Character Sheet
Level 20 Artificer (Armor Jockey)
Ability Scores
Attribute | Value | Explanation |
---|---|---|
Strength | 0 | |
Dexterity | 2 | |
Constitution | 3 | |
Intelligence | 6 | |
Wisdom | 2 | |
Charisma | 2 |
Attribute | Value | Explanation |
---|---|---|
Hit Points | 160 | (5+Con per level = 8/level = 160) |
Armor Class | 12 | (10 + Dex) |
Proficiency Bonus | +6 | floor( (level-1) / 4 ) + 2 |
Melee Attack | +6 | (str + prof) |
Ranged Attack | +8 | (dex + prof) |
Notes:
- Ability scores: using house rule 10 unweighted point buy, +5 stat adds, giving 15 stat points, max 6
- Good saves: Dex and Int
Race
Human
- Abilities TBD
Skills
9 skill points
- Archaelogy +1
- Hacking +2
- Intimidation +1
- Investigate +2
- Mechanic +1
- Survival +1
- Underworld +1
Spells/Powers
Attribute | Value | Formula | Explanation |
---|---|---|---|
Artifice skill check | +12 | (Int + prof = 5 + 6) | Used as "attack roll" or "skill check" for Artificer devices |
Spell save DC | 20 | (8 + Int + prof) | |
Power | 40 | (2 / level) | Analagous to Mana. Might not be a thing. |
Light damage | 5d4+10 | (1d4/rank + 1/2 lvl) | |
Medium damage | 5d8+20 | (1d8/rank + lvl) | |
Heavy damage | 5d12+40 | (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
- Scanner: Recharge 33%, free, ranged; scans one creature, revealing their AC, saves, damage resistances and vulnerabilities. Should probably have a skill check or save or some shit.
- Tachyonic Lens: Constant; you see and hear a few seconds into the future, making it kind of difficult to walk or hold a conversation, but granting advantage to Initiative rolls, and enabling you to convert any bonus, free, or move action into a reaction once per round.
Neck slot
Shoulder slots
- Drone Launcher: At-will, free; you launch a swarm of drones, or recall them into safe storage. Drone swarm has normal swarm traits and 50 HP. Drone abilities include:
- Harassment: at-will, ranged, circle 5; enemies in area suffer disadvantage to attack you and allies.
- Cannonade: at-will; drones hover next to you, copying your attacks, adding 50% damage to damaging abilities and forcing disadvantage on saves against said abilities.
- Hacking: utility, they can hack and such (you've done it before)
- etc...
- empty
Chest slot
- Catapsionic Field Generator: Encounter, immediate, emanation 2; generates a powerful field that nullifies all metaphysical effects in its radius (friend or foe), as an Antimagic Field. Cannot be prematurely canceled.
Back slot
- Supreme Jet Pack: Constant, at-will; you can fly 10 squares/rd, or overland at the speed of a mandalorian.
Arm slots
Left
- Force Shield: At-will, free (to activate or deactivate), concentration, reserves one hand; projects a barrier of force 3 squares wide by 2 squares tall. Barrier blocks line of effect (not sight) for all physical matter and energy, absorbing up to 1000 damage before failing. Recharges 200 damage per round once it has not been in use for an entire round.
- Web Launcher: Recharge 33%, ranged; subject is caught in an electrified web of metal cables. Subject can attempt escape using Dex or Str vs your DC, but suffers 4d12+34 lightning damage for each attempt. If they fail, they are immobilized.
Right
- Burning Fist: This one-handed gauntlet produces flame in various ways:
- Dragon's Breath: Wrist-mounted, adjustable flamethrower. At-will, either cone 4, light fire damage, or line 4, medium fire damage. (Cone is a sweeping motion; always sprays in a line)
- Finger of Flame: Single finger produces a terribly bright, hot flame, which can cut as well as an acetylene torch.
- Fireball: Emitter in palm produces flame while closed fist contains it into a ball; ball can be thrown a ways before exploding, or can remain focused into a searing orb. Recharge 33%, ranged, burst 3, medium fire damage or single-target heavy fire damage.
- Plasma Cannon:
- Primary fire: at-will, ranged; inflicts heavy (4d12+34) plasma damage.
- Alternate fire 1: recharge 33%, cone 5 or line 10; inflicts heavy (4d12+34) plasma damage.
- Alternate fire 2: recharge 20%, range 500, burst 10; inflicts double heavy plasma damage.
- Maser: at-will, ranged; organic or robotic subject is wracked with pain / EM interference, and unable to take actions (Con ends).
