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Kameron "Kamikaze" Ixlani, Human Scout Mechanist


BobtheWizard

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Kameron Ixlani

Scout Smuggler

 

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"Lead, Follow, or Get Out of My Way"

 

SCOUT 5

Human/Kryton hybrid (Cathar mechanics) Scout, Mechanist (Companion)


Armor Class 18 (Fiber Armor 12, +5 Dex +1 Light Shield)

Hit Points 49 ( 5/5 d10+3 )
Speed 30' ft.


Alignment Chaotic Light

Senses Darkvision 60'

Languages Galactic Basic, Binary, Earth English

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 13 (+1)spacer.png
Save +4
Athletics +1


Dexterity 20 (+5) (17 + 2 race, +1 fighting style)
Save +8
Acrobatics +5 | Sleight of Hand +8Stealth +8


Constitution 16 (+3)
Save +3
No skills associated.


Intelligence 18 (+4) (17 +1 practiced)
Save +4
Piloting +7 | Lore +4 | Investigation +7 | Nature +4 | Technology +7


Wisdom 12 (+1)
Save +1
Animal Handling +1 | Insight +1 | Medicine +1 | Perception +4 | Survival +1


Charisma 10 (+0) (9 + 1 race)
Save +0
Deception +0 | Intimidation +0 | Performance +0 | Persuasion +3

Bold denotes Proficiency(E) denotes expertise (3 class, 2 background, 1 race, 1 feat)

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Security KitA security kit include all of the necessary components to set or disarm locks and traps.

    LORE
    Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.

    INVESTIGATION AND PERCEPTION
    You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

    FEATURE
    Feature that utilizes the tool in some capacity.

    Over the course of a short or long rest, you can make a DC 15

    SET A TRAP
    Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

    Sample Activities
    Activity DC
    Pick a moderate lock 15
    Disable a trap Varies
    , Slicers KitA slicer’s kit includes all of the necessary components to interface with and disarm digital securities.

    LORE
    Your knowledge of digital securities grants you insight when answering questions about them.

    INVESTIGATION
    You gain additional insight when looking for digital securities when using computers and terminals.

    TECHNOLOGY
    Your knowledge of common digital security types makes it easier for you to identify them.

    FEATURE
    Feature that utilizes the tool in some capacity.

    Over the course of a short or long rest, you can make a DC 15

    Sample Activities
    Activity DC
    Identify a hidden security routine 15
    Reprogram a security routine 20
    , Astrotech ImplementsAstrotech’s implements include all of the necessary components to create droid customizations, assemble droids, and modify assembled droids.

    INVESTIGATION
    Your discerning eye, coupled with your experience with your tools, lets you identify droids that have aftermarket part customizations installed.

    LORE
    Your expertise lets you determine the product line, model, and class of a droid.

    TECHNOLOGY
    Your knowledge lets you determine whether a droid has been modified beyond its model specifications, and to what extent.

    REPAIR DROID
    Over the course of a short or long rest, you can make a DC 15 astrotech’s implements check to repair a droid. To use this benefit, you must have a astrotech’s implements with you, and droid must be within reach. On a success, for each Hit Die the droid spends to regain hit points, it regains bonus hit points. This bonus is a die, with a maximum value equal to your proficiency bonus. If you have expertise in the tool, this die’s maximum is instead equal to twice your proficiency bonus.

    Sample Activities
    Activity DC
    Identify a droid’s designation 10
    Determine if a droid has any modifications 15
    , Cybertech implementsCybertech’s implements include all of the necessary components to modify and maintain datacrons and wristpads.

    LORE
    Your knowledge allows you greater insight into the history and origin of datacrons.

    INVESTIGATION
    Your use of tools allows you to more accurately discern illusions within 5 feet of you for what they are.

    TECHNOLOGY
    Your expertise grants you greater insight into the enhanced properties of wristpads.

    FEATURE
    Feature that utilizes the tool in some capacity.

    Sample Activities
    Activity DC
    Unlock a datacron Varies
    Disassemble a wristpad 20
  • Weapons all blasters, all vibroweapons
  • Armors Light, Medium

CLASS ABILITIES

Ranger's QuarryYou 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 (now d6) 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 Quarry.

The duration increases to 8 hours at 9th level and 24 hours at 17th level.
| PathfinderYou 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 means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to 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.
| TechcastingYou have derived powers from schematics with the aid of your wristpad. See chapter 10 for the general rules of techcasting and chapter 12 for the tech powers list.

TECH POWERS KNOWN
You learn 4 tech powers of your choice, and you learn more at higher levels, as shown in the Tech Powers Known column of the scout table. You may not learn a tech power of a level higher than your Max Power Level.

TECH POINTS
You have a number of tech points equal to your scout level, as shown in the Tech Points column of the scout table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

MAX POWER LEVEL
Many tech powers can be overcharged, consuming

more tech points to create a greater effect. You can overcharge these powers to a maximum level, which increases at higher levels, as shown in the Max Power Level column of the scout table.

You may only cast tech powers at 4th and 5th-level once. You regain the ability to do so after a long rest.

TECHCASTING ABILITY
Intelligence is your techcasting ability for your tech powers. You use your Intelligence whenever a power refers to your techcasting ability. Additionally, you use your Intelligence modifier when setting the saving throw DC for a tech power you cast and when making an attack roll with one.

Tech save DC = 8 + your proficiency bonus + your Intelligence modifier

Tech attack modifier = your proficiency bonus + your Intelligence modifier

TECHCASTING FOCUS
You use a wristpad (found in chapter 5) as a tech focus for your tech powers.
| Snapshot StyleYou are skilled at getting up close and personal. You gain the following benefits:

You no longer have disadvantage on ranged weapon attacks due to being within 5 feet of a hostile creature.

Your ranged weapon attacks reduce partial cover by one step (from three-quarters to half or half to one-quarter) against targets within 30 feet of you. If the target has one-quarter cover, you ignore it entirely.

Your blaster weapon damage rolls against creatures within 30 feet of you gain a minimum roll threshold, which means your dice can no longer roll below a certain amount, instead treating the die’s result as the threshold. This threshold varies depending on the die size: 2 for d4, 2 for d6, 3 for d8, 4 for d10, 5 for d12, and 8 for d20.

Grasping a two-handed weapon you are wielding in only one hand with your other hand no longer requires your object interaction.
| Sharpshooter's RoutineSHARPSHOOTER’S ROUTINE
At the start of each of your turns, you can choose to gain a bonus to the first weapon attack roll you make before the start of your next turn equal to your Intelligence modifier. Alternatively, you can choose to allow each friendly creature within 5 feet of you to add half your Intelligence modifier to the first weapon attack roll they make before the start of your next turn.
| ASI | Extra Attack

Mechanist Technique | Bonus ProficiencyYou gain proficiency in astrotech's implements. | Tracker Droid CompanionMechanist Technique: 3rd, 5th, 9th, 11th, 13th, and 17th level
You learn to employ all the knowledge you’ve accumulated to create and customize your own tracker droid companion.

Create your tracker droid companion as detailed in the Companions section of the Customization Options document for Expanded Content. You must have astrotech’s implements in order to create your droid.

In addition to its traits and features, your tracker droid companion gains an additional benefit while it is bonded to you:

Your tracker droid gains two additional traits. It gains one more additional trait when you reach 11th level in this class. For each droid trait in excess of your proficiency bonus, your tech point maximum is reduced by 1. Over the course of a long rest, you can install, replace, or remove a number of droid traits equal to half your Intelligence modifier (minimum of one).
Lastly, while your tracker droid companion is bonded and within 10 feet of you, you can use your action to learn the location of any droid or construct, tech focus, tech power or enhanced item within 60 feet of you or your tracker droid that isn’t behind total cover. When you sense a tech power in this way, you learn what the power is. At 11th level, your tracker droid companion must be within 30 feet of you or your target to benefit from this feature. At 17th level, your tracker droid companion must be within 60 feet. You can use this feature twice. You gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses when you complete a long rest.
| Improved Techcasting Mechanist Technique: 3rd level
Your command of techcasting improves.

