ABCDEFGHIJKLMNOPQRSTUVWXYZAA
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NAME/PLAYER/
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SPECIESRobotCLASS AShepherdARCHETYPECommanderCLASS LEVEL3BACKGROUNDFormer Enclave
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SUB-SPECIESMister GutsyCLASS B/ARCHETYPE/CLASS LEVEL/
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ABILITIESDEFENSES
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ABILITYSCOREBONUSSAVETEMP
ARMOUR CLASS
10MAX. HP10
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Strength10+0+010Helmet0CURRENT HP10
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Dexterity10+0+010Chest0
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Constitution10+0+010Left Arm0TEMP HP
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Intelligence10+0+010Right Arm0# HDHD VALUE
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Wisdom10+0+010Left Leg0HIT DICE (A)3/
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Charisma10+0+010Right Leg0HIT DICE (B)//
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Luck10+0+010Shield0
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Current LuckMAX DEX/
DEATH SAVE (S)
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DISADVANTAGE
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OFFENSES
POWER ARMOUR
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DEATH SAVE (F)
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SPEED (ft.)30INITIATIVE+0
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ATTACK APlasma GunRADIATION, DISEASES, ADDICTIONS, AND CONDITIONS
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BONUS/DAMAGE21d4 + DexRANGE/REACH60/180COUNTERSRAD RESISTGEIGER COUNTERSSAVE DC
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MODIFICATIONS508
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SPECIAL
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RAD BOXESSAVE BONUSRAD BOXESBOX 1 (DC 10)BOX 2 (DC 13)
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ATTACK BFlamer+00 or less1 or more
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BONUS/DAMAGEDC 121d4RANGE/REACH15
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MODIFICATIONSDC 15 if both boxes checked.
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SPECIAL All creatures within the line must make a DC 12 Dexterity saving throw, taking 2d4 fire damage on a failed saving throw or half that if successful. On a failed saving throw the target is also set alight, taking 1d4 fire damage at the beginning of each of its turns. A creature can end this ongoing damage by using its action to make a DC 10 Dexterity saving throw to extinguish the flames.
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CONDITIONSCONDITION LEVELRADIATION POISONINGEXHAUSTION
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ATTACK CBlinded
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BONUS/DAMAGERANGE/REACHCharmed1
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MODIFICATIONSDeafened2
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SPECIALFrightened3
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Grappled4
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PROFICIENCIESIncapacitated5
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SKILLBONUSPROFICIENCYEXPERTISEABILITYInvisible6
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Animal Handling+0+0Paralyzed
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Acrobatics+0+0Petrified
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Athletics+0+0Poisoned
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Deception+0+0Prone
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Engineering+0+0Restrained
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Hacking+0+0Stunned
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History+0+0Unconscious
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Insight+0+0
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Intimidation+0+0ADDICTION LEVELADDICTION AADDICTION BADDICTION CADDICTION D
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Investigation+0+0////
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Medicine+0+01
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Nature+0+02
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Perception+0+03
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Performance+0+0
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Persuasion+0+0DISEASES
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Science+0+0ParasitesWaste Plague
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Sleight of Hand+0+0RabiesOther
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Stealth+0+0V81 Mole RatOther
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Survival+0+0
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TOOLBONUSPROFICIENCYEXPERTISEABILITYKEY ITEMS
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+0+0
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+0+0
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+0+0
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+0+0
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+0+0
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VEHICLEBONUSPROFICIENCYEXPERTISEABILITY
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Air+0+0TRAITS
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Land+0+0BACKGROUND
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Water+0+0
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Underwater+0+0PERSONALITY
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LANGUAGES AND OTHER PROFICIENCIES
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IDEAL
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BOND
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FLAW
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