Phobos
Female human(?) Survivor 3 Armor Jockey 7
Stats
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Str 1
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Dex 4 (base 3, race 1)
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Con 5 (base 3, race 1, add 1)
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Int 4 (base 2, race 1, add 1)
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Wis 1
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Cha 0
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Size medium
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Movement 6 meters
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Hit Points 102 (con 50, survivor 24, armor jockey 28)
Classes
- Survivor: 6 HP/level, 2 maneuvers/lev, no Mana
- Armor Jockey: 4 HP/level, 2 devices/lev, 2 Power/lev, no Mana
Skills
- Str Weapons (see combat stats)
- Dex Weapons (see combat stats)
- Hacking +9 (Int+5)
- Initiative +9 (Dex+5)
- Investigation +9 (Int+5)
- Security +9 (Int+5)
- Power Suit +9 (Int+5)
Combat Stats
- Naked
- Str Weapons: +6
- Dex Weapons: +9
- Armor Class: 14
- Hit Points: 102
- Movement: 6 meters
- Saves: Str 6, Dex 5, Con 11, Int 9, Wis 1, Cha 0
- Nanosuit
- Stats: str 3 dex 7 con 7
- Str Weapons: +8
- Dex Weapons: +12
- Armor Class: 22
- Hit Points: 112
- Movement: 6 meters
- Power: 14
- Saves: Str 8, Dex 12, Con 6, Int 9, Wis 1, Cha 0
- Heavy Suit
- Stats: str 5 dex 7 con 9
- Str Weapons: +10
- Dex Weapons: +12
- Armor Class: 26
- Hit Points: 146
- Movement: 8 meters
- Power: 14
- Saves: Str 10, Dex 12, Con 9, Int 9, Wis 1, Cha 0
All forms:
- Light damage: 3d4 + skill
- Medium damage: 3d8 + skill
- Heavy damage: 3d12 + skill
Talents
Survivor
- 1: Awareness: You are never surprised or flat-footed. If combat begins while you are asleep, you wake up on your own. You have advantage to any Perception checks to notice stealthy attackers.
Armor Jockey
- Advanced Frame: Nanosuit: same stats as regular suit, skin-tight, can wear inside other suits, AC 15 + dex
- Advanced Frame: Buster Suit: large, str +4 dex -2 con +4, +2 HP/level, AC 19 + 1/2 dex
Maneuvers
12 choices, 12 remaining
Offense (3)
- Slam: At-will, std action; as a normal melee attack, but inflicts critical damage and provokes opportunity attacks. Requires a Strength-based weapon.
- Cleave: When you hit an enemy with a melee attack, you can make another attack with the same weapon against a foe adjacent to the first enemy who is within your reach.
- Great Cleave: When you [[Cleave]], you can extend the attack to any number of targets, as long as each is adjacent to the previous, and within melee range.
Ranged (3)
- Aim: Bonus action; you carefully line up a shot against a chosen foe, gaining "advantage" against your next ranged attack against that target taken within 5 rounds. You lose the benefit if you move before the attack.
- Called Shot: 1 action, ranged attack; you target a specific location, causing various effects. The shot is harder to land, represented by a penalty to your attack roll.
- Arm: -4 to hit. Normal damage, plus all actions using that arm are disadvantaged, and any melee damage caused by a weapon in that arm inflict half damage (Con ends).
- Leg: -4 to hit. Normal damage, plus 50% movement speed penalty (Con ends).
- Foot: -8 to hit. Normal damage, plus pinned. Str ends; on success, suffer normal damage again, and 50% movement speed penalty (Con ends).
- Hand: -8 to hit. Normal damage, plus cannot wield weapons, cast spells, or make attacks using that hand. Con ends, but subject must remove the missile, suffering normal damage again, then disadvantage and half damage with that hand (Con ends).
- Head: -12 to hit; double damage, with 10-20 crit range (double again on crit).
- Multi Shot: Single action; you fire three attacks, each at a different target. All must fit in a cone emanating from your position.