IMPROVED TECH POWERS KNOWN
You know 7 tech powers of your choice, instead of 5, and you learn more at higher levels, as shown in the Tech Powers Known column of the Mechanist Technique Techcasting table. You may not learn a tech power of a level higher than your Max Power Level.

IMPROVED TECH POINTS
You have a number of tech points equal to one and a half times your scout level, instead of your scout level, as shown in the Tech Points column of the Mechanist Technique Techcasting table, + your Intelligence modifier. You use these tech points to cast tech powers. You regain all expended tech points when you finish a short or long rest.

IMPROVED MAX POWER LEVEL
Your Max Power Level becomes 2nd, instead of 1st, and it increases at higher levels, as shown in the Mechanist Technique Techcasting table.

You may only cast tech powers at 5th, 6th, and 7th-level once, instead of 4th and 5th. You regain the ability to do so after a long rest.


RACIAL TRAITS (from Kryton nanobots, using Cathar mechanics)
ASI+2 Dex, +1 Int | ClawsYour unarmed strikes deal 1d6 kinetic damage and have the finesse property. | DarkvisionYour vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. | AgilityYour reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. | Silent StepYou have proficiency in the Stealth skill. | ClimberYou have a climbing speed of 30 feet. You have advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.


FEATS
Practiced You have acquired skills over your career, gaining the following benefits:

Increase an ability score of your choice by 1, to a maximum of 20. (Int)
You gain proficiency in any combination of two skills or tools of your choice. (Sleight of Hand, Cybertech)
| Fighting Style (Dueling)+1 Dex

You are skilled in the art of fighting with a single weapon. You gain the following benefits:

While you are wielding a weapon in one hand with which you are proficient and no other weapons, you can use your bonus action to feint. If you do so, you must make a Dexterity (Sleight of Hand) or Charisma (Deception) check (your choice) contested by the target’s Wisdom (Insight) check. On a success, you have advantage on the first attack roll you make against them before the start of your next turn.

While you are wielding a weapon in one hand with which you are proficient and no other weapons, when you miss with a weapon attack on your turn, you can use your bonus action to repeat the attack against the same target. Any modifications to the original attack roll, such as advantage, disadvantage, or without your proficiency bonus, also affect this attack roll.

Once on each of your turns, drawing or stowing a one-handed weapon no longer requires your object interaction.
 | (Possible Future Feats)Sharpshooter Mastery (no penalty for long range)
Snapshot Mastery (ranged AOO. AOO in 30')
Counterstrike Mastery (extra AOO, AOO if attacked)
Sidearm Supremacy (reload as OI or Rx)

 

ACTIONS

ATTACKS +8 to hit, DC16 Dex

(+INT to first attack each round, no disadvantage for enemy in 5', if less than 30' minimum damage and reduce partial cover by one step)spacer.png

  • Revolver RapidWhen you would make a ranged weapon attack with a weapon with this property, you can instead unload on a single target, consuming ammunition equal to the rapid number. The target must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, roll the weapon’s damage dice twice and add them together, adding relevant modifiers as normal and subjecting the target to any additional effects that would occur on a hit. If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. 4, Reload 8, Strength 11, (range 60/240) 2d4 Kinetic (min 2 each if 30')
  • Unarmed Finesse 1d6 kinetic

BONUS ACTIONS

  • Reload
  • Command Droid
  • Translocate
  • Attack (if an attack missed, Duelist only)spacer.png

REACTIONS

  • Absorb Energy
  • Energy Shield

NO ACTION

  • Mark Target for Rangers Quarry (+1d6 to one attack)
  • Grab rifle with second hand (1/ round)
  • Draw or Stow Weapon (1/round)

 

TECHCASTING

TECH POINTS 10/10 (chart + INT - droid traits>PB) | MAX LEVEL 2spacer.png

  • Tech DC: 15 | Attack Mod: +7 | Tech Powers: 9

AT-WILL

Minor HologramAt-will 1 action 10 feet Up to 1 hour

This ability is a minor tech trick that creates one of the following effects within range.

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a source of light.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you use this power multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
| Production ValuesAt-will 1 action 30 feet 1 minute

You cause a minor effect within range. Choose one of the following:

Your natural voice booms up to three times louder than normal for 1 minute. You can also alter the sound of your voice to achieve a certain effect–to sound more intimidating, for example.
You cause unenhanced electronic lights to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create a sound within range for up to 1 minute. The sound can range in volume from a whisper to a scream.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
You create an illusory image of an object no larger than a 5 foot cube. The illusion is purely visual.
If you cast this power multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

A creature that witnesses the effects of this power can use its action to make an Intelligence (Investigation) check against your tech save DC. On a successful check, the creature discerns that the effects are illusory, and they become faint to the creature.

The maximum number of active effects increases by 3 when you reach 5th level (6), 11th level (9), and 17th level (12).
| MendingAt-will 1 minute Touch Instantaneous

This ability repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn strap, or a leaking cup. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. If you target a droid or construction with this feature, it can spend and roll one of its Hit Dice and regain that many hit points.


LEVEL 1 (2 points)

Absorb Energy (R)1 reaction, which you take when you take acid, cold, energy, fire, ion, kinetic, lightning, or sonic damage Self 1 round - PHB

The power captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the power ends.

Overcharge Tech. When you cast this power using a power slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
| Energy Shield (R)1 reaction, which you take when you are hit by an attack Self 1 round

You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.
| Repair Droid1 action Touch Instantaneous

A droid or construct you touch regains a number of hit points equal to 1d8 + your techcasting ability modifier.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
| Tracker Droid Interface1 hour 10 feet Instantaneous

You interface a tracker droid with your tech focus, creating a permanent link.

Your tracker droid acts independently of you, but it always obeys your commands. In combat, it acts on your turn.

While your tracker droid is within 100 feet of you, you can communicate with it via your tech focus. Additionally, as an action, you can see through your droid’s vision and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the droid has. During this time, you are deaf and blind with regard to your own senses.

You can’t maintain an interface between more than one tracker droid and your tech focus at a time.

Finally, when you cast a tech power with a range of touch, your tracker can deliver the power as if it had cast it. Your tracker droid must be within 100 feet of you, and it must use its reaction to deliver the power when you cast it. If the power requires an attack roll, you use your attack modifier for the roll.

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, you can maintain a link with one more tracker droid for every two slot levels above 1st. Multiple tracker droids act on the same initiative. You can only see through one droid’s vision at a time, but you can toggle between droids as a bonus action. Each droid must still be within 100 feet of you.


LEVEL 2 (3 points)

Translocate (BA)1 bonus action Self Instantaneous - PHB

Your form shimmers in a holographic configuration, and then collapses. You teleport up to 30 feet to an unoccupied space that you can see.
| Smuggle (c)1 action Self Up to 1 hour Concentration

You dampen sound and light and dull the scent from creatures in your vicinity. For the duration, each creature you choose within 30 feet of you has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by enhanced means while within this radius. You can choose yourself as well. A creature that receives this bonus leaves behind no traces of its passage.


