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53N71N3L (Sentinel)

Class
Level
2
(XP )
Heritage
Culture
Background
str
16
5
Save
dex
17
3
Save
con
17
5
Save
int
13
1
Save
wis
14
2
Save
cha
12
1
Save

Proficiency Bonus
+2
Armor Class
17
Riot Armor + dex (max 2)
Resistances & Immunities
Poison
Size
Speed
30 feet
Current
Hit Points
22
Max Hit Points
22
Hit Dice
2d103
Death Saves
Successes
Failures
Fatigue
Strife
Supply
16
Max Supply
16

Destiny
Discovery.
-
You seek out new worlds and new civilizations. You gain inspiration whenever you discover something new and significant.

Set foot on a planet new to you, make first contact with a new species.
Veteran Traveler.
-
You are used to new and unusual environments. You get an expertise die on saving throws to resist environmental effects and encounter elements.
Explorer of Legend.
-
Discover a legendary planet that nobody believed existed, travel through time, travel further than anybody has traveled before.

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.

Skills
Athletics
Deception
Engineering
Robotics
Perception
farsight
Stealth
camouflage, green camo armour
Survival
Passive Insight
12
Passive Perception
17
Passive Stealth
18
Armor Proficiencies
Light armor, medium armor, heavy armor, shields
Weapon Proficiencies
Simple weapons, martial weapons, starship weapons
Tool Proficiencies
Senses
Darkvision - 300 feet
Languages
Common, Computer

Attacks
Sniper Rifle
Attack Bonus
5
Damage
2d6
Damage Type
Range
240/720
Properties
Ammunition (range 240/720), reload (20 shots), two-handed
Notes
medium firearm; long-ranged, scoped, favoured ordnance
Sonic maul
Attack Bonus
5
Damage
1d8
Damage Type
Range
5
Properties
Breaker, exotic, heavy, simple, versatile (d10)
Notes
medium maul; sonic

Combat Maneuvers
Maneuver Save DC
13
Exertion Points
4
Traditions Known
Number Known
2
Exertion Cost:
Exertion Cost:
Exertion Cost:
Exertion Cost:
Exertion Cost:
Exertion Cost:
Exertion Cost:

2

Exertion Cost:


Equipment
Sonic maul
Weight
8.00
Sniper Rifle
Weight
8.00
Repair Kit
Properties
The professional version of a patch kit, crash kits are most useful to those with formal medical training. Any creature can expend one use to stabilize a dying artificial lifeform without the need for an Engineering check. However, creatures with proficie
Weight
15.00
Rifle Ammo
Properties
90/100
Weight
50.00
Riot Armor
Properties
Camo
Weight
30.00
Tactical clothing
Properties
Favored by militaries, emergency services personnel, and field repairmen alike, this clothing comes in a variety of colors and camouflage patterns and has a large number of convenient pockets to keep equipment in. A camouflaged version grants an expertise
Weight
3.00
Duffel Bag
Properties
200 lbs of gear or 4 cubic feet
Weight
4.00
Flashlight
Properties
Provides bright light in a 20-foot cone and dim light in a 30-foot one.
Weight
0.50
Rope, synthetic (50’)
Properties
This synthetic rope is lighter than previous versions while still being able to hold the same weight.
Weight
2.00
Entrenching Tool
Properties
A lighter version of the shovel, capable of folding for easy transportation.
Weight
2.00
Personal Communicator.
Properties
The future version of what we currently call a smartphone, personal communicators are an assumed possession of most citizens of future societies. A typical device allows its user to communicate by video, voice-only, or through text messages, can connect t
Zip Cuffs. 20
Properties
These super lightweight and portable version of handcuffs are used by riot police and in other situations where mass arrests are likely. They have an AC of only 13 and 15 hp, and the Strength check to break them is DC 16. Unlike most restraints, they are
Night-Vision Goggles
Properties
These battery-powered goggles grant the user darkvision with a range of 300 feet.
Engineering Tools
Carrying Capacity
240
Weight Carried
Maximum Bulky Items
4
Gold Pieces
36

Features
Artificial 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.

Source
Heritage
Usage
Passive
Constructed Constitution

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.

Source
Heritage
Usage
Passive
Basic Programming.

You gain proficiency in computers.

Source
Heritage
Reconnaissance Drone (Hacker Drone)

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.

Source
Heritage Gifts
Sentinel

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.

Source
Heritage Gifts
I Know A Back Door

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.

Source
Artificial Culture
Pattern Recognition

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.

Source
Artificial Culture
Surrounded By Tech.

You gain proficiency in computers and Engineering, and an Engineering specialty in robotics.

*Already have computers from Android Heritage, have taken Hacking Tools instead.

Source
Artificial Culture
Languages

You can read, sign, speak, and write Common and Machine.

Source
Artificial Culture
Languages

You can read, sign, speak, and write an additional language of your choice.

Source
Space Pirate Background
Rough Living

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.

Source
Space Pirate Background
Adventures and Advancement

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).

Source
Space Pirate Background
Drills

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 Know column of the Trooper table shows when you learn more drills.

Source
Trooper
Driils: Rest and Relaxation

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.

Source
Trooper Drills
Favored Ordnance

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.

Source
Trooper
Usage
Medium Firearms
Tenacity: Indomitable Soul

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.

Source
Trooper
Tool Proficiencies

Computers, vehicle repair tools, weapon and armor maintenance tools, space vehicles, land vehicles, hacking tools.

Basic Training: Soldier of Fortune

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.

Source
Trooper
Combat Maneuvers

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.

Source
Trooper
Traditions Known
  • Adamant Mountain
  • Mindful Body (VRC)
Source
Adventurer's Guide and Voidrunner's Codex
Catch Your Breath (2 points)
1st degree Adamant Mountain Bonus Action

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).

Source
Adamant Mountain
Blind Stance (1 point)

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.   

Source
Voidrunner's Codex

Details & Other Information
Age
4
Height
5' 4"
Weight
80
Eyes
green lenses
Skin
N/A repaints chassis to match terrain
Hair
none
Character Backstory
Found half broken and drifting in the void by space pirates four years ago, 53N71N3L was cobbled back together to serve as part fo the crew. Despite multiple attempts at a memory reset, by the ship's tech, 53N71N3L still had strange, fleeting memories of a planet of artificial beings, which didn't fit any descriptions in the ship databanks. On the ship, 53N71N3L's main role was to man the long range cannon in battle, as well as the spotting scopes to scout out cargo ships to hit. During the rare occasion they were on a space station, or the even rarer occasion of being planetside, the pirates didn't allow 53N71N3L to stray far, as they used him to hotwire speeders, or hack ATMs, vending machines, and the like, with the assistance of his hacker drone 5l1c3. During one of these supply runs, as they were breaking into a small cargo shuttle, they were spotted by security. The rest of the crew scarpered, however 53N71N3L saw this as his chance to escape the pirate life, and hijacked the shuttle, rocketed out of the landing bay, and made a quick FTL jump to the system that was already punched into the nav computer. Injured during the heist, he abandoned the ship once it landed at the destination, before the landing crew had a chance to talk to him. With his newfound freedom, he decided to try and find the world from his memory banks, however, he was well aware that he'd need creds for this endeavour, and so, his new life as a merc began...
Followers & Strongholds
5l1c3 (Slice)
Type
Hacker Drone
Ability
Utility Drone Challenge 1/4
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.