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Character Name
Player
Game Master
Current XP
Next Level XP
XP Change
Class
Profession
Campaign
Race
Level
Size
Age
Gender
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Weight
Eyes
Hair
Ability
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Dmg
Red
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Misc
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Armor/Protective Item
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Skills
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Total Skill Points:
0
Feats
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Allegiances
Languages
Language
Read/Write
Language
Read/Write
Talents/Special Abilities
FX Abilities
Arcane Spells
Divine Spells
Psionic Powers
Description
Bo looks out at the world with serious and intense blue eye's under an unruly mop of light brown hair. He's average for his age in terms of build, meaning a bunch of skinny limbs that can show a surprising level of dexterity, but with the limitations of his height and weight. He's wearing the standard uniform of a little kid. Grungy denim jeans with a ripped knee, sneakers that look two sizes too big for him, and a shirt that was once white, and is now best described as murky grey. What's not immediately obvious just from a first glance is that this kid is smart.
Personality
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Other Notes
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Critical Systems - Subject to critical hits. Immunities - Immune to mind influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a fortitude save unless the effect works on objects or is harmless. Not subject to non-lethal damage, ability damage, ability drain, energy drain or the effects of massive damage. Locomotion: Has two legs as human. Base speed 30. Manipulators: Advanced Hand Armor: None Sensors: Nerve Web - Simulates an *organic nervous system. Full-spectrum eye with darkvision (out to 180 ft), full-frequency ear, a sophisticated olfactory sensor, tactile and gustatory system and multi-band radar. Gains scent ability as well as a +4 equipment bonus on Demolitions, Disable Device, Forgery, Listen, Repair, Search and Spot checks. All other skill checks are made without penalty. +3 equipment bonus to initiative. Skill Software: None. Gained by level advancement instead. Feat Software: None. Gained by level advancement instead. Ability Upgrades: Any but Constitution. These are already applied. It explains the 36 point buy in (not 42 because you don't have a constitution score. Robot Accessories: Magnetic Feet. As long as the surface is ferrous he has a climb speed of 20 ft and does not need to make a check. A/V recorder and transmitter. Robot Feats: Finely tuned - Designate a number of skills equal to intelligence bonus and he gains +1 competence bonus on all checks with these skills. Memory Implant - Gains a starting occupation including a starting feat. Wetware - Made of artificial flesh indistinguishable except on a cellular level. Can take cybernetic components as well as heal normally in addition to being repaired. More Accessories: Energy-Resistant Coating, Fire and Electricity 10. Gimbaled Joints. Flexible and gains a +2 to Escape Artist and Tumble checks. Fusion Engine - Can run continuously. No need for 8 hour rest period. Component Assimilator - Can assimilate 2 size tiny or diminutive items into internal components. Nanite self-repair cluster - when the robot is injured it is activated and heal 10 points of damage per round until it has healed 50 points of damage. It can then be re-activated and continues the cycle. REX - Robotic Experimental Xenotype - 517 Recon/Quick Strike Robot The REX-517 is a light, fast, recon and pursuit robot, modeled after a canine form, best deployed against lightly armoured targets and personnel. Although fairly weak in terms of armour and strength, it has incredible speed, a light, but hard-hitting weapons array, and several dazzling countermeasure features that insure its survival on the modern battlefield. The REX-517 is designed for quick short bursts of speed for either entering combat or quickly disengaging. The primary weapons of the REX-517 are its teeth and vibro claws, but also has mounted in the shoulders are two retractable laser mounts on gimbal joints. It has a couple of experimental defensive systems. Holographic disguise module which allows it to disguise itself as an animal of similar size and a magnetic field generator. The magnetic field generator helps protect it from ballistic and missile weaponry. REX - (PL6/7) CR: 3 Size: Medium Hit Points: 3d10+10 (26) Init: +6 (+4 dex +2) Speed: 60 ft, 600 ft (see below) Defense: 17 (+4 dex +3 armour) BAB/Grp: +2/+2 Attack: bite +6 melee 2d4+3 and claws x2 +1 melee 1d6+1, or +6 ranged FS/Reach: 5 ft /5 ft Special Attacks: Trip Special Qualities: Sprint, energy resistance acid 10, cold 10, electricity 10, fire 10, darkvision 180 feet Saves: Fort +1, Reflex +5, Will +2 Abilities: Str 16, Dex 21, Con 15, Int 10, Wis 12, Cha 10 Skills: Balance +8, Hide +12, Listen +9, Move Silently +12, Navigate +12, Search +6, Spot +9 Feats: Run, Alertness, Weapon Finesse, Personal Firearms, Advanced Personal Firearms Frame: Biodroid Locomotion: Legs (multiple) Manipulators: Enhanced Jaws Armour: Duraplastic Sensors: Class VII Skill Software: Skill Progits: Gather Information +8 Hide +8, Move Silently +8, Computer Use +8 Feat Software: Alertness, weapon finesse, personal firearms, advanced personal firearms or exotic weapon depending on weapon mounted. Accessories: AV recorder, survivor array, Holographic blur field, vibro claws x2, Hip mounted gimbal lasers x2, cortex mk3, magnetic field generator, computer hard link Trip (Ex): When the REX-517 hits with a claw or bite attack, it can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack, or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the REX -517. Sprint (Ex): Up to 4 times a day, a REX - 517 can move ten times its normal speed (600 feet) when it makes a charge. REX - 517 has shoulder mounted lasers that deal 3d8 damage. Because of the position of the lasers, it's possible to trip a target, grapple to the ground and then blast them with the shoulder mounted weaponry. Experimental Equipment Holographic Blur Field (PL6) The hologram disguise is power intensive activity, it can run for several hours if required but requires an equally long time to recharge. For short bursts and when activated, the blur field blurs, shifts and wavers the outline of the robot. This distortion grants the robot concealment (20% miss chance) when activated. Only runs for 20 minutes before needing an hour recharge. PDC 25 Mil (+3) Computer Uplink (PL6) This retractable, flexible arm has several universal adaptors through the robot's communication systems, allows the robot to physically access computer systems for the purpose of hacking and downloading information. Magnetic Field Generator (PL6) Based on the magnetic field generator used on starships. Missile and ballistic weapons suffer a -4 penalty. The field can only be activated for 10 rounds before needing a 10 minute recharge time. PDC 17 (Res +2)