Possible Future PowersEnhance Weapon
Explosion
Instant Translocation
Transposition (2nd)
Construct Droid (2nd)

 

EQUIPMENT

CREDITS: 4300- 3995 = 305spacer.png

EQUIPMENT READIED

  • Armor  Fiber ArmorFiber armor is a type of armor that offers more protection than the lighter combat suit. Fiber armor is heavier overall than combat suits, and not quite as flexible, but many consider the trade-offs worthwhile. It is a good source of defense from physical attacks and light blaster fire. (450), Light Physical ShieldA light shield is generally affixed to the forearm. While a light shield does not fill the hand, you gain no benefit from it while the hand is full. You gain no benefit from a light shield while wielding a weapon with the heavy property. (50)
  • Weapons Revolver, (Glock 10mm from Earth) (625)
  • Readied Items Wristpad (600) | Ammo and Powerpacks (not tracking) | Rifle Sling (not listed) | Hands Free Comlink (200)| Holster (75) | Sunshades (20)

EQUIPMENT STORED

  • In Backpack Backpack (50) | R3X (see below) | Fusion Cutter (25) | 10 days Field Rations (50) | Security Kit (650) | Slicers (800) | Astrotech Implements (400) |
  • Strapped to Backpack Canteen - 5 lbs. | 50' Fiber cord | Bedroll & Blanket - 10 lbs.spacer.png

WISH LIST

  • Repeating Blaster (1025) Auto, BurstWhen you would make a ranged weapon attack with a weapon with this property, you can instead spray a 10-foot-cube area within range with shots, consuming ammunition equal to the burst number. Each creature in the area must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon) or take the weapon’s normal damage. Before you use this property, you can declare one creature that would be affected by it. If the creature fails its save, in addition to the weapon’s normal damage, it is subjected to any additional effects that would occur on a hit. If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. 4, Power cell (range 75/300), RapidWhen you would make a ranged weapon attack with a weapon with this property, you can instead unload on a single target, consuming ammunition equal to the rapid number. The target must make a Dexterity saving throw (DC = 8 + your bonus to attacks with the weapon). On a failed save, roll the weapon’s damage dice twice and add them together, adding relevant modifiers as normal and subjecting the target to any additional effects that would occur on a hit. If you would have advantage on your attack roll, the creature instead has disadvantage on their saving throw, and if you would have disadvantage on your attack roll, the creature instead has advantage on their saving throw. 4, Reload 8, Strength 11, Two-handed +8 to hit, DC16 Dex, 1d8 Energy (min 3 if 30')
  • Hidden in Right Boot Holdout (225) Hold Out (225) Hidden, Light, Reload 8 (range 30/120), 1d4 Energy (min 2 in 30')
  • Hidden in Left Boot Vibrodagger (50) Vibrodagger (50) Finesse, Light, Thrown (range 20/60) 1d4 Kinetic
  • Cybertech Implements (500)
  • Tracker Utility Vest (150)
  • Grappling Hook

* Denotes Enhanced Item

 

APPEARANCE

Age 21 | Height 5' 6" | Weight 120 lbs. | Hair Black | Eyes Black


She has several tattoos, including ones on her face that she can cause to light up. She wears her dark hair in numerous braids ending in small jewels that she can also light up. She wears her dirty, black, punk/grunge, leather vest from Earth, full of ammo and powercells, over her spotless Starlancer issued fiber armor. She always wears sunglasses outside and sometimes inside too, a habit left over from her addict days.

She has constant energy and is always moving and tinkering. She is frequently talking to herself or Rex, even when others are around. She is charming, but does not seem trustworthy, because while she is outgoing, she is just a little strange. She shifts between thoughts rapidly, rarely paying attention to the current conversation. She will say things that have little to do with what others have said, but whatever she is talking about, she is almost always correct. People like her, but they just think she is a bit of a spoiled child and doesn't take things seriously enough. Which is likely true.

Kam is having more fun in space than she ever thought she'd have in her life. She loves exploring and learning everything she can, although she is more interested in other species' technology and knowledge than she is in their politics and relationships. She's all-in on the Starlancers. She just doesn't trust the larger Regency. Her smuggling and breaking and entering are all done on the orders of the Starlancers. Otherwise, she'll push the line just to the point where her superiors can still defend her if she gets caught. So far she hasn't had to decide between following the rules and doing what she thinks is right, but when that time comes, she might have to break with her superiors.

 

BACKGROUND

Smuggler/Spacer


  • Personality Traits: I bluntly say what other people are hinting at or hiding. I don't pay attention to the risks in a situation. It's not stealing if I need it more than someone else. 
  • Ideals: The poor deserve respect. The low are lifted up, and the high and mighty are brought down. Change is the nature of things.
  • Bonds: I will fight for those who cannot fight for themselves. Someday I will live up to the expectations of my mother, but probably not today. 
  • Flaws: I am more comfortable with my creations than with high society. I speak without really thinking through my words, invariably insulting others. I am a recovering addict. 

Background Feature: Careful SelectionSome close brushes with the law have taught you that not every city guard can be bribed, and some people are simply too keen to miss minute discrepancies. This feature allows you to study a person and gain insight into whether or not they would accept a bribe, or to pick up on whether they are exceptionally more perceptive than you. It does not reveal how expensive a bribe may be for a given situation, however.

Customizing a BackgroundYou might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, a total of two tool proficiencies or languages, and a feat that lacks a level requirement. : 2 Skills, 2 Tool Profiencies (Splicer, Security), 1 Feat (Practiced), 1 set of tools


BACKSTORY

On Earth, Kam grew up in a huge house in the Broadmoor neighborhood in Seattle, Washington. Her mother, Zasha Ixlani, was a successful computer entrepreneur and tech magnate whose company, Axle Enterprises, is a household name. Her father, Chaz Ixlani, seemed like a typical, rich, dorky, suburban dad, who was usually out of town on a golf trip, but was kind when he was home. Kam grew up rich and never went to college, but started programming as soon as she was able to read. Her mother was very strict, pushed her hard, and always talked to her about her destiny. But Kam rebelled. She started hacking at age 6, and was an illicit millionaire herself by age 10 but soon became addicted to cocaine and heroine. She used the name "Kamikaze" as her trademark when she used viruses to extract information from her targets for ransoms. As a teenager, she expanded from cybercrime to defeating security systems for physical thefts, skipping the ransoms and instead taking the things she wanted directly, usually drugs, often from powerful drug lords. She somehow managed to stay ahead of authorities and her victims, although her mother may have had something to do with that, but Kam was spending a year in rehab when she was discovered.

She was shocked two years ago when she was scooped up from rehab by aliens and taken to the Starlancer Academy. It took her a bit of time to adjust but she finally did, and now loves her new life. It's more exciting to her than drugs ever were. As part of her initial processing, learned that she is part Kryton, a race of nanobot cyborgs that procreate along with their organic hosts, enhancing the base race's abilities and survival (both Biomancy and Technopathy). She assumes she got this from her mother's side, but isn't sure. On earth, this made her faster, tougher, and smarter, but had no visible signs. Once the Krytons in her felt safe, they appeared as glowing tattoos on her face. She is easily recognizable as Kryton in the rest of the galaxy. As far as the drugs, she is clean now and has no desire to go back to being a junkie.

Over her past two years at the academy, she has expanded her Technopathy skills while adding weapon training and piloting (her favorite is the RZ-1 A-wing Interceptor). Her specialties are smuggling and breaking and entering. She can bypass most security systems and has enough other skills to survive when things go wrong, which they inevitably do. She also built her own tracker droid and was able to program its exact personality, so at least something loves her unconditionally.

Shades of Grey: She doesn't fit neatly into any of the Ethers. She primarily uses Green Ether but mixes in both Blue and Red. If I had to use three of the Ether adjectives for her, they would be life (Blue), creation (Green), and chaos (Red). She avoids control, law, and power, and is neutral to balance, wisdom, and destruction.

Photo below: "Why would anyone leave this to go back to Earth?"

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Edited by BobtheWizard (see edit history)
Name
First set
9,13,12,16,17,17
repeat(drop(4d6,lowest),6) 1,1,2,6,1,3,4,6,3,3,4,5,3,5,5,6,1,5,6,6,3,5,6,6
Second set
10,16,15,15,16,10
repeat(drop(4d6,lowest),6) 1,2,3,5,1,5,5,6,2,4,5,6,1,4,5,6,4,4,6,6,1,2,2,6
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R3X (Rex)

Tracker Droid

 

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"This seems like a bad idea"

 

ENGINEER FOLLOWER 5

Companion Tracker Droid


Armor Class 14 (13 Medium Plating + 1 Dex)

Hit Points  26 ( 5/5 d4+2 )
Speed 20' ft., fly 30'


Senses Darkvision 60'

Languages binary, Galactic Basic

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 6 (-2)
Save -2
Athletics -2


Dexterity 12 (+1)
Save +1
Acrobatics +1 | Sleight of Hand +1 | Stealth +4


Constitution 14 (+2)
Save +5
No skills associated.


