Automaton: Android
Encyclopedic Recall
They have proficiency in all Intelligence checks when recalling lore of any kind.
Low Power
Entering low-power is similar to sleep, except nearly all outside inputs are severed. They are in a deep sleep, functioning with very little energy, allowing themselves to not die when starved. If they are prevented from entering low power when required, they can operate for one round per character level before dying. While in low power, they have no awareness of the outside world and fail all Wisdom (Perception) checks. They can be jostled out of low power if they suffer damage or if an ally physically disturbs them.
Durable
If they suffer damage, as a reaction, they can reduce their Charisma ability score by an amount up to the damage indicated instead of from their hit points. However, this damage does not regenerate and must be repaired.
Ladder: Runner
With unmatched physical discipline, they have perfected a body designed for raw speed and agility. They are not a born soldier. They spend their downtime running as a way to maintain their physical condition and to see the world outside the powerplant. But just running was not enough, and they soon began finding more challenging ways to get from point A to point B. Climbing walls, jumping across roofs, sliding under cars--nothing stood in their way. It’s not enough just to be athletic. They have to keep their eyes and mind sharp, to gauge distances, crawlspaces, and the shortest possible route even if it involves some death-defying feat of acrobatic skill. They can keep an entire landscape in mind, analyzing paths and routes of escape, even when everyone else just sees walls. This may not be raw brainpower but a natural instinct of the surrounding environment. In their spare time, they run. And they have had many years to do it.
Power to Weight Ratio
They can always choose to use Dexterity instead of Strength for the Athletics skill, and Intelligence instead of Wisdom for the Perception skill. They can also use Dexterity in place of Strength for attack or damage rolls and when setting save DCs with all weapons without the heavy property, and they have proficiency with Dexterity (Acrobatics).
Cat Balance
If they move at least 10 feet while moving towards a wall, their remaining movement becomes a climb speed until the end of their turn. This movement can be in any direction as long as it follows a vertical surface.
Sauté De Precision
If they use the Dash action, their movement increases by 1.5 times their speed (round down).
Natural Athlete
As an action, they can set their next Dexterity check or saving throw to their Dexterity score without rolling. They can do this as many times as their Intelligence modifier and regain all spent uses after they finish a long rest. Additionally, they also don’t suffer half damage from an effect that inflicts half damage on a successful Dexterity saving throw.
All About the Flipping
When wearing medium armor, their max Dex modifier is increased to 3. If wearing light armor, they gain a +1 bonus to AC. Also, if they take an action to analyze their path before making any movement on their turn, until the beginning of their next turn, they gain a bonus to their AC equal to their Intelligence modifier.
Parkour Master
They gain a pool of additional actions equal to their primary runner ability modifier. They can only use one additional action per turn, and only to take the Dash, Disengage, or Use an Object actions. Their action pool refills when they finish a long rest.
Action Pool 6
Class: Gunslinger
On the battlefield, they specialize in infiltrating behind enemy lines before sowing confusion in the ranks, dancing about the field dealing out, and disrupting opponent formations. They are mobile and agile. It would be unlikely that they would wield a pistol with a full functioning rifle on their back. They walk light, often near the front lines or scouting far ahead of a unit. Their purpose is singular, if not slightly selfish.
Proficiencies
Armor. Light and medium armor
Weapons. Simple weapons, one-handed and twohanded small arms
Tools. All ground vehicles and aircraft
Saving Throws. Dexterity, Wisdom
Skills. History, Insight, sleight of hand
Cinematic Style: Two Weapons.
Wielding two one-handed small arms is the same as wielding two light melee weapons for the purposes of two-weapon fighting. As such, they can use a bonus action to attack with their second small arm. They can add their ability modifier to the damage of the bonus attack.
Converging Fire
When attacking a creature 5 feet or closer with one or two-handded small arms, they gain a +1 bonus to attack rolls and a +2 bonus to AC against that creature.
Kata
They can use kata exploits fueled by kata points. They have 4 kata points at 1st level, gaining 1 additional point every 3rd level beginning at level 2. They regain all their spent Kata points when they finish a long rest. They can use two exploits per a turn.
Kata Points 11
Abnormally Fast (1st level)
Kata Cost. 1
Spend 1 kata as part of their movement to double their speed until the end of their turn. If they are hit with an attack before the beginning of their next turn, they gain 1 Kata.
Classic Tumble (1st level)
Kata Cost. 1
Spend 1 kata as a reaction when hit with an attack or if they fail a Dexterity saving throw. They take only ¼ damage.
Hydrostatic Shot (2nd level)
Kata Cost. 1
Spend 1 kata after hitting a target; they inflict an additional 20 damage, and if the creature is their size or smaller and moves or attacks before the start of their next turn, they can knock the enemy prone as a reaction.
Kinesics (5th level)
Kata Cost. 1
Spend 1 kata on their turn as a bonus action, and their movement is not reduced through difficult terrain; they don’t provoke opportunity attacks, and all attacks against
them have disadvantage until the beginning of their next turn. If they suffer more than one hit while kinesics is in effect, they regain 1 kata.
Rapid Kill (9th level)
Kata Cost. 2
Spend 2 kata after hitting a creature to turn that hit into a critical hit.
Way of the Gun (13th level)
Kata Cost. 1
If they hit a creature at least 20 feet away, spend 1 kata as part of that same action to gain an additional attack against one additional enemy within 5 feet of the first target.
