“Gator” (Jebediah Rigg)
Variant Human
Background: Folk Hero
Ladder: Veteran
Class: Techie
Archetype: Field Machinist
STR: 10
DEX: 14 (+2)
CON: 10
INT: 14 (+2) (*save +4)
WIS: 16 (+3) (*save +5)
CHA:10
Speed: 30'
AC:
Armor:
HP: 8
HD: 1d8
Prof: +2
Attacks:
~High-calibre autoloader pistol: Attk: +5, Dmg: 1d6P
Skills:
Engineering: +4
Computer Use: +4
Demolitions: +4
Insight: +5
Investigation: +4
Perception: +5
Sciences: +4
Animal Handling: +5
Survival: +5
Persuasion: +2
Medicine: +5
Proficiencies:
Tinker's tools: +2
All ground vehicls and aircraft: +2
Smith's tools: +2
Light and medium armor
Simple weapons and one-handed small arms
Feats:
Lucky:
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.
You regain expended luck points when you finish a long rest.
Lang: English, Arabic
Variant Human: +1 INT, +1 WIS, Bonus skill: Medicine, Feat: Lucky
Folk Hero:
Feature: Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Veteran:
CALM REFLEXES Beginning when you choose this ladder at 1st level, you can use Wisdom for all attack and damage rolls with ranged attacks, unarmed attacks and attacks with melee weapons without the heavy property. Select one Charisma-based skill to be proficienct in: Persuasion. You can also use Wisdom or Charisma for spells. Select either *Wisdom or Charisma as your primary veteran ability.
Techie:
PROFICIENCIES:
Armor: Light and medium armor
Weapons: Simple weapons, one-handed small arms
Tools: Tinker’s tools, All ground vehicles and aircraft
Saving Throws: Intelligence, Wisdom
Skills: Engineering; select six skills from Computer Use, Demolitions, History, Insight, Investigation, Medicine, Nature, Perception, Performance and Sciences
TECH POINTS At 1st level you get tech points (TP) which can be used to boost abilities and perform exploits representative of your training. At 1st level, you start with 3 points, which increases by 1 every additional level. You also gain a bonus to your tech points equal to your Intelligence modifier. Your available tech points reset after you finish a long rest.
SHINY RED BUTTON At 1st level, you can put a button on your firearm. You only need eight hours of work to put the button on a new firearm but only you can press it without breaking the weapon. The button’s function is determined by your choices from the options that follow. You can add as many functions into your button as you have available tech points, but each modification can only be added once per configuration unless stated otherwise. If you don’t alter the function outside of a battle, your last configuration is used (if you have the available points). Pressing the button takes no action. When you press the button, you spend the tech points corresponding with each of the functions added. If you don’t have enough tech points when you press the button, the entire configuration does not function. Once pressed, its effects last five minutes. You can own multiple weapons with different configurations, as the points are not spent unless the button is pushed, though pushing multiple buttons during a single battle would be rather wasteful. Changing a configuration takes five minutes, though you can attempt to change a configuration as an action with a DC15 Intelligence (Engineering) check (you cannot change a configuration while one is in effect without voiding the invested tech points of the previous configuration). Additionally, you can attempt to regain a lost tech point with a DC5 Intelligence (Engineering) check. Each check takes 1 minute, and successive checks increase the DC by 5 (DC10, DC15, etc). The DC increases regardless if you succeed in recovering the point or not, and the check reverts back to DC5 when you take a long rest.
Charge
Shot Cost: 1 point Each time you hit a target your size or smaller, you shove it 5 feet. If the target cannot be shoved, it takes 1d6 additional damage. You can add this modification twice to push the target 10 feet and increase the damage to 2d6.
Explosive Round
Cost: 1 point When you score a critical hit, you roll all damage dice thrice instead of twice.
Floating Reticle
Cost: 2 points You gain a +1 bonus to attack rolls.
Hydroshock
Cost: 2 points You deal additional damage with a hit equal to the difference between your attack roll and the target’s AC. Add this modification a second time to inflict 1d6 additional damage. This increases to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level.
Increased Caliber
Cost: 2 points Your weapon’s damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). This stacks with any other effects that increases damage die size. You can add this modification twice.
Increased Rate Of Fire
Cost: 2 points You double the rate of fire of your weapon (10 for auto, 20 for auto-heavy). When using burst fire, you add double your proficiency bonus to the save DC and you always use the upscaled damage dice. If targeting single creatures, your weapon’s damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). This stacks with any other effect that increases damage die size.
Increased Round Velocity
Cost: 1 point When you roll a 1 or 2 on a damage die, you can reroll. You must accept the new roll, even if it is a 1 or a 2.
Muzzle Flash / Bang
Cost: 2 points Any creature you hit within 20 feet of you has disadvantage on attack rolls against you until the beginning of your next turn.
Pop-Up Eyepiece
Cost: 1 point If you roll a 2 or 3 on your attack roll, you can re-roll. You must accept the second result.
Rapid Loader
Cost: 4 points You gain one additional attack whenever you take the Attack action on your turn. You can add this modification up to two times. This stacks with Pioneer.
Smart Tracking
Cost: 6 points You have advantage on attack rolls.
Target Scanning
Cost: 3 points Your weapon scores a critical hit on a natural roll of 19 or 20.
Tech Savant:
Like Machines:
Your maximum tech points increase by 2. You can select this trait up to four times.
WIDGET BAG:
Starting at 1st level, you gain a widget bag. It contains random spare parts, useful materials, and salvage worth $200. During a short or long rest, you can scavenge for components: in most areas you will be able to recover $10 worth during a short rest and $20 worth during a long rest, but the GM may award more or less (or none at all) at her discretion.
EQUIPMENT: As a techie, you receive the following equipment at 1st level. a TL0 engineering kit a small arm $300 or less. a set of armor $300 or less. $300 in additional non-military gear (no weapons, weapon-accessories, bullets, or armor)
Field Machinist (3rd Level)...
Gear:
~Set of smith's tools
~Shovel
~Iron pot
~Set of common clothes
~Wallet with $84 (for non-military gear)
~Widget bag (value $200)
~Engineering kit (TL0)
~High-calibre autoloader pistol
~Tactical body armor
~Standard adventurers kit: x2 battery flares, x5 chemical light sticks, compass, sleeping bag, lighter, canteen, x1 wk rations
~Binoculars
~Electric torch
~Sunglasses
~Automatic watch
~Two-way radio
~Smartphone
~Duct tape