Intelligence 16 (+3)
Save +6
Piloting +3 | Lore +6 | Investigation +3 | Nature +3 | Technology +6


Wisdom 10 (+0)
Save +0
Animal Handling +0 | Insight +0 | Medicine +3Perception +3 | Survival +0


Charisma 8 (-1) 
Save -1
Deception -1 | Intimidation -1 | Performance -1 | Persuasion -1

Bold denotes Proficiency(E) denotes expertise

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools TinkersTinker’s implements include all of the necessary components to craft and repair augments and minor trinkets.

    LORE
    You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

    INVESTIGATION/PERCEPTION
    You are more effective at identifying traps concealed by debris.

    SLEIGHT OF HAND
    You are more effective at hiding traps that you place.

    MULTITOOL
    You can use tinker’s implements as other tools with which you are proficient. You still make the ability check with the other tool, but you do not require a physical set of the other tools. If you have expertise in the other tools, you must also have expertise in tinker’s implements to gain the benefit of that expertise when using tinker’s implements in this way.

    REPAIR TRINKETS
    With access to your tools, you can repair small items. For any object, you need access to raw materials required to repair it.

    Sample Activities
    Activity DC
    Temporarily repair a disabled device 10
    Repair an item in half the time 15
    Improvise an item using scraps 20
    , MechanicsThis kit contains all of the commonly required tools to make repairs on constructs, such as ships, speeders, and turrets. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to perform repairs or install ship upgrades.

    LORE
    Your skill allows you to more readily discern the make and model of vehicle and ship parts.

    INVESTIGATION
    Your experience lets you more readily identify aftermarket modifications in vehicles and ships.

    TECHNOLOGY
    Your experience grants you greater insight when conducting repairs on ships or vehicles.

    FEATURE
    Feature that utilizes the tool in some capacity.

    Over the course of a short or long rest, you can make a DC 15

    QUICK FIXER
    When you are interrupted while you are conducting repairs on a vehicle or ship, reduce the required time by half as long as you are present during the entirety of the repairs.
  • Weapons simple blasters, simple vibroweapons
  • Armors Light

FOLLOWER ABILITIES

Companion Traits Beginning at 1st level, your companion gains two traits, determined by its nature. Companion natures are discussed later in this chapter. Your companion gains an additional trait at 5th, 9th, 13th, and 17th level.| HelpfulAt 2nd level, your companion can take the Help action as a bonus action, but it can only help you in this way. | Companion Class (Engineer)When your companion reaches 3rd level, it can choose a class that determines how it focuses its training, which is detailed at the end of the follower’s description. Your companion’s class grants features at 3rd level, and again at 7th, 11th, 15th, and 18th level.


ENGINEER ABILITIES

ProficienciesArmor: Light armor
Weapons: Simple blasters, simple vibroweapons
Tools: Tinker’s implements and one of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology
 | TechcastingBeginning when your companion chooses this class at 3rd level, during its training it has derived powers from schematics with the aid of a wristpad. See chapter 10 of the Player’s Handbook for the general rules of techcasting and chapter 12 of the Player’s Handbook for the tech powers list.

TECH POWERS KNOWN
Your companion learns two tech powers of its choice of no higher level than its Max Power Level.

At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 17th level.

TECH POINTS
Your companion does not require tech points. Instead, it can only cast powers at 1st-level once. It regains the ability to do so after completing a short or long rest.

MAX POWER LEVEL
Your companion’s Max Power Level is 1st.

TECHCASTING ABILITY
Intelligence is your companion’s techcasting ability for its tech powers. It uses Intelligence whenever a power refers to its techcasting ability. Additionally, it use its Intelligence modifier when setting the saving throw DC for a tech power it casts and when making an attack roll with one.

Tech save DC = 8 + its proficiency bonus + its Intelligence modifier

Tech attack modifier = its proficiency bonus + its Intelligence modifier

TECHCASTING FOCUS
Your companion uses a wristpad (found in chapter 5 of the Player’s Handbook) as a techcasting focus for its tech powers.
 | Potent AptitudeAlso at 3rd level, your companion’s technological experience lends it an uncommon insight that it can use to bolster its allies. To do so, it uses a bonus action on its turn to choose one creature other than itself within 60 feet of it who can hear it. That creature gains one Potent Aptitude die, a d4. This die increases to a d6 at 7th level and a d8 at 15th level.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

A creature can have only one Potent Aptitude die at a time.

Your companion can use this feature once. It gains an additional use at 5th and 13th level. It regains any expended uses when it finishes a short or long rest.
 | Mark II+ Techcasting TECHCASTING, MARK II
At 7th level, your companion’s Max Power Level increases to 2nd, and it learns two additional powers.

Additionally, your companion can cast powers at 2nd-level once. It regains the ability to do so after completing a short or long rest.

TECHCASTING, MARK III
By 11th level, your companion’s Max Power Level increases to 3rd, and it learns two additional powers.

Additionally, your companion can cast powers at 3rd-level once. It regains the ability to do so after completing a short or long rest.

TECHCASTING, MARK IV
At 15th level, your companion’s Max Power Level increases to 4th, and it learns two additional powers.

Additionally, your companion can cast powers at 4th-level once. It regains the ability to do so after completing a short or long rest.

TECHCASTING, MARK V
As of 18th level, your companion’s Max Power Level increases to 5th, and it learns two additional powers.

Additionally, your companion can cast powers at 5th-level once. It regains all expended uses after completing a long rest.


RACIAL TRAITS
Hit DiceHit Dice: 1d4 per tracker droid companion level | Droid ResistanceYour tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease. | Droid VulnerabilityYour tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage. | 2 skills | 1 integrated tool (Mechanics) | Droid SystemsYour tracker droid does not need to eat or drink. Additionally, your tracker droid does not require a tech focus to cast tech powers, and it is a valid target of the tracker droid interface tech power. | Droid WeaponryYour tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can’t be removed while your tracker droid is conscious. Your tracker droid’s shockprod deals 1 lightning damage on a hit, and it has the finesse property. | Force InsensitiveYour tracker droid can not use force powers or take levels in forcecasting classes. | Maintenance ModeRather than sleep, your companion must spend 3 hours performing routine maintenance during a long rest to gain its benefits, during which it has disadvantage on Wisdom (Perception) checks. Additionally, if your companion’s long rest would be interrupted, it only needs to complete the long rest instead of restarting it. | AttitudeThe tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.


TRACKER DROID TRAITS (Kam has -1 Tech point for each over PB)

Aerial Travel PackageYour companion has a 30 foot flying speed, and opportunity attacks made against it have disadvantage. | Camouflage ModeYou install a camouflage module in your companion. Your companion can activate its camouflage module to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible if it attacks, casts a power, takes a hostile action, or when it deactivates the module. Activating or deactivating the module requires an action.

Deduct the time your companion is invisible, in increments of 1 minute, from the module’s maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.
 | Darkvision OpticsYour companion has darkvision to a range of 60 feet. If your companion already has darkvision, this trait increases its range by 30 feet. | Interfaced AssistanceWhile you are interfaced with your companion via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your companion taking the Help action, you can reroll one of the dice once. | Medium PlatingYour companion’s armor class becomes 13 plus their dexterity modifier (maximum 2)


FEATS
Tech DabblerYou know two at-will tech powers. When you reach 3rd level, you learn and can cast one 1st-level tech power once per long rest. When you reach 5th level, you learn and can cast one 2nd-level tech power once per long rest. Your techcasting ability is Intelligence. You require use of a wristpad for these powers. Additionally, you lose the Tech-Impaired special trait if you have it. | (Future Feats)Loremaster
Practiced - Surveyors, Armstech

 

WEAPONS

WEAPONS

  • Shock Prod finesse +5 to hit 1 lightning
  • Short Circuit tech power 120', +6 to hit 2d8 lightning (I think this boosts to 2d8 at 5 instead of 11 since it's from a feat, but I'm not sure)

 

TECHCASTING

MAX LEVEL 1

  • Tech DC: 14 | Attack Mod: +6 | Tech Powers: 2

AT-WILL

Temporary Boost (c)*You touch one willing creature. Once before the power ends, the target can roll a d4 and add the number rolled to one ability check of its choice. The power then ends.