- Plasma Cutter: At-will, free; you spawn (or retract) a blade-like protrusion about which a ring of plasma circulates, in a chainsaw-like manner. Uses:
- Cut: can chop through ordinary metal walls and doors in 1 round, and reinforced ones in 1 minute (up to 1 meter thick)
- Melee: use as melee weapon, inflicting 5d12+40 plasma damage. Can parry kinetic, thermal, and electromagnetic attacks.
- Freeze Ray: This one-handed weapon is constantly frosted over and quite cold to the touch. Fire modes:
- Endothermic Blast: At-will, range 3; medium cold damage plus Chilled (50% movement reduction, Con ends). Against Chilled targets, causes Frozen instead (unable to take actions or move for 1 rd, Con negates, damage ends).
- Icicle Lance: At-will, ranged; medium piercing cold damage, or heavy against chilled/frozen targets. Doesn't break Frozen.
- Ice Wall: Recharge 25%, ranged, wall 1/level; creates a 20-ft high wall of ice that blocks line of sight and line of effect. Each 20-ft square section has HP equal to a max heavy damage roll. Lasts until end of next round.
- Lightning Gun: This heavy, two-handed weapon made of twin cast-iron rails held parallel by wooden supports offerse three fire modes:
- Tesla Coil: At-will, range 2, chain 2/2; medium lightning damage.
- Lightning Bolt: Recharge 33%, line 10x1; medium lightning damage.
- Shock Bayonet: Recharge 33%, melee; medium piercing damage plus medium lightning damage.
- Hellfire Bomb: At-will, 5 energy, extreme range, burst 50; you launch a volatile bundle of radioactive plasma. As soon as it strikes anything, it explodes into a horrifically destructive blast inflicting heavy thermal damage, heavy EM damage, and heavy radiation damage to all in its area.
Waist slot
- Chronal Shift Dial: At-will, immediate; you dial in your preference as to how time affects you. Choose one:
- Time Dilation: you experience less subjective time than objective reality does. You can cause reality to advance faster than your experience of it, skipping forward in time any desired amount, while your body remains visible but utterly inviolate as it is locked in a sphere of unmoving time. Warning: no return trips.
- Time Compression: you experience more subjective time than objective reality does. At a cost of 3 Energy per "round", you see the world move very slowly, giving you plenty of time to plan ahead and react to things. Gain advantage to all attack rolls, Dex saving throws, and Initiative checks. Enemies have disadvantage to hit you with attacks.
- Time Stop: you compress your subjective time into a temporal singularity, acting in your own time stream as you please, then applying the effect of your actions in a single instant. For a cost of 5 Energy, you may take an entire round's action within your immediate action. Nothing you aren't touching moves until your "round" is over, but you yourself can move, and anything you touch (up to your own body weight) can move with you.
Leg slot
- Dimensional Shift Knob: Recharge 20%, free; you shift into (or out of) a higher dimension nearby to the 3 normally experienced, allowing you to see a slightly fuzzy version of reality, while being incorporeal and invisible. Each time you shift back into reality, the cooldown starts. It's basically a Cloak of Etherealness. Warning: DO NOT MATERIALIZE INSIDE A PHYSICAL OBJECT!
- Boots of Subjective Gravity: At-will, swift, constant; you change the orientation of gravity with respect to you. You can also increase or decrease its intensity by a factor of 10.
Armor Jockey
All Artificers get Devices, but those who choose the path of Armor Jockey get additional cool shit.
- At level 2, you gain a Power Suit, which, for all intents and purposes, is a monster of type Construct that is at least medium sized, which you "climb inside" and use their stats instead of your own (including Hit Points, although some abilities like pure psychic attacks go straight through and affect your mind inside).
- You can have 1 Power Suit per 5 levels of Armor Jockey.
- The "monster"'s CR must not exceed your Artificer level divided by 3
- At level 6...
- At level 10...
- At level 14...
Power Suits
Standard Suit
- Medium construct
- Str 6 Dex 4 Con 5
- HP 187 (6+Con per level = 11 * 17 = 187)
- AC 19
- Saves: Str +6, Dex +10, Con +11
- Movement: 8 squares
- Damage Immunities: Poison, Disease, Psychic (transmits through to rider)
- Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Other abilities given by Devices, above.
Hulk-Buster Suit
- Large construct
- Str 10 Dex 0 Con 8
- HP 255 (7+Con per level = 15 * 17 = 255)
- AC 18
- Saves: Str +16, Dex +0, Con +14
- Movement: 10 squares
- Damage Immunities: Poison, Disease, Psychic (transmits through to rider)
- Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Possessions
- Cool ship
- 2 data points
- etc