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Xerin Chase Waffle

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Character Name Player Name

Strength Dexterity Constitution Intelligence Wisdom Charisma


Race Awoken(Earthborn)

Superclass Hunter
13 18 15 14 11 16

Class Gunslinger
+1 +4 +2 +2 +0 +3
Archetype

Skills Saves
0 Insight (Wis)
Level 1 Exp ● 6 Acrobatics (Dex) ● 5 Persuasion (Cha) 1 Strength
3 Intimidation (Cha)
0 Animal Handling (Wis) 0 Religion (Wis) 6 Dexterity
Background Risen

2 Investigation (Int)
2 Arcana (Int) 4 Sleight of Hand (Dex) 2 Constitution
2 Medicine (Int)
1 Athletics (Str) 6 Stealth (Dex) 2
Foundation(s) 2

Intelligence
5
Nature (Int) 2
● Deception (Cha) ●
Survival (Wis) 0 Wisdom
Criminal(Smuggler) ● 2 Perception (Wis)
2 History (Int) ● 4 Technology (Int) ● 5 Charisma
3 Performance (Cha)

Health Shields Overshields Shield Recharge Roll Resources


Name Uses Recovered on
10 8 /
MAX MAX MAX Exhaustion
/

/
RTL Saves
CURRENT CURRENT CURRENT
/
Successes
Armor Class Initiative Speed Failures /

15 30 Features & Traits


Proficency
Equipped Items
2 Bonus Inspiration
Always a Way Home: You are always at
least vaguely aware of Mara Sov, the
Awoken Queen, so long as both you and
Leather Armor Languages she are in the same plane of existence.
Even when lost, you can use this sense to
direct yourself or a vehicle you are
Risen, Awoken Speech, operating along a straight path toward her.
City Common, RSL, Krill Paracausal Resistance: You have
advantage on saving throws against spells,
Light effects, and Darkness effects.
Paracausal Sensitivity: You gain the effects
of the Sunsinger’s Detect Light and Dark
Miscellaneous
feature.
Psychokinesis
400 Glimmer Natural Athlete: You have your choice of
Trinket- "The either a swimming speed or climbing speed
Glimmer: equal to your base walking speed.
Cryptarchy’s best guess Hunter’s Instincts: As a Risen Hunter, you
Proficencies can take the Disengage action as a bonus
for this item is 'magic Vex action on your turn.
Thieves toolkit, block.'" Weapon of Choice: Once you’ve turned a
firearm into your weapon of choice, you
Weaponsmithing toolkit, Night Vision Armor cannot be disarmed of that weapon unless
Light Armor, Medium Augmentation
you are Incapacitated.
Uncanny Hits: When you deal damage with
Armor, Simple Melee a shot from your weapon of choice, you
add a bonus to your damage roll as shown
Weapons, Simple in the Uncanny Hits column of the
Firearms, Shotguns, Light Gunslinger table.
Weaponized Personality: You can either
Machineguns, Jumpships, gain proficiency in a Charisma-based skill
of your choice, or you can choose to
Sparrows double your proficiency bonus for a
Charisma-based skill you are already
proficient in.

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Xerin Chase Core Light Abilities Xerin Chase Weapons & Equipment

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Character Name Character Name

Light Save Light Attack


Light Ability DC Modifier Light Level Name: Hand Cannon Name: Shotgun
Attack Modifier: +6 Damage: 1d8 Kinetic Attack Modifier: +3 Damage: 1d10 Kinetic
Properties: Finesse, One-Handed Properties: High Recoil, Two-handed
Range/Scope: 25/50/90 Close Shot Capacity: 6 Range/Scope: 10/15/20 Close Shot Capacity: 5
Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3
Superclass Ability Melee Ability Super Ability
Name: Charge(s): / Name: Charge(s): / Name: Charge(s): /

Recharge die: Recharge value: Recharge die: Recharge value: Recharge die: Recharge value:
Description: Description: Description:

Name: Name:

Attack Modifier: Damage: Attack Modifier: Damage:

Properties: Properties:

Range/Scope: Shot Capacity: Range/Scope: Shot Capacity:

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3

Name: Name:

Attack Modifier: Damage: Attack Modifier: Damage:

Properties: Properties:

Range/Scope: Shot Capacity: Range/Scope: Shot Capacity:

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3

Grenade Ability Grenade Ability Grenade Ability


Name: Charge(s): / Name: Charge(s): / Name: Charge(s): / Miscellaneous

Recharge die: Recharge value: Recharge die: Recharge value: Recharge die: Recharge value:
Description: Description: Description:

Attuned: Attuned: Attuned:

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Xerin Chase Character Details Xerin Chase

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Character Name Ghost Name Character Name

Portrait Appearance Bio Strength Dexterity Constitution Intelligence Wisdom Charisma

Guardian

Level Exp

Skills Saves Bio


Acrobatics (Dex) Insight (Wis) Persuasion (Cha) Dexterity
Animal Handling (Wis) Intimidation (Cha) Religion (Wis) Intelligence
Arcana (Int) Investigation (Int) Sleight of Hand (Dex)
Athletics (Str) Medicine (Int) Stealth (Dex) Death Saves
Deception (Cha) Nature (Int) Survival (Wis)
Successes
History (Int) Perception (Wis) Technology (Int)
Failures
Notes Notes Performance (Cha)

Health Proficencies Exhaustion


Proficency
Bonus
MAX
Restoration
Inspiration Equipped Items Uses
CURRENT CURRENT

Armor Class Initiative Speed MAX

Hit Dice
CURRENT
Unarmed Strike
Features Attack Modifier: Damage: Glimmer Stored: MAX

Inventory Inventory
Item Quantity Weight Memory Item Quantity Weight Memory

Total Memory: /

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Xerin Chase Extra Equipment

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Character Name

Name: Name:

Attack Modifier: Damage: Attack Modifier: Damage:

Properties: Properties:

Range/Scope: Shot Capacity: Range/Scope: Shot Capacity:

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3

Name: Name:

Attack Modifier: Damage: Attack Modifier: Damage:

Properties: Properties:

Range/Scope: Shot Capacity: Range/Scope: Shot Capacity:

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3

Name: Name:

Attack Modifier: Damage: Attack Modifier: Damage:

Properties: Properties:

Range/Scope: Shot Capacity: Range/Scope: Shot Capacity:

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3

Name: Name:

Attack Modifier: Damage: Attack Modifier: Damage:

Properties: Properties:

Range/Scope: Shot Capacity: Range/Scope: Shot Capacity:

Slot 1 Slot 2 Slot 3 Slot 1 Slot 2 Slot 3

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