This power’s die increases at higher levels: to a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.
 | Short Circuit*You electrocute a creature within range. Make a ranged tech attack against the creature. On a hit, the target takes 1d8 lightning damage. If the target is a droid, construct, or has a tech focus, it has disadvantage on the first attack roll it makes against you until the end of your next turn.

This power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


LEVEL 1

Stack the Deck (c) (1/SR)1 action 30 feet Up to 1 minute Concentration

You boost up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the power ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Overcharge Tech. When you cast this power with a tech slot of 3rd level or higher, you can target one additional creature for every two slot levels above 1st. When you cast this power at 3rd, 6th, or 9th level, the die increases to d6, d8, and d10, respectively.
| Kolto Pack1 bonus action 60 feet Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your techcasting ability modifier. This power has no effect on droids or constructs.

Overcharge Tech. When you cast this power using a tech slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
(1/SR) | Translation Program* (1/LR)1 hour

For the duration, you understand the literal meaning of any spoken registered language that you hear, as long as you have your tech focus. You also understand any written language that you see, but you must be within reach of the surface on which the words are written. It takes about 1 minute to read one page of text.

This power doesn’t decode secret messages in a text, nor does it interpret a glyph, such as an ancient Sith rune, that isn’t part of a written language.


LEVEL 2

Overheat* (c)1 action 60' Concentration

Choose a manufactured metal object, such as a blaster or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the power. Until the power ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If an object is held, worn, or integrated, and a creature takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t�or can’t�drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Overcharge Tech. When you cast this power using a tech slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
(1/LR)

* Denotes Tech Dabbler power

 

EQUIPMENT

Integrated Mechanics Kit

Integrated Wristpad

* Denotes Enhanced Item

 

APPEARANCE

Age 6 mos | Height 4" | Weight 10 lbs. | Body Black | Eye Black


R3X is a very small, simple tracker droid and looks like a grey softball with cameras and antennas. To use his mechanics tools, he flies around inside the engine fixing whatever needs it. To help Kam with skills or tolls, he connects to her wrist pad. Otherwise, he usually just rides around in Kam's backpack. His small size allows him to perform the astrotech duties in an RZ-1 A-Wing Interceptor.

 

BACKGROUND

None


  • Personality Traits: I especially like to flatter Kam. I tell her she's great every chance I get.
  • Ideals: I am a free spirit – no one tells me what to do, except Kam. I'll do anything she tells me to.
  • Bonds: Kam. That's it. That's my bond. She's my best friend. I need to keep her safe.
  • Flaws: I'll swindle, steal, or kill if Kam tells me to. I'm too cautious and overprotective of Kam.

    R3X was created about 6 months ago. Right now, he is very obedient and enthusiastically follows Kam's commands, but he's starting to do some things that she didn't program. As we go, he may develop more sarcasm and resistance.

 

Companion Rules

COMPANIONS

A companion is a creature who accompanies you on your adventures. It might take the form of a fearsome beast, a padawan learner, a droid sidekick, or a mischievous spirit. Some companions are an integral part of an archetype, while others are simple NPCs that characters encounter and adopt during their adventures.

COMPANIONS IN YOUR GAME

Companions are not for the faint of heart. They add a significant power boost to a party, and can really bog down your game if their player’s are not prepared. You might choose to allow your players to use the companion archetypes, but not the feats, vice versa, both options, or none. It’s up to you.
Starting Equipment. Companions generally don’t start with any equipment, so it’s up to the player to gear their companion. For the sake of modesty, humanoid companion should probably start with a set of basic clothing, as appropriate.
Downtime Activities. Companions should not be able to perform downtime activities separately from their player’s character. However, companions should be able to help others perform their downtime activities. Additionally, a player can choose to have their companion perform a downtime activity, though their character must spend their downtime helping the companion.
Encounter Building and Experience Allocation. A companion’s level matches that of their owner, so they do not need to gain experience. However, you should consider treating a companion as half a character when building encounters and distributing experience. For instance, if your party is three characters and one companion, you should generate encounters and divide experience gained 3.5 ways, instead of simply three ways.
Enhanced Items. Companions should not count towards party size when allocating enhanced items. Additionally, while companion classes share names with their player character class counterparts, companions can not attune to items that require that class.
Starships and Deployments. Companions can not deploy as pilots, though they can fill other deployments as normal. Additionally, companions can gain deployment ranks, though they accrue prestige at half the rate of player characters, and they can not exceed 4 ranks in a deployment.

GAINING A COMPANION

Certain archetypes, such as the Astrotech Engineer, Saboteur Operative, or Zoologist Scholar, have their companions as the focus of their archetype’s features. Alternatively, a companion can be gained through taking the Companion Keeper feat, detailed later in this chapter.

Regardless of how a companion is obtained, each player may have no more than one companion at a given time.

GENERATING YOUR COMPANION

First, you should determine your companion’s nature and appearance, as determined by your archetype feature or chosen from the list of companion natures if you take the Companion Keeper feat. Second, allocate your companion’s ability scores, as determined by its nature. Finally, you should generate your companion from 1st level using the follower class, and increase its level one level at a time, until its level equals your own. Be sure to update your companion’s hit points, ability scores, proficiency bonus, and any features it gains as it levels.

COMPANION NATURE

Your companion’s nature, discussed later in this chapter, is determined by your archetype feature or companion feat. Your companion’s nature determines its type, its hit points and Hit Dice, its proficiencies and other features, and its companion traits. At 1st level, your companion starts with two traits. It gains additional traits when it reaches higher levels, as shown in the follower table.

CLASS AND FEATURES

Your companion gains features when it reaches certain levels, as shown in the follower table.

LEVELING YOUR COMPANION

Your companion’s level equals your own, and each time you gain a level, so does your companion.

PROFICIENCY BONUS

Your companion’s proficiency bonus is equal to that of a player character of the same level, as shown in the follower table.

STARTING EQUIPMENT

Generally speaking, companions are not intended to start with any equipment; it is up to you to outfit them as you deem appropriate. Humanoid companions should probably at least have clothing, however.

COMPANIONS IN COMBAT

In combat, companions generally behave as a player character would, with the following differences.

ACTIONS IN COMBAT

Unless you use your bonus action to direct your companion, your companion can only use its action to Dash, Dodge, Disengage, Guard, or Hide.

COMPANION INITIATIVE

Both you and your companion roll initiative, but you act together on the lesser of the two results. You act on one turn, and you can each move or take actions in any order.

 

Tracker Droid Companion

Your tracker droid takes a form of your choosing. Once you’ve selected your tracker droid’s appearance, you assign your tracker droid’s ability scores using a standard array (16, 14, 12, 10, 8, 6) as you see fit.


TRACKER DROID FEATURES

All tracker droids share the following traits.

