Character Sheet

Level 17 Artificer (Armor Jockey)

Ability Scores

Attribute Value Explanation
Strength 0
Dexterity 2
Constitution 3
Intelligence 5
Wisdom 2
Charisma 2
Attribute Value Explanation
Hit Points 136 (5+Con per level = 8/level = 136)
Armor Class 12 (10 + Dex)
Proficiency Bonus +6 floor( (level-1) / 4 ) + 2
Melee Attack +6 (str + prof)
Ranged Attack +8 (dex + prof)

Notes:

Race

Human

Skills

9 skill points

Spells/Powers

Attribute Value Formula Explanation
Artifice skill check +11 (Int + prof = 5 + 6) Used as "attack roll" or "skill check" for Artificer devices
Spell save DC 19 (8 + Int + prof)
Power 34 (2 / level) Analagous to Mana. Might not be a thing.
Light damage 4d4+8 (1d4/rank + 1/2 lvl)
Medium damage 4d8+17 (1d8/rank + lvl)
Heavy damage 4d12+34 (1d12/rank + 2x lvl)

Devices

As an Artificer, you create various devices, which you either wear on your person or wield as weapons. Everything you need to know about the device is given in its description. Technically, these devices do not require Power Armor, although you certainly can integrate them into it. (In theory, you select your own, kind of like a wizard learning spells; in practice, I just selected some for you to start things off)

(I'm just assuming you're always in Power Armor here, so you have more slots than usual. If you for whatever reason fought outside of Power Armor, you'd have fewer slots)

Head slot

Eye slot

Neck slot

Shoulder slots

Chest slot

Back slot

Arm slots

Left

Right

Waist slot

Leg slot

Armor Jockey

All Artificers get Devices, but those who choose the path of Armor Jockey get additional cool shit.

Power Suits

Standard Suit

Other abilities given by Devices, above.

Hulk-Buster Suit

Possessions

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