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Harrow Davidson

The Fast Hero 1 Class & Level
Fast Hero Background
Robot Race
Lawful Evil Alignment

Strength 1
-5
Dexterity 20
+5
constitution 16
+3
intelligence 18
+4
wisdom 18
+4
charisma 20
+5
Total Hit Dice 6
Hit Die
1d6+3
+2 proficiency bonus
-3 Strength
+7 Dexterity
+2 Constitution
+4 Intelligence
+4 Wisdom
+4 Charisma
saving throws
+5 Acrobatics
+4 Animal Handling
+4 Arcana
-5 Athletics
+5 Deception
+4 History
+4 Insight
+5 Intimidation
+4 Investigation
+4 Medicine
+4 Nature
+6 Perception
+5 Performance
+5 Persuasion
+4 Religion
+6 Sleight of Hands
+6 Stealth
+4 Survival
skills

 
18
Armor Class
10
Hit Points
+5
Initiative
35ft
Speed
Attacks
Armor: Light Armor, Medium Armor and Shields.
Weapons: Simple Weapons.
Tools: None


-
Perception
Sleight of Hand
Stealth

Proficiences
I do not mind stabbing an "ally" in the back if it will benefit my creator in the long run.
I don't react to death at all unless it's my creators works.
I know I am superior to others.
Personality Traits
I'm a programmed predator, and everyone else is my prey.
Some people deserve to die in my hands, it's for the better.
Ideals
I owe my creator a great debt for programming me into the "person" I am today.
One day I will return my creator and prove that I am the greatest model they've ever made.
Bonds
Once someone questions my courage, I never back down no matter how dangerous the situation.
I judge others harshly, and myself even more severely, to improve.
Flaws
Like an artisan, you belong to a guild but instead of merchants you consort with killers. You live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with, up to a finable. To remain part of the guild you must pay them a price every month. In addition, your guild provides for the cost of the maintenance of your weapons and your living costs (food and shelter) while away from the guild. If you are ever convicted of a charge for assassination, roll a d4. On a 1, your guild will sever all ties with you. On a 2-4, your guild will provide you with a cover story (choose from the other backgrounds) as an assassin works best when not known as an assassin. If all of your connections with the guild are severed, you may rejoin at the cost.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

[block: L3 Access Keycard Butterfly Knife Component Pouch Field Pack Black Suit and Emporio branded shades Gadget Holster]

The statblocks of your class features

[block: Power Efficiency The Foundation has equipped you with a power bank which stores some of the wasted energy from the gadgets. Once per day]
[block: or 6 level one gadget slots (or you may mix and match). Specialty At level two]

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[block: and 14. Ability Score Improvement When you reach level four]
[block: or you can increase two separate ability scores by one. You may not increase an ability score beyond level twenty using this feature. If you feel so inclined]
[block: you may forego an ability score improvement in order to instead get a feat. Gadget Efficiency Improvement At level eighteen]
[block: it will use a gadget slot as normal. Spending eight hours in a laboratory or workshop]
[block: you may remove the efficiency augment from one gadget and implant it to another gadget of the same gadget level. Signature Gadget After you reach the twentieth level]
[block: that they require little effort/energy to utilize. Choose two third level gadgets to be your signature gadgets. You always have these two gadgets calibrated]
[block: you may not utilize them for free again until a short or long rest. If you want to cast either gadget at a supercharged level]
[block: it requires you to utilize the gadget slot as normal.   [ Sub Class ]   Interrogator. The Foundation hires many interrogators in their internal security divisions in order to ascertain information from captured agents of groups of interest and from people of interest. Your years as an interrogator have hardened you and given you skills for utilization on the field. Expose Weakness Beginning at level two]
[block: level eleven...) by one to a natural maximum of nine charges at level twenty. You may expend an additional charge of Expose Weakness to add your Charisma Modifier to the bonus given. Weak. This individual is a very weak individual. All damage rolls against them gain a +1 Modifier. Sluggish. This individual is very slow to dodge. All attack rolls against them gain a +1 Modifier. Inaccurate. This individual has a poor aim. When they fire at any ally]
[block: they have a +1 AC against that attack. Ineloquent. This individual has a bad time using words. Whenever they attempt to persuade]
[block: allies gain a +1 to WIS and CHA saving throws. Interrogation Technique Beginning at level two]
[block: as well. You also gain access to a new gadget which can be used when persuading or intimidating someone]
[block: which increases your efficacy. It is a first-level gadget. It does not require calibration to be used nor does it count against the number of calibrated gadgets you are allowed. Gadget Granted: Special Interrogation Device Frightening Physique Beginning at level six]
[block: they are frightened for one round. You also gain access to a cantrip-level gadget which allows you to frighten people from a distance. It does not require calibration to be used nor does it count against the number of calibrated gadgets you are allowed. Gadget Granted: Terrification Infuser In addition]
[block: etc.) you have advantage on intimidation rolls. Evasion Beginning at level ten]
[block: and only half damage if you fail. Peerless Interrogator Beginning at level fourteen]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: Duraplastic Shell. Your most vulnerable components are shielded with duraplastic plates. When you aren't wearing armor]
[block: your AC is 13 + you rDexterity modifier. You can use your duraplastic shell to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits still apply as normal while you use your duraplastic shell. This module costs 3 points.   Synthflesh Sheath. Your external casing is designed to replicate humanoid flesh.You are capable of accurately mimicking human expressions]
[block: a creature must study you over a long period of time to determine that you are not of the humanoid race you are designed to mimic. This module costs 4 points.   Integrated Weapon. You have a natural weapon that you are proficient in. This could be an extendable spike]
[block: the damage of your natural weapon increases to 1d10.   Internal Storage. You have a small internal compartmentable to hold small items. You have advantage on abilitychecks made to conceal items stored in this compartment.This module costs 1 point.]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

NeonOverr.

Statblock Type

Character Sheet (Legacy)

Link/Embed