53N71N3L (Sentinel)
Set foot on a planet new to you, make first contact with a new species.
Your discovery is one which will guarantee your legacy. Whether it be a creature, culture, or planet, it is named after you. Your Prestige rating increases by 2 points. Additionally, whenever you make a Charisma check against a creature which could have heard of your exploits and understand their importance, you have advantage.
You have the construct creature type instead of humanoid. You are immune to poison damage and do not need to breathe. You do have to consume Supply, though this takes the form of power cells or other fuel, rather than food.
Many standard healing methods for humanoids are completely ineffective on you, as in the case of psionic powers. Medical treatments utilizing nanobots work on you as normal, however, and specialized treatments exist (see Medicine in Chapter 3: Equipment). Most rolls that would call for a Medicine check for an organic creature are substituted for an Engineering check, depending on the condition and availability of parts.
Additionally, you can still expend Hit Dice and regain hit points as normal on a short or long rest due to your self- repair functions.
You gain proficiency in computers.
You have the service of a utility drone (you may select any variety of utility drone), a robot you command with voice control or through one of your devices. Your drone normally rests in a docking port amidst your machinery, but you can deploy it as an action. In combat it takes its turn immediately after you. It follows your directions, but commanding it to Attack uses your action and its reaction. Repairing your drone is free if you have access to its remains and your gear over the course of a long rest. Otherwise, the materials to replace your drone cost 25 credits.
Your charge cycle does not require you to lose consciousness. This allows you to monitor systems and perform other low level activities and you remain fully conscious during rests.
Your lifelong familiarity with robotics and computers gives you an intuitive sense of how they work. You get an expertise die when using hacking tools.
You are so used to an environment where everything is ordered and in its place that something unusual sticks out to you like a sore thumb. You gain an expertise die on Investigation checks and initiative rolls.
You gain proficiency in computers and Engineering, and an Engineering specialty in robotics.
*Already have computers from Android Heritage, have taken Hacking Tools instead.
You can read, sign, speak, and write Common and Machine.
You can read, sign, speak, and write an additional language of your choice.
You know how to make do with very little, even in open space. You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply.
Aside from the violence and greed, life as a voidrunner is not that different from life as a pirate. With a few adventures under your belt, perhaps enough money to get your own pirate ship, you might even consider: why not? On the other hand, your old crew might have different ideas, and any survivors from previous raids definitely have grudges of their own.
Once you have won enough fame, through either legal or illicit means, your name becomes synonymous with high adventure( and potentially a handsome reward). Your reputation means informants are eager to bring you news of potential targets and also brings you the services of 8 aspiring crewmates (use stats for a bandit).
Thanks to your years of training, you know how to handle yourself in almost any situation. At 1st level you gain two drills of your choice, detailed at the end of the class description. The Drills Known column of the Trooper table shows when you learn more drills.
You know how important a little R & R can be. When you spend hit dice during a short rest to recover hit points, you can roll each die twice and use the better result.
All weapons are deadly in your hands, but one type of weapon is your favorite. At 1st level, choose a specific category of weapon, such as light mauls, medium casters, or cannons. You can also choose a miscellaneous weapon (such bio-chakram or combat chainsaw) as your favored ordnance.
Attacks you make with your favored ordnance deal an additional 1d4 damage of the weapon’s type. Your favored ordnance damage applies only to damage that requires an attack roll. Thus, you can’t increase the damage dealt by a grenade or a weapon’s burst property, unless you have a special ability that allows you to do so. This extra damage increases as you gain trooper levels, as shown in the Favored Ordnance column of the Trooper table. Once you deal your favored ordnance damage, you can’t do so again until the start of your next turn.
When you gain a level in this class, you can replace one of your favored ordnance selections with another weapon.
You never back down, not while lives hang in the balance. While you are bloodied, you can use a bonus action on your turn to gain temporary hit points equal to 1d10 + your trooper level. These temporary hit points last for 1 minute. While the temporary hit points last, you are immune to the frightened and rattled conditions. If you are frightened or rattled when you use this ability, the effects of these conditions are suspended until the end of this effect. Rounds spent under the influence of Indomitable Soul count towards the duration of these frightened and rattled conditio
Once you use this feature, you must finish a short or long rest before you can use it again.
Computers, vehicle repair tools, weapon and armor maintenance tools, space vehicles, land vehicles, hacking tools.
You’ve worked (or currently work) as a mercenary, taking part in military conflicts for personal profit. Anyone in need of a little extra muscle may come to you with job offers, and you have advantage on ability checks you make to find such jobs or negotiate their terms. The jobs may involve some measure of danger, and they may not pay particularly well. But you’re never out of work, at least not for long.
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest . You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Trooper table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
- Adamant Mountain
- Mindful Body (VRC)
You have a limited well of stamina that you can draw on to protect yourself from harm.
You regain hit points equal to 1d6 + your proficiency bonus + your Constitution modifier (minimum 0).
1st degree Mindful Body bonus action (stance)
Even when you can’t see, you are able to sense your environment.
While in this stance you have blindsight to a range of 30 feet, and you are immune to the blinded condition.
Bringing a heightened focus to the gunner’s
seat, you can make a difficult shot seem easy.
You make an attack using a vehicle’s direct
fire or indirect fire weapon with advantage.
When the time comes to engage the enemy, you
make sure you’re always on the front lines, with
your allies close behind. You gain an expertise
die on initiative rolls. When you roll initiative,
you can select one willing ally who rolled lower
than you. For the rest of the encounter, that ally
acts in the initiative count directly after you.
When you choose this archetype at 3rd level,
whenever you hit a surprised target you add an
additional favored ordnance damage die.
Also at 3rd level, you gain proficiency in Stealth.
During a long rest, you can customize even the
heaviest suit of armor to make sure it doesn’t
hinder your abilities. If you do so, that piece of
armor does not give you disadvantage on Stealth
checks. Any other creature wearing that same
suit of armor still suffers disadvantage on Stealth
checks as normal.
+1 Dex and Con
Tiny construct (drone) 50 XP
AC 13 (natural armor)
HP 6 (2d4 + 1; bloodied 3)
Speed 30 ft., fly 30 ft. (hover), swim 30 ft.
STR: 4 (–4)
DEX: 16 (+3)
CON: 13 (+1)
INT: 1 (–5)
WIS: 10 (+0)
CHA: 1 (–5)
Proficiency +2; Maneuver DC 13
Senses blindsight 10 ft., passive Perception 12
Damage Immunities poison, psychic
Condition Immunities charmed, fatigue, frightened, paralyzed, petrified, poisoned
Languages Common, Machine
Hardwire. Creatures controlling this drone can hack devices adjacent to it as if they’d established a direct connection.
Malfunction. The drone malfunctions when it takes a critical hit, becoming confused until another creature within 5 feet makes a DC 10 Engineering check to end the condition.
Recording. The drone can stream audio-visual data to its control device or to other adjacent devices. Its on-board memory can record up to 1 hour of footage. No action is required for the drone to begin streaming or recording.
Special Delivery. The drone can hold an object or objects weighing no more than 5 pounds. Adjacent allied creatures can retrieve these items as a bonus action.
ACTIONS
Spark. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) lightning damage.
Hacker Drone
The drone gains the following trait and additional action:
Built-in Hacker. The drone is treated as if it had hacking tools and proficiency with hacking tools. It can attempt to hack an adjacent device and is able to perform hacking maneuvers.
Hacking Accomplice
Hacks attempted by this drone’s controller gain an expertise die when using the drone’s Hardwire trait.