Total HP 112 AC Current HPSpeed
20 30ft
Temp HP
Hit Dice 15d10 Initiative -1
AC Break Down
Heavy ArmorWhen taking Bludgeoning, Piercing, or
Master Slashing dmg it is reduced by 3.
Ballistic 18 Disadv on Stealth
Armor Type Light Medium Heavy
Half Shield +1
Defense +1
Limited Class Features
Feature Uses Recover
Second Wind (Gain 1d10+15 HP) 1 SR
Action Surge (Gain a 2nd Action) 1 SR
Indomitable (Reroll a Save) 2 LR
Actions
Action Bonus Action Reaction
Attack/Cast Second Wind Suppression
Dodge Charge
Disengage Burst Fire
Dash
Reload
Abilities Score Modifie Saves
r
*Strength 20 5 10 Proficiency +5
All Armor All
*Constituti 20 5 10 Weapons
on Pilot
Dexterity 8 -1 -1
Charisma 13 1 1
Intelligenc 10 0 0
e
Wisdom 12 1 1
Skills (*=Proficiency)
Acrobatics (Dex) -1 *Perception (Wis) 6
Animal Handling (Wis) 1 *Performance (Cha) 6
Arcana (Int) 0 Persuasion (Cha) 1
*Athletics (Str) 10 Religion (Int) 0
Deception (Cha) 1 Sleight of Hand (Dex) -1
History (Int) 0 Stealth (Dex) -1
Insight (Wis) 0 *Survival (Wis) 6
*Intimidation 10 Tool ()
(Cha/Str)
Investigation (Int) 0 Tool ()
Medicine (Wis) 1 Tool ()
Nature (Int) 0 Tool ()
Senses Normal
Languag Common
es
3 Attacks
Attack Range To Damage Type
Name Hit
Data Dagger 20/60 +10 1d4 + 5 P
Description: Stabbing yourself with this dagger causes you to
explode
SAW 80/240 +12 2d10 + 5 P
Description: Two-handed, Heavy, Burst, Suppression,
Mags 2, Reload 50 |
Mounted 15ft +12 2d8 Fire
Flamethrow Cone
er
Description:Two-handed, Heavy, 1 Fuel Canister, Reload 4
|
Push/Drag/ Long Jump High Jump Reach S/R
Lift S/R S/R
600lb 10/25ft 4/8ft 13/17ft
Weapon –Actions
Heavy: Small creatures have disadvantage on attack rolls with
heavy weapons. A heavy weapon’s size and bulk make it too large
for a Small creature to use effectively. Additionally, they take an
action to reload.
Burst: Can make an extra attack as a Bonus Action when it takes
the attack action, however this attack has a -5 to hit. For every
consecutive turn this extra burst attack is taken the to hit penalty
is increased by 5.
Suppression: As a Reaction, I can spend 10 rounds of ammo to
attack and the next enemy in my attack range when it moves or
attacks on its turn.
Flamethrower- As an action, exhales fire in an adjacent 15ft
cone that you designate. Each creature in that area must make a
Dexterity saving vs. the users to hit, taking 2d8 fire damage on a
failed save or half as much damage on a successful one. The fire
ignites any flammable objects in the area; any creature that failed
its save is on fire and takes 2d8 fire damage until it uses its action
to put itself out with a dc 15 DEX check or by smothering the
flames.
Human - Racial Abilities
Tough: Increase HP by 30, ignore the first lvl of exhaustion
Heavy Gunner - Features
Lvl 3: Superior Critical: Crit on a 18-20
Lvl 4: Chager: If you move 10ft in a straight you can spend your
BA to gain +5 to attack dmg or push a target 10ft away from you.