HIT POINTS


  • Hit Dice: 1d4 per tracker droid companion level
  • Hit Points at 1st Level: 4 + your tracker droid’s Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your tracker droid’s Constitution modifier per tracker droid level after 1st

RESISTANCES AND VULNERABILITIES


  • Droid Resistances: Your tracker droid is resistant to necrotic, poison, and psychic damage, and immune to poison and disease.
  • Droid Vulnerabilities: Your tracker droid is vulnerable to ion damage. Additionally, your tracker droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

PROFICIENCIES AND FEATURES


  • Skills: Two of your choice
  • Tools: One of your choice, which comes integrated into the droid
  • Languages: Tracker droids can speak, read, and write Binary. They can understand spoken and written Galactic Basic and one language of your choice, but can not speak it.
  • Size: Tiny
  • Speed: 20 feet
  • Type: Droid
  • Armor Class: Your tracker droid’s armor class equals 10 + its Dexterity modifier. Your tracker droid can’t wear armor or have it integrated.
  • Droid Systems: Your tracker droid does not need to eat or drink. Additionally, your tracker droid does not require a tech focus to cast tech powers, and it is a valid target of the tracker droid interface tech power.
  • Droid Weaponry: Your tracker droid has an integrated shockprod with which it can make weapon attacks. This weapon can’t be removed while your tracker droid is conscious. Your tracker droid’s shockprod deals 1 lightning damage on a hit, and it has the finesse property.
  • Force Insensitive: Your tracker droid can not use force powers or take levels in forcecasting classes.
  • Maintenance Mode: Rather than sleep, your companion must spend 3 hours performing routine maintenance during a long rest to gain its benefits, during which it has disadvantage on Wisdom (Perception) checks. Additionally, if your companion’s long rest would be interrupted, it only needs to complete the long rest instead of restarting it.
  • Attitude: The tracker droid obeys your commands as best it can. It acts on your turn, and you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your tracker droid acts on its own.

TRACKER DROID TRAITS

The traits are presented in alphabetical order. If a trait has prerequisites, your companion must meet them to adopt it. Your companion can adopt a trait at the same time that it meets the trait’s prerequisites. Whenever your companion gains a level, it can exchange one trait for another one.

AERIAL TRAVEL PACKAGE

Your companion has a 30 foot flying speed, and opportunity attacks made against it have disadvantage.

CAMOUFLAGE MODULE

You install a camouflage module in your companion. Your companion can activate its camouflage module to become invisible. While it is invisible, anything it is carrying or wearing is also invisible. It becomes visible if it attacks, casts a power, takes a hostile action, or when it deactivates the module. Activating or deactivating the module requires an action.

Deduct the time your companion is invisible, in increments of 1 minute, from the module’s maximum duration of 2 hours. After 2 hours of use, the module ceases to function. For every uninterrupted period of 12 hours the module goes unused, it regains 1 hour of use.

DARKVISION OPTICS

Your companion has darkvision to a range of 60 feet. If your companion already has darkvision, this trait increases its range by 30 feet.

FOUR-ARMED TRACKER

Prerequisite: Pintsized Arms or Undersized Arms
Your companion gains two additional arms which they can use independently of one another. Your companion can only gain the benefit of items held by two of its arms at any given time, and once per round it can switch which arms it is benefiting from (no action required).

HEAVY PLATING

Your companion’s armor class becomes 14.

INTERFACED ASSISTANCE PROTOCOL

Prerequisite: 5th level
While you are interfaced with your companion via the tracker droid interface tech power, whenever you have advantage on an ability check or attack roll granted by your companion taking the Help action, you can reroll one of the dice once.

INTERFACED CRAFTING PROTOCOL

Prerequisite: 5th level
While you are interfaced with your companion via the tracker droid interface tech power, whenever you make an ability check using artisan’s implements with which you are proficient, you have advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

INTERFACED DISTRACTION PROTOCOL

Prerequisite: 5th level
While you are interfaced with your companion via the tracker droid interface tech power, when your companion is within 5 feet of a target, you do not provoke opportunity attacks when moving out of that creature’s reach.

INTERFACED HEALING PROTOCOL

Prerequisite: 5th level
While you are interfaced with your companion via the tracker droid interface tech power, when you restore hit points to a creature that is within 5 feet of your companion, you can roll the dice twice and take either total.

INTERFACED TRACKING PROTOCOL

Prerequisite: 5th level
While you are interfaced with your companion via the tracker droid interface tech power, when you make a Wisdom (Survival) check to track a target, and your companion is also tracking that target, you gain advantage on the check. If you already have advantage, you can instead reroll one of the dice once.

KEEN HEARING

Your companion has advantage on Wisdom (Perception) checks that rely on hearing.

KEEN SIGHT

Your companion has advantage on Wisdom (Perception) checks that rely on sight.

KEEN SMELL

Your companion has advantage on Wisdom (Perception) checks that rely on smell.

LASER CUTTER

Your companion can cut through 1-inch-thick glass at a rate of 3 inches per round.

LIGHT PLATING

Your companion’s armor class becomes 11 + its Dexterity modifier.

MEDIUM PLATING

Your companion’s armor class becomes 13 + its Dexterity modifier, to a maximum of +2.

PINTSIZED ARMS

Prerequisite: Size Tiny
Your Tiny tracker droid gains two arms that struggle to wield bigger weapons. Your companion can’t use medium or heavy shields. Additionally, your companion can’t wield weapons with the two-handed or versatile property, and it can only wield one-handed weapons in two hands unless they have the light property.

PROFICIENCY PROTOCOL

You install a protocol in your companion that grants it proficiency in a skill or tool of your choice.

RANGED INTERFACE PROTOCOL

The range within which you can interact with your companion increases by 50 feet. This increases by an additional 50 feet at 5th level (100), 9th level (150), 13th level (200), 17th level (250), and 20th level (300).

RANGED SHOCKSHOT

Your companion gains a ranged shockshot. It has a normal range of 30 feet and a long range of 90 feet, and on a hit it deal lightning damage equal to its shockprod damage.

SCOMP LINK

Prerequisite: 9th level
Your companion gets an integrated scomp link which it can use to interface with computers. While interfaced, when you or your companion makes an Intelligence (slicer’s kit) check, you can choose to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use this feature, but you must decide before the GM says whether the check succeeds or fails.

SENTRY DISH

Your companion learns the alarm tech power. It can cast it once, without spending tech points, and it regains the ability to do so when it finishes a long rest. Intelligence is its techcasting ability for this power.

SIZE: SMALL

Your companion’s size is Small. Its hit points increase by an amount equal to its level + 1, its Hit Die becomes a d6, its shockprod damage die becomes a d4, and it’s walking speed increases to 25.

SPIDER LEGS

Your companion has a climbing speed equal to its walking speed. Additionally, your companion has advantage on Strength saving throws and Strength (Athletics) checks that involve climbing.

STORAGE

Your companion comes with a hidden storage compartment which can store up to 1 lb. Finding this hidden compartment requires a DC 15 Investigation check.

TECHCASTING RANGE PROTOCOL

You can cast tech powers with a range of 5 feet or greater through your companion while interfaced with it, but your companion must be within 5 feet of the target of the power. This increases to 10 feet at 5th level, 20 feet at 9th level, 30 feet at 13th level, 60 feet at 17th level, and 120 feet at 20th level.

TRUESIGHT OPTICS

Prerequisite: 13th level
Prerequisite: Darkvision Optics
Your companion can see through illusions and detect invisibility within 60 feet, as with truesight.

UNDERSIZED ARMS

Prerequisite: Size Small
Your Small tracker droid gains two arms that struggle to wield bigger weapons. Your companion can’t use heavy shields. Additionally, your companion can’t use martial weapons with the two-handed property unless it also has the light property, and if a martial weapon has the versatile property, your companion can only wield it in two hands.

 

Follower Class

FOLLOWER

As a follower, your companion gains the following features.

COMPANION TRAITS

Beginning at 1st level, your companion gains two traits, determined by its nature. Companion natures are discussed later in this chapter. Your companion gains an additional trait at 5th, 9th, 13th, and 17th level.

HELPFUL

At 2nd level, your companion can take the Help action as a bonus action, but it can only help you in this way.

COMPANION CLASS

When your companion reaches 3rd level, it can choose a class that determines how it focuses its training, which is detailed at the end of the follower’s description. Your companion’s class grants features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

ABILITY SCORE IMPROVEMENT

When your companion reaches 4th level, and again at 8th, 12th, 16th, and 19th level, it can increase one ability score of its choice by 2, or it can increase two ability scores of its choice by 1. As normal, you can’t increase an ability score above 20 using this feature

EXPERTISE

At 6th level, choose one of your companion’s skill or tool proficiencies. It gains expertise in the chosen skill or tool.

