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Scout 1 Chaotic Light

Ardennian Mandalorian

Cezar 0 300 23

+2 +4
+1 +3

12 +3
16 11
+4 +6
Beskar weave armor

18 +4
+4
+6

+1 +1

13
1d10

+0 +0

10 +0
+0
+0
+2
+0
Blaster pistol +6 1d6+4 Energy
+2 +2 Power cell (range 50/200), reload 16

14 +2 Lightning carbine +6 1d6+4 Lightning


+4 Power cell (range 60/240), penetrating 6, reload 12, strength 11, two-handed
+2
Vibrodagger +6 1d4+4 Kinetic
+4
Finesse, light, thrown (range 20/60)
+2
Unarmed Strike +3 2 Kinetic

-1 -1

9 -1
-1
-1
-1

14 Pathfinder
Ranger's Quarry
Ability Score Increase
Age
Alignment
Darkvision
Four-Armed
Jungle Dweller
30 ft 3 miles 24 miles
Languages
All Blasters, All Vibroweapons, Light
Armor, Medium Armor, One Set Of Artisans
Implements, All Lightweapons

Galactic Basic, Mando e macaco

Pathfinder: _**Scout:** 1st level_

You are skilled at navigating the untamed


wilds. You ignore difficult terrain, and when
traveling for an hour or more, you gain the
following benefits:

- Difficult terrain doesn't slow your group,


provided they can see and hear you.

- You can't become lost by unenhanced


Child of Mandalore
means.

Other Mandalorians know, and will look out for you. If you're ever in need of a place to stay,
- Even when you are engaged in another
or a meal to eat, other Mandalorians will help you as long as your clans aren't feuding. This
activity while traveling (such as foraging,
could be in the form of shelters, meals, even healing. If the Mandalorians are of your clan or
navigating, or tracking), you remain alert to
a clan friendly to you, they may be willing to help you even at cost to themselves.

danger.

- If you are traveling alone, you can move


stealthily at a normal pace.

- When you forage, you find twice as much


food.

- You have advantage on Survival checks.

Ranger's Quarry: _**Scout:** 1st, 5th, 9th,


and 17th level_

You learn how to effectively read and track


your prey. Once on each of your turns, you
can choose a creature you can see within
120 feet and mark it as your quarry (no
action required). For the next hour, you
gain the following benefits:

- Once per turn, when you hit the target


with a weapon attack, you can deal 1d4
additional damage to it of the same type as
the weapon's damage. This die changes
as you gain scout levels, as shown in the
Ranger's Quarry column of the scout table.

- You have advantage on any Wisdom


(Perception) or Wisdom (Survival) check
you make to find it while it's on the same
planet as you.

You can only have one creature marked in


this way at a time. Beginning at 5th level,
you can use your reaction to mark a
creature when it enters your line of sight,
provided it is within range of your Ranger's
Beskar weave armor 25 lbs.
Blaster pistol 2.5 lbs.

Lightning carbine 7 lbs. 0


Vibrodagger x2 1 lbs.

Grappling hook 4 lbs.


Grenade, fragmentation x2 2 lbs.
Shock gloves 1 lbs.

35.5 lbs 7 lbs.


42.5 lbs.

60 lbs. 120 lbs. 180 lbs. 360 lbs.

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