Bilities Kills Evel: STR DEX CON INT WIS CHA

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Titus

Name: _________________________ Player:__________________

5 warrior 1
Class: __________________________________________________
space marine
Race: _________________ ultramarine
Background: _____________________
Gender:_____ Size:______ Height:__________ Weight:_________
Experience Points: ­
Campaign:
Next Level:

Level Age:_______ Hair:__________ Eyes:_________ Alignment:______ Crucible Corps Serial Number:

Skills
Abilities Saving Bonus Skill Name Proficient
Modifier Throw
Score
Burst Fire 8 Acrobatics (Dex)
16 STR
Strength
3 6 Burst
DC 16 Burst Save
Bonus
+3 6
Astrophysics (Int)
Athletics (Str)
20 DEX 5 5 (DC = 8 + Prof iciency Score + Dex bonus) 5 Computers (Int)
Dexterity Deception (Cha)
Proficiency 3
18 CON 4 7 Ability Save DC Bonus Insight (Wis)
Constitution 3 Intimidation (Cha)
8 + ______ 8 + ______
INT + Prof + Prof I nspiration Investigation (Int)
14 2 2 Bonus Bonus
Intelligence 5 Lore (Int)
Saving Throw Advantages/Disadvantages:
14 WIS 2 2 ___________________________________________________ Mechanics (Wis)
Wisdom ___________________________________________________ Medicine (Wis)

14 CHA 2 2 Special Features 5 Perception (Wis)


Charisma
Feature Max Use Recovery Used
Performance (Cha)
6 Persuasion (Cha)
Senses Sleight of Hand (Dex)
= 10 +
3 dis Stealth (Dex)
Passive Perception 15 Perception
Skill
Survival (Wis)
__________________________________
__________________________________ Xenobiology (Int)

Combat 5 Initiative
Dex
5 +
Misc Base Speed Encumbered
Hit Points Wounds

Temporary
HP

Armor Class 20
+
Armor
Bonus hull points 25/5 59
Shield
Bonus
+
Medium Armor (Max Bonus = 2)
Dexterity Stealth Max HP
Modifier Heavy Armor (No Dex Bonus) Disadv.
20 +
Power Hit Dice II Survive
+
Modifier Resistances (Half Damage) Level Die Type Con # Used I III
Item acid, cold, fire, poison 5 x d10 + 4 I III Perish
Modifier
x II
+
Misc/Mod +
Death Saves
Bonus x + (DC 10)
1/2 max HD after Long Rest

Attacks # of Attacks per Action 1 Actions (1 Action, 1 Bonus Action, and 1 Reaction per Turn)

Weapon Prof. Range To Hit Damage Dmg. Type Base Actions Bonus Actions
bolt pistol 50/250 8 1d8+5 piercing second wind
Special Adaptable, Auto(2) (1d12+5), light

plasmagun 80/400 8 1d12+5 fire


Special Auto(3) (2d8), recoil (1), rend, two handed

Special Reactions

Special

Special
Character Traits Background
Personality Trait
Racial Features Tyrannic War Veteran
space marine:
- size large
- unarmed strikes 1d4 b
- immune to the frightened condition.
- Unnatural Toughness +1hp x lvl Ideal proud
- Larraman’s Organ, drop 1 hp when reach 0, 1\long rest
- require only 4 hours of sleep
- resistance to poison damage and advantage on saving throws against diseases and poison.
- Omophagea
- Darkvision 60ft
- feign death spell 1\long rest
- detect poison and disease spell prof\long rest
- re-roll failed Con saving throws temperature extremes
- spit acid \short long rest
Bond

Class Features
Combat Style (point shooting), Second Wind Flaw

Background Feature

Feats
Feat:

Feat:
Proficiencies
Armor: Light Medium Heavy Shields
Feat:
Weapon Simple Martial Other:

Languages Tools
Hacker’s Kit Feat:

Equipment
Total
Cubil (cu)

Adventuring Gear Lifestyle: _____________________ Daily Expenses: __________

Name # Wt. Name # Wt.

Other Valubles
Assigned Vehicles Role /Position

Total Wt. Encumbered Heavily Enc. Push/Lift


=Str x 5 =Str x 10 =(Str x 15) -30
-10 Spd. -20 Spd. Spd.= 5 ft.
Character Sheet by Castle Skydawn Design Original Concept by Javier Aumante and MorePurpleMoreBetter
Character Name:_______________________________ Esper Attack Modifier Esper Power Save DC
(Channeling or Forging)
Esper Ability:__________________________________ = Prof iciency Bonus + your = 8 + Prof iciency Bonus + your
Channeling/Forging ability bonus Channeling/Forging ability bonus

Talent Points Tech Slots # Techniques Prepared:_____


Remaining 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Max
Max TP
Used

Talents and Techniques


Prime Rank 3 TP: 5 Rank 6 TP: 9

Rank 1 TP: 2 Rank 7 TP: 10

Rank 4 TP: 6

Rank 8 TP: 11

Rank 2 TP: 3

Rank 9 TP: 13
Rank 5 TP: 7
MkVIII power armor Cower Not Before the Enemy: This Tyrannic War Veteran: You fought in
CA 20 suit of armour has been obsessively the Battle for Macragge, struggling
Electromagnetic Shielding. As a maintained with against horrid Tyranid beasts from
reaction to the armor’s shutdown, marks of pride, bears pristine heraldic Hive
PA comes back online. Once you depictions, and is bedecked with Fleet Behemoth. Thanks in part to
use this feature, sashes, helmet crests, your efforts, the Ultramarines
you cannot use it again until you and Banner Displays. The wearer prevailed at great cost
finish a long rest. carries himself tall, often heedless of
Gauntlets. Unarmed attacks with cover or stealth. The
the armor do base 1d6 damage. If armour seemingly sabotages any demeanour: Proud
you already inflict 1d6 or more attempts at subtlety, and imposes a Dignity and honour are important to
damage with further –2 to all stealth this Space Marine.
unarmed attacks, increase the checks. (in addition to those imposed
damage dice by one step (1d10 > on standard power armour), while it
1d12 > 2d6 > 2d8 > 2d10). whirs, vents, or
Hull Points. PA has 25 hull points clanks at precisely the wrong
and a threshold of 5. moment. However, it also grants a +1
Large Size. You are considered a bonus to all charisma
Large creature while wearing the skills, due to the overwhelming force
armor. of authority and confidence the bearer
Mask. You are immune to gas projects.
attacks and inhaled poisons.
Life Support. The PA can work in
vacuum, and the wearer don't
need to drink and eat.
Magnetic boots. these boots allow
you to secure yourself onto any
metallic surface. In Zero-G, you
can move at a
rate of 10 feet and do not suffer
from disadvantages to ability
checks associated with being in
Zero-G. In normal
gravity, you cannot move and
cannot be pushed, pulled, or
knocked prone.
Power. PA requires an power cell
to operate, and it does not work
without it. Power cell works for 24
hours.
Resistances. Fire, acid, cold.

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