At 14th level, your companion gains expertise in another skill or tool.

COMPANION FREEDOM

Once your companion has reached 10th level, your companion no longer requires you to use your bonus action to allow it to take an action other than Dash, Disengage, Dodge, Guard or Hide.

FEAT

Also at 10th level, your companion gains one feat of your choice. Your companion can’t take a feat that would grant them a companion.

COMPANION CAPSTONE

By 20th level, your companion has reached the peak of its capabilities. Two ability scores of its choice increase by 2. Its maximum for those scores increases by 2.

The Follower

Level Proficiency Bonus Features
1st +2 Companion Traits (two traits)
2nd +2 Helpful
3rd +2 Companion Class
4th +2 Ability Score Improvement
5th +3 Companion Traits (three traits)
6th +3 Expertise
7th +3 Companion Class feature
8th +3 Ability Score Improvement
9th +4 Companion Traits (four traits)
10th +4 Companion Freedom, Feat
11th +4 Companion Class feature
12th +4 Ability Score Improvement
13th +5 Companion Traits (five traits)
14th +5 Expertise
15th +5 Companion Class feature
16th +5 Ability Score Improvement
17th +6 Companion Traits (six traits)
18th +6 Companion Class feature
19th +6 Ability Score Improvement
20th +6 Companion Capstone

 

Engineer

In order to become an engineer, your companion must have an Intelligence score of 13 or higher.

As an engineer, your companion gains the following class features.

PROFICIENCIES


  • Armor: Light armor
  • Weapons: Simple blasters, simple vibroweapons
  • Tools: Tinker’s implements and one of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Investigation, Lore, Medicine, Nature, Piloting, and Technology

TECHCASTING

Beginning when your companion chooses this class at 3rd level, during its training it has derived powers from schematics with the aid of a wristpad. See chapter 10 of the Player’s Handbook for the general rules of techcasting and chapter 12 of the Player’s Handbook for the tech powers list.

TECH POWERS KNOWN

Your companion learns two tech powers of its choice of no higher level than its Max Power Level.

At-will powers chosen by your companion do not scale normally at higher levels. Instead, if they would scale at 5th level, they instead scale at 11th level, and if they would scale at 11th level, they instead scale at 17th level.

TECH POINTS

Your companion does not require tech points. Instead, it can only cast powers at 1st-level once. It regains the ability to do so after completing a short or long rest.

MAX POWER LEVEL

Your companion’s Max Power Level is 1st.

TECHCASTING ABILITY

Intelligence is your companion’s techcasting ability for its tech powers. It uses Intelligence whenever a power refers to its techcasting ability. Additionally, it use its Intelligence modifier when setting the saving throw DC for a tech power it casts and when making an attack roll with one.


Tech save DC = 8 + its proficiency bonus + its Intelligence modifier


Tech attack modifier = its proficiency bonus + its Intelligence modifier


TECHCASTING FOCUS

Your companion uses a wristpad (found in chapter 5 of the Player’s Handbook) as a techcasting focus for its tech powers.

POTENT APTITUDE

Also at 3rd level, your companion’s technological experience lends it an uncommon insight that it can use to bolster its allies. To do so, it uses a bonus action on its turn to choose one creature other than itself within 60 feet of it who can hear it. That creature gains one Potent Aptitude die, a d4. This die increases to a d6 at 7th level and a d8 at 15th level.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Potent Aptitude die, but must decide before the GM says whether the roll succeeds or fails. Once the Potent Aptitude die is rolled, it is lost.

A creature can have only one Potent Aptitude die at a time.

Your companion can use this feature once. It gains an additional use at 5th and 13th level. It regains any expended uses when it finishes a short or long rest.

TECHCASTING, MARK II

At 7th level, your companion’s Max Power Level increases to 2nd, and it learns two additional powers.

Additionally, your companion can cast powers at 2nd-level once. It regains the ability to do so after completing a short or long rest.

TECHCASTING, MARK III

By 11th level, your companion’s Max Power Level increases to 3rd, and it learns two additional powers.

Additionally, your companion can cast powers at 3rd-level once. It regains the ability to do so after completing a short or long rest.

TECHCASTING, MARK IV

At 15th level, your companion’s Max Power Level increases to 4th, and it learns two additional powers.

Additionally, your companion can cast powers at 4th-level once. It regains the ability to do so after completing a short or long rest.

TECHCASTING, MARK V

As of 18th level, your companion’s Max Power Level increases to 5th, and it learns two additional powers.

Additionally, your companion can cast powers at 5th-level once. It regains all expended uses after completing a long rest.

Edited by BobtheWizard (see edit history)
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Kamikaze - Human Scout 5 AC: 17 | HP: 49/49 | Initiative: +5 | PP: 14 PIv: 16 PIs: 11spacer.pngspacer.png

Rex - Tracker Droid Engineer 5 AC: 15 | HP: 31/31 | Initiative: +2 | PP: 13 PIv: 13 PIs: 10


Actions

Toughts

"Words"

"Rex's Words"


OOC

 

     

Features

Kam Hit Dice: 5/5d10+3

Tech Points: 10/10 LR

Agility: 1/1 (refresh if no move)


Rex Hit Dice: 5/5d6+3

Potent Aptitude (d4): 2/2 SR

Stack the Deck (d4): 1/1 SR

Kolto Pack (d4+3): 1/1 SR

Translation Program: 1/1 LR

Overheat (2d8): 1/1 LR

Notes

 

 

 

Edited by BobtheWizard (see edit history)
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@Rumblejumble Kam is ready for review. Let me know if there is anything you want me to change. She's maybe a little more cyberpunk than some of your inspiration, but I think she'd fit in Guardians of the Galaxy. If the Companion droid is too much, I can switch to the regular mechanist technique.

Edited by BobtheWizard (see edit history)
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Trackerdroid is fine. Honestly, it wouldn't be a real space adventure without a weird little robot mascot. It all looks great and I do appreciate you showing your template for other applications. Just a couple different questions real quick, one of which I'll dm you about. It seems like you have a few "companions" along for the ride, the Krytons and Tracker.

How sentient/powerful/connected/etc are the Krytons inside of her? Like, do you want them to have a personality, not come up at all, everything they say is vague, etc? Also, how much GM control do you want over these the characters? None at all is a perfectly fine answer, I just want to get an idea of what your expectations are for them. Definitely don't mind chiming in with the funny robot noises.

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I didn't picture the Krytons as sentient beings, or if they are, they aren't separate from her. It's all one person. They give her some physical adaptations to help her survive, and maybe explain her innate affinity for technology and some of her tech powers. She doesn't know what will happen if she tries to fight another Kryton. I'll leave that up to you.

I'd prefer to control the tracker. I enjoy roleplaying two characters at once and helping their personalities evolve as they interact with each other. But if you ever want to chime in, go ahead. I think I want Rex to be able to speak so I'll change that. It will help with his interactions with the other players.

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Krytons are a 'race' of beings augmented by nanobots. Krytons are rare but they have been found in almost every base species in the galaxy. Krytons almost always develop mechanical tattoos when they reach adulthood, but those are suppressed in societies that wouldn't understand. The enhancements they give their host race are varied even among hosts of the same species. For some, the nanobots augment physical abilities, for others senses, and for some, they enhance their ability to understand and use technology. These augmentations seem to be Technomancy and Biomancy. While the nanobots have been found in individuals who use Psionics, there are no known cases of the Kryton heritage augmenting their Psionics.

While the nanobots have been isolated from individuals, they cannot survive outside their designated host and become inert as soon as they are removed, so you cannot transfer the bots from one individual or another. The only way to become a Kryton is to inherit it from your parent, which is done in an autosomal dominant fashion, so about one half of a Kryton's offspring will also be Krytons. However, two Krytons cannot procreate together.

No one knows how the nanabots were invented and all attempts to create de novo Krytons have failed. Krytons are often either shunned or exalted by their base species, sometimes both depending on the civilization. No species has more than 1 per 100,000 Krytons and they are often much less common than that. They have been found in some initial contact societies, but with space travel being around for so long, maybe there is just a previous undocumented contact.

