light. In a flash, they warp to safety.
A Cerean officer surveys the battlefield, looking for weaknesses. When he identifies a potential problem, he keys in a quick combination in his wristpad. In a blink, a custom suit of armor assembles itself around him. As the helmet locks into place, the officer leaps into the air, flying overhead and raining destruction on the opposition.
Every machine needs an engineer to run it, and a living crew is no different. Engineers are the experts and professionals who rely on skill, bravery, and their tools to survive and keep others alive. While they do not claim to be fighters, their mere presence can turn the tide of battle or simply keep operations running  

Behind the Curtain

While perhaps not as intimidating as a heavily-armored trooper, or as exotic as a lighsaber-wielding guardian, engineers are no less vital to group dynamic. They are armorers and gunsmiths, electricians and welders, or any other facet to be found in facilities across the galaxy. Their work, often unsung, is what keeps starships (and their crew) intact.  

Unflappable

It takes bravery for a soldier to enter a battlefield. It perhaps takes more for someone who is unarmed, and untrained in combat, to do the same. Engineers put their lives on the line for a living, whether by choice or acknowledging their plights as an occupational hazard. Whether they come from an elite training academy or learned their talents surviving in the slums, they are no strangers to danger and conflict.
While creating your engineer character, consider what your primary skill set is and how you use it. You could be a street-smart mechanic who taught yourself how to fix swoop bikes as a teenager. Perhaps you are the recent graduate of an esteemed medical college, or a rookie pilot in the fledgling Rebel Alliance. What is the number one skill you are known for? Why are you willing to enter battles when you have no combat training? How do you view the more adventurous members of your group, and how do they see you and your role?  

Quick Build

You can make an engineer quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the scientist background.

Starting Equipment Options

(a) a simple vibroweapon or (b) a simple blaster and two power cells
(a) a dungeoneer’s pack or (b) an explorer’s pack
Combat suit, a set of tinker’s tools, a vibrodagger, and a wristpad

Spellcasting

Tech Powers Known

You learn 6 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the engineer class table. You may not learn a tech power of a level higher than your Max Power Level.  

Tech Points

You have a number of tech points equal to your engineer level x 2, as shown in the Tech Points column of the engineer class table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.  

Max Power Level

Many tech powers can be overcharged, consuming more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the engineer class table.
You may only cast tech powers at 6th, 7th, 8th, and 9th-level once. You regain the ability to do so after a long rest.  

Techcasting Ability

Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.
Tech save DC: 8 + your proficiency bonus +your Intelligence modifier
Tech attack modifier : your proficiency bonus +your Intelligence modifier

Class Features

Potent Aptitude

Your technological experience lends you an uncommon insight that you can use to bolster your allies. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Potent Aptitude die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.
A creature can have only one Potent Aptitude die at a time.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Potent Aptitude die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.  

Infuse Item

At 2nd level, you gain the ability to temporarily enhance a weapon or armor. At the end of a long rest, you can touch one unenhanced object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes an enhanced item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you’ve used this feature, you can’t use it again until you finish a long rest.  

Tool Understanding

Also at 2nd level, you have advantage on any ability check you make that uses any of the tool proficiencies you gain from this class.  

Ability Score Improvement

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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).  

Quick Thinking

Beginning when you reach 5th level, you regain all of your expended uses of Potent Aptitude when you finish a short or long rest.  

Tech Mastery

At 20th level, your mastery of technology is unrivaled. Your Constitution and Intelligence scores increase by 2. Your maximum for those scores increases by 2.
Additionally, when you roll initiative and have no uses of Potent Aptitude left, you regain one use.
LevelFeaturesTech Powers KnownTech Power PointsMax Power LevelModification Slots
1Techcasting, Potent Aptitude ( 1d6 )621-
2Infused Item, Tool Understanding741-
3Engineering Tradition9624
4Ability Score Improvement10824
5Potent Aptitude ( 1d8 ), Quick Thinking111035
6Engineering Discipline Feature121235
7-131445
8Ability Score Improvement141646
9-151856
10Potent Aptitude ( 1d10 )162056
11-172267
12Ability Score Improvement182467
13-192677
14Engineering Discipline Feature202878
15Potent Aptitude ( 1d12 )213088
16Ability Score Improvement223288
17-233499
18Engineering Discipline Feature243699
19Ability Score Improvement253899
20Tech Mastery264099
Subclasses

Statblocks for companions, followers and other allies.

Statblocks for your spells.

ANALYZING STRIKE

At-will tech power
Casting Time: 1 action
Range: Varies
Duration: Instantaneous
 
As part of the action used to cast this power, you
must make a melee weapon attack against one
creature within your reach, otherwise the power fails.
On a hit, the target suffers the attack’s normal effects,
and you analyze feedback from the blow to learn one
of the following:

  • One immunity, resistance, or vulnerability to damage the target has (if any).

  • The target's highest ability score. If multiple scores are tied for its highest, you learn one of them.

  • The exact dimensions of the target.

  • The target's creature type and AC.


This power’s damage increases when you reach
higher levels. At 5th level, the melee attack deals an
extra 1d6 damage to the target. The damage is the
same type as the weapon's. The damage increases by
1d6 at 11th level and 17th level.

ENCRYPT

At-will tech power
Casting Time: 1 minute
Range: Touch
Duration: Until dispelled
 
You alter the data on a datapad, terminal, or other
electronic device, making it unintelligible to other
creatures. A creature that spends at least 1 minute
trying to decipher the data can make an Intelligence
check against your tech save DC. On a success, it
successfully decrypts the data.

EXTINGUISH

At-will
1 action
30 feet (5-foot cube)
Instantaneous
 
You spray carbon foam in a 5-foot cube originating from a point within range. Flames within the affected area are instantly quenched, and objects within the affected area cannot be ignited for at least one minute. Any creature in the affected area must make a Constitution saving throw or take 1d4 cold damage.
 
When you reach 5th level, this power can instead target a 10-foot cube within range. You gain additional options of increasing size when you reach 11th level (15-foot cube), and 17th level (20-foot cube).

Created by

BrueHela.

System

Star Wars 5e

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