Devices
These devices draw Power when they are used, which must be supplied by your Power Suit.
- Some devices "require" Power. That means you must have at least the amount of Power remaining that is specified in the device's description. Using the device doesn't deplete your Power.
- Some devices "cost" Power. This means they deplete the Power in your Power Suit.
Rank 1
- Drone Bay: At-will, bonus; you launch one, some, or all of your stored drones (capacity 3). Drones are tiny, flying robots that can act as you direct within 1 km. Drones can spy, access wireless networks, and can even self-destruct (burst 2, medium explosive damage).
- Backbiters: Your drones have the ability to latch on to a creature or vehicle (Str or Dex ends, but only by spending an action to remove; can also inflict damage on the drone, but also inflicts damage on the subject). If the subject is electronic, the drone can attempt to hack into it: on round 1, subject is confused (Wis negates). On round 2, if subject is still confused, it advances to stunned (Wis negates). On round 3, if subject is still stunned, it is now under the drone's control (Wis ends). Organic creatures cannot be controlled, but can be confused, then stunned, and finally paralyzed (Con saves all around). Drone only has enough power for 10 rounds of active control, after which they must fully recharge before they are usable again (long rest).
- Maser: At-will, costs 1 Power, range 20; organic or electronic subject is incapacitated for 1 rd (Con negates).
- Plasma Cannon: At-will, requires 1+ Power, range 20; medium thermal damage.
- Overdrive: By spending 1 Power, your Plasma Cannon inflicts heavy thermal damage, plus half in a burst 2.
- Shield Projector: At-will, bonus, reserves 1 Power; you activate a shield, which covers a 180-degree arc of your choice, granting Absorb 100% (limit 10/level). Recharges 10 HP per round
Rank 2
- Cloaking Device: At-will, reserves 2 Power; you become invisible in the spectra of visible light, near-infrared, and near-UV. You cannot move faster than half walking speed, nor use any special movement forms (e.g. jump jets); if you do, the effect does not end, but your position is obvious until you reduce speed. If you take any hostile action, or suffer any damage, the cloak is disrupted and the effect ends.
- Jump Jet: While Power is 1 or greater, you take no falling damage, and can opt to hover in place when unsupported. By spending 1 Power as a move action, you can ascend 10-30 feet.
- Rocketeer: You gain a Fly speed of 50 ft (reserves 4 Power). When you spend 1 Power to ascend as a move action, you can fly up to 300 ft high.
- Rocket Launcher: At-will, std; you fire 1-3 rockets, each targeted individually (can link multiple rockets to the same target if desired), flying up to 300-ft and exploding in a burst 3 for light explosive damage. Each round, 1 rocket is reloaded.
- Rocket Barrage: Recharge 25%, std, cone 100-ft; you fire a multitude of rockets, arranged randomly within the area. Those within 30-ft suffer heavy explosive damage; within 60-ft, medium damage, and outside that, light damage.
Rank 3
- EMP Launcher: At-will, range 30 ft, burst 2; electronic devices and creatures are stunned for 1 rd (Con ends).
- Kinetic Beam: At-will, reserves 3 Power; a gravitic beam allows you to seize telekinetic control of a single object or creature within 30-ft that the suit could otherwise lift (Str escapes). You can use the control to move the subject up to 30-ft/rd, grapple them, inflict unarmed attacks (medium bludgeoning damage), or throw them up to 60-ft, inflicting heavy bludgeoning damage when they impact a hard surface (that last use costs 1 Power).
Rank 4
- Ablative Armor: Any time you suffer damage, you may choose to instead suffer 10% of your suit's Max HP instead. This may be used 3 times before the ablative plates must be re-fit (with a long rest).
Equipment
Power Suits
- Nanosuit: +2 str +3 dex +2 con
- Buster Suit: +4 str +3 dex +4 con +4 AC
Weapons
- Blaster Pistol: At-will, std, range 20/200; 3d12+10 thermal damage.
- Stun Baton: At-will, swift, melee touch; stunned for 1 rd (Con negates).