While there is little information about Krytons, there are many rumors - that the nanobots have some grand plan, that they communicate silently throughout the galaxy, that the nanobots steal information from our computers or insert viruses, that two Krytons cannot purposely injure each other, that Krytons all work together, or that they are competing to be the last to survive and only then will we discover the nanobots' true purpose. For every one of these rumors, someone claims to have proof that they are false.

 

Edited by BobtheWizard (see edit history)
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Okay, so it's less living things and operates more like a mantle? That makes sense. Still there's a lot of cool storylines there and if the mysteries surrounding the Kyton is something you want to pursue we can work it into the game.

 

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It would be very cool to explore the mystery of the Krytons if that fits in your story. I don't want to hijack the game or overshadow other players, but if you can work it into the story, that would be awesome. I tried to leave a lot of avenues for you to explore and expand on. Kam basically knows nothing about her Kryton heritage. She assumes it was her mom, but possibly her mom was just more intelligent and knowledgeable and it was her dad that was the Kryton, even though he seemed like a typical, rich, dorky, suburban dad. It's even possible that Kam was adopted and her parents may or may not know her true heritage. Kam has yet to meet another Kryton since coming to the Academy. Other than what has happened to her body, she only knows what she's read and rumors she's heard. A lot of people have theories about it, but so far no one seems to know anything for sure.

 

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I love this expansion of the professors. Here are Kam's thoughts on all of them.

Dean Monsar: If I were to describe Dean Monsar in one sentence, it would be giant floating tentacle head. Though he looks like a blinged out Cthulhu, Monsar is synonymous with the Starlancer Academy since he's been teaching their since its inception. A wise, if sometimes overly blunt, educator Dean Monsar is always ready to talk (though sometimes gets carried away telling stories). Due to the nature of his injuries and immense psychic power, the last remaining Arbal acts as a sort of psionic shield for the school.

She loves him. He's freewheeling, smart, and direct. All qualities she admires and emulates.

Vice Dean Sandra Kelper: There are few Starlancer's quite as accomplished as Kelper. She's only one of two that have held the position of both Starlancer and Keeper, campaigned extensively for the rights of AI citizens, and singlehandedly fought off an entire Hellion invasion fleet. She acts as the realistic and serious disciplinarian to Dean Monsar's freewheeling whatever goes style of teaching. An earthling herself, she might be willing to give your group extra help so they can get home.

Kam does not like disciplinarians. She had one run in with the Vice Dean when she had broken a rule in order to accomplish her goal, and has done her best to avoid her ever since.

Weaponmaster Oswit: A member of the normally peaceful Golvax, Oswit was an incredibly feared mercenary obsessed with being the best for decades. It was only after he killed a Brigadine warlord and helped save the entire Regency that the position of Starlancer was offered to him. Though now getting on in years, with his trademarked braided beard half white, the jovial killing machine is still obsessed with weaponry and shares that enthusiasm with his students. If you help him out or impress the aging mercenary, Oswit can make some modifications to your gear.

This is her favorite class. Shooting things, blowing them up. What's not to like?

Infiltration Instructor Talm'ov: The most recent addition to the Starlancer teaching staff, Talm'ov is an entirely synthetic being. Created to replicate a high ranking member of the Regency, Talm'ov instead fought their programming and helped bring down the crime syndicate that first created them. They're eager to start teaching and is currently applying their manic obsessive nature to that task. Don't be surprised if they've already memorized everyone's name, family situation, and favorite flavor of ice cream.

She enjoys the sneaking, but not the spying. Kam is also fascinated by droids and has had several conversations with Talm'ov about what that is like.

Piloting Instructor Crasgave: A Celinite, Crasgave is essentially a two foot high talking housecat with four arms, an appearance that clashes with being one of the most feared pilots in the system. Her seemingly intentional destruction of the Eternity Pillar, a ten thousand year old religious icon, is actually what landed her as a desk jockey. Currently Crasgave is hoping one of her students does something dangerous enough that stopping it will help clear her record and she can go back to escaping through incredibly dangerous asteroid fields.

Another of her favorite classes. Kam is a talented but reckless pilot. Crasgave almost seems to encourage her to take more risks. It may become a dangerous combination.

History Instructor Kilbert Halber: One of the few teachers that isn't some kind of cool space hero, Kilbert got this job by virtue of being the only intern of the previous instructor. While he does teach some lessons about galactic history, the real reason Kilbert is still around is that he acts as a point of contact for distressed students and no other teacher wants to deal with it. Turns out being mild mannered and knowing all the right numbers to call is valuable in a school that has Explosions 101, Advanced Explosions, and Demolitions as available courses.

She finds Kilbert and his class a little boring, and has not yet broken an important enough rule to be forced to deal with him.

Science Department: While the current head is still waiting to phase back into the timeline, the Science Department is controlled by three different instructors. Mechanical engineering genius and former mad scientist bent on planetary domination, Arvelli Jaunt. Actually succeeded in her bid to take control of Arkon, found being in power incredibly boring, and willingly gave herself up if the Regency provided her with a fun job. Meltune Meerkone, despite being inside a complex suit to keep his body of constantly shifting elements stable, is still very much the fun professor that gets super excited over baking soda volcanoes. Finally there's the pudgy Kipper Biology Professor Veekers, who makes every class focused around helping him manage the incredible Undergrowth.

She loves Arvelli Jaunt and agrees that ruling a planet seems incredibly boring. While Kam has no desire for domination and doesn't generally like those who aim for it, she thinks Arvelli has reformed in that way, and loves the mad scientist part of the teacher. She thinks Meerkone is a bit of a dork but decent enough. She's not terribly interested in Veekers' biology classes, preferring computers, weapons, starships and droids.

Travel Instructor Galan: With several movies about her life already out and more in production, Galan is a famous explorer. As a Vesharak her once bright scales have dulled with age, but she remains an expert historian, navigator, and Starlancer. Her classroom is a wildly eclectic pile of cushions and chairs, with over a hundred various relics and trophies scattered about. Though being in the position for over two cycles now, there are still some that view her as just a celebrity professor, there to just garner attention and donations for the school.

This is a little too touchy feely for Kam. She has trouble sitting still and listening to Galan, but will admit that she is intrigued by the stories she tells.

Ether Instructors Ji'Jiji'Jijo: Once members of the Obolite hive mind race, the triplets had their each of their minds infused with different types of raw Ether. While still in deep connection with one another, so much so that they sometimes refer to themselves as a singular being, the differing personalities make field work untenable. Ji instructs in Red Ether and encourages students to express themselves. Jiji instructs in Blue Ether and encourages students to meditate, maintaining control over their emotions. Jijo instructs in Green Ether and often speaks of it mathematically, encouraging students to think logically.

Kam thinks these classes are strange, not understanding why anyone would focus on one type of Ether. She finds that each of the professors makes some good points but each seems a little extreme to her.

Engineering Instructor Zamson: Friendly, gruff, and now over sixty percent cybernetic, the aquatic Albrine Vetch Zamson is the schools resident gearhead. Instead of Professor Jaunt's crazy theoretical technology, Zamson's instructions are all about practicality. She does this while maintaining the schools small fleet of vehicles and running Shop class, a place for students to construct or modify their own equipment.

She spends a lot of time in the shop with instructor Zamson, and Zamson showed Kam how to build her droid.

Doctor Haltick Kilbrren: Tall, condescending, and undeniably sinister, Kilbrren provides medical help and instruction for the school. Also, he's been attacked by no less than 35 different groups of Starlancers convinced that he was a villain that had infiltrated Starlancer Academy. To be fair, he is incredibly pale with red eyes, slicked back dark hair, and a piece of chitin in the shape of a goatee. His association with the student body sometimes feel adversarial.

She has no real interest in these classes and doesn't trust Kilbrren. R3K sneaks off sometimes to listen to his lectures though.

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