Between the Knees (17th level)
Kata Cost. 1
Spend 1 kata before making a ranged attack roll to have advantage on that attack roll. If both attack rolls hit, double their ability modifier damage. If both miss, they regain 1 kata.
Endorphin Response
Instead of using their Hit Dice to recover hit points during a short rest, they can expend them on their turn as a bonus action and gain 4 points of kata.
Archetype: Gun Dancer
There is no formal academy or dojo where one acquires the title. It is obtained through the school of hard knocks, its warriors emerging with a prowess exceeding the others—a natural grasp of the skill as if never needing to be taught. They can examine a target in an eye blink and determine the perfect point in which to inflict the greatest harm. In addition, they have developed a harmony with the surrounding environment, always analyzing their situation for the best cover and field of fire. This allows them to avoid hits while still maintaining their concentration on a target. They rarely remain still in combat, continually moving from cover to cover, always with a vital enemy weakness firmly locked in their crosshairs.
Spastic Shot
If they use their attack action to make ranged attacks with one-handed small arms, before the end of their action, roll a d20. On a roll of 14, 15, 16 or 17 they gain one extra ranged attack as a part of the same action using a one-handed small arm, and on a roll of 18, 19 or 20, they gain two extra ranged attacks.
Faster Than the Eyes Can See
They can reload a single one-handed small arm taking no action. Once they use this feature, they cannot use it again until they take a short rest or long rest. They also gain a +2 bonus to initiative.
Cowboy Kembo
if they score a critical hit with a ranged attack gained from spastic shot, they gain one extra attack (max 4 extra attacks) with that action.
Gun Waltz
If they gain at least two additional attacks with spastic shot, they also gain a +1 bonus to AC and +5-foot bonus to their speed until the end of their next turn (not
cumulative).
Biosuit
Cost 20,000 credits. AC 15 + Dex modifier. Weighs 15 pounds. Tech level 3.
An offshoot from other nano-technology-based armor, the biosuit is designed to maximize user abilities. Its inbuilt AI is programmed to perfectly match itself to its owner, and
thus is nearly impossible to steal without being rendered useless. It’s also nearly unseen on the black market as the only way to give one away is for the original owner to be
present for the handoff and authorize the AI to match to a new user. Once paired, the biosuit perfectly conforms to the physical features of its user, knowing where to add enhancements. As a result, it is considerably more maneuverable than other armors of its type. Its most notable feature allows it to switch modes depending on conditions present.
Balance. For the sake of game balance, the biosuit counts as three very rare items.
Power. The biosuit requires an H-class power cell to operate, and it does not function without it. Cost 100 credits to recharge.
Mask. They are immune to gas attacks and inhaled poisons.
Mode. Use an action to set the biosuit’s mode. By default it is set to armor mode, but when switched, it will remain in its new mode until switched back. After a short or long rest, it automatically switches back to armor mode. Activating a mode costs a cell charge, but maintaining a mode does not.
Armor: gain 10 temporary hit points. Once during their turn, as a free action while in armor mode, they can regenerate 1 temporary hit point (the total does not reset if they disable and reengage armor mode). They also gain resistance fire, acid, and cold, as well as bludgeoning, slashing, and piercing from nonmagical weapons.
- Strength: gain a +4 bonus to Strength and have advantage with Strength ability checks.
- Speed: gain a +10 bonus to speed and can use the Dash action as a bonus action.
- Cloak: become invisible until the end of their next turn. Anything they are wearing or carrying is invisible as long as it is on them. The effect ends if they attack or cast a spell. Once deactivated, the armor reverts back to armor mode
They can attack four times, instead of once, whenever they take the Attack action on their turn. Additionally, if all ranged attacks they make with an Attack action are directed at the same target, they can make two additional ranged attack against that target. They still get their bonus action attack with their off hand gun as well.
If wielding two one-handed small arms, they can double the number of ranged attacks they make with their Attack action, their Bonus action, and any Reactions until the beginning of their next turn. If wielding one one-handed small arm, until the beginning of their next turn, any hits are automatically critical hits, and they double all dice rolled. Once they use heroic bloodshed, they cannot use it again until they finish a short or long rest.
Carries 2 of them. Cost 16,000 credits. 1d6 piercing damage. Range 200/800 feet. Weight 4 pounds. Tech level 4. They are light, magnetic and require reloading with a capacity of 10 shots.
These single-handed firearms are renowned for their ease of use and compact style, making them natural choices for those preferring stealth.
One-handed small arms use the same general rules as ranged weapons, except as follows.
The specific process of accelerating metal shells using magnetism is complicated, with coil-based and rail-based technology launching shells using different means. If they kill a creature, the shell continues on a straight path from the weapon, making a single free attack on one creature in direct line of effect within the weapon’s range.
Magnetic weapons are very rare items.
This weapon gains the Armor Piercing property.
This weapon ignores a target's resistance to the weapon's damage type (e.g. a piercing weapon ignores resistance to piercing). If the target has fantasy damage resistances, the weapon also counts as magical, silver, and adamantine. If an opponent has immunity to the weapon’s damage type and the weapon has the AP property, the opponent has only resistance to that weapon instead of immunity.
If they roll a natural 20 with a magnetic weapon, add one additional damage die (after doubling the basic dice).
Magnetic weapons have a magazine but require power from a power cell to operate the magnetic acceleration. One is included with the weapon.
When wielding a one-handed small arm, they can use a ranged attack as an opportunity attack.
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