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Level:2Lead-Belching GruntRoklok FukhofDream MoonWardrobifier
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30 XPNext level at 130 XPFemale TrollClass of AspectHandWardrobeHand
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flatRealist [FR]Land of Trains and SkaisYour FistWorn PadsYour Fist
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ModernDayOuroborosHello?AccessoryAccessoryAccessory
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SkillStatBonusTotalGear Amulet
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AthleticsStr+0+5AegisHP lostHit PointsHD leftHD max
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EnduranceCon+0+50526 / 3122Your Fist | Tier 0 FistKind
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AcrobaticsDex+0+3Temporary HP84%Hit Die Roll
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Sleight of HandDex+0+301d10+3
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StealthDex+0+2
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EngineeringInt+0+3Lesser slots0Greater slots0
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InvestigationInt+0+1Speed30 ft.Passive PerceptionProficiency+2Your own two scarred, calloused, and worn hands.
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OccultInt+0+1Initiative+211Your Fist | Tier 0 FistKind
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Animal HandlingWis+0+0
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InsightWis+0+0Ability ScoresArmor Class13Status Debuffs
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MedicineWis+0+0Strength16 (3)+0Rupture0
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PerceptionWis+0+1Constitution16 (3)Fortitude16Sunder0
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SanityWis+0+0Dexterity14 (2)+0Fade0Your own two scarred, calloused, and worn hands.
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SurvivalWis+0+0Intelligence12 (1)Reflex15Cripple0Worn Pads | Tier 0 Apparel
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DeceptionCha+0-1Wisdom10 (0)+0Setback0A set of worn athletic gear, with the stench of aged foam.
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IntimidationCha+0-1Charisma8 (-1)Will9Max HP Redux0
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PerformanceCha+0-1+0
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PersuasionCha+0-1Hit Bonus+0Crit Range20Defense Bonus+0
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"it smells, but it offers decent protection for my knees and shoulders while working."
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ResourcesGear Amulet
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Re-RollDemeanorNameNameNameA homemade amulet, made with a chain and a thick gear.
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Current1Current2CurrentCurrentCurrent
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Maximum1Maximum2MaximumMaximumMaximum
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PunchingHandKindTier0StatSTRHit+5 to hitBlastin'ShotgunKindTier0StatDEXHit+4 to hit
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TypeMelee Double Finesse WeaponAmmo/Charges0/0Bonuses to hit:0TypeRanged Two-Handed Reload WeaponAmmo/Charges5/6Bonuses to hit:0
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NameDiceDmgDescriptionNameDiceDmgDescription
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ChopQd8+STR1d8+3Major action: Make a melee attack against a single target within range. This abilitech has the Combo property. [Base damage: Qd6+DEX, basic]ShellQd12+DEX1d12+2Major action: Make a ranged attack against a single target within range. Decrease rounds by 1. [Base damage: Qd10+DEX, basic]
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GrabXXMajor action: Initiate a grapple against up to two targets within range, using this weapon instead of a free hand. You can grapple up to two targets at a time in this way, one per… hand.EruptionQd8+DEX1d8+2Major action: Make a ranged attack against all targets within range. For each target, if you miss, deal half damage. Decrease rounds by 3. [Base damage: Qd6+DEX]
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CrushQd31d3Minor action: Automatically deal damage twice to one target, or once to two targets you are grappling. This abilitech has the Crush property. [Base damage: Qd2]MawpQd4+DEX1d4+2Major action: Make a ranged attack against all targets within range, targeting Fortitude resistance. For each target, if you break resistance, they are Dazed and Deafened for 1 round. Decrease rounds by 1. [Base damage: Qd3+DEX]
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Joint StrikeQd6+STR1d6+3Major action: Make a melee attack against a single target within range. If you hit, the target is Impaired for 1 round. [Base damage: Qd4+DEX]Slug ShotQd6+DEX1d6+2Major action: Make a ranged attack against a single target within range, ignoring disadvantage for firing at long range. If you hit, the target is Dazed for 2 rounds. Decrease rounds by 2. [Base damage: Qd4+DEX]
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Beatdown2Qd10+STR2d10+3Major action: Make a melee attack against a single target within range. The target must be Exposed, Prone, or Stuck. [Base damage: 2Qd8+DEX]Point Blank2Qd8+DEX2d8+2Major action: Make a ranged attack against a single target within 5 feet. The target must be Exposed, Prone, or Stuck. This abilitech also counts as a melee attack for the purposes of Prone. Decrease rounds by 1. [Base damage: 2Qd6+DEX]
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ReloadMinor action: Increase rounds by 1. May be done as a full-round action to fully restore rounds. This is a basic abilitech.
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Ballistic Bafflement0d0+DEX0d0+2If Will is broken by this attack, enemy is unable to comprehend my stupidity, and is crippled (half) and suffers disadvantage to all attack rolls and skill checks for two rounds.
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Range: 5 feet

Notes: Checks to grapple a target or maintain one made with HandKind may use Acrobatics, and hands used to wield Handkind are considered free for grappling. You can and should alchemize for HandKind, either through substitutes such as handwraps, or an item you carry on you that confers the same effects.

HandKind does not count as a free hand for the purposes of casting psionics.
Range: 15/40 feet, Rounds: 6

Notes: Abilitechs with this weapon ignore disadvantage for firing in close range.
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Active Sentinel Features: Keeper
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Pillar, Racial, and MilestonesPillar and StepsDecors and Demeanor
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Racial | Ruffiannihilate
Gain +1 die size to your damage and Aim dice.
SentinelYou are a Sentinel! You are a survivor and a controller, able to weather the harshest conditions and impose your own in return.PassionP times per long rest, your next non-strife skill check (or all checks during an opposed gambit round) have 2d8 Stakes as long as you approach the gambit with Confrontation, Power, Emotion, or Sacrifice.
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Keeper, lvl 1, SentinelYour Hit Dice have +1 die size, you can use Constitution when determining your armor, and you gain a unique block radius of 5 feet: if you can Block as a reaction, you can do this on all attacks that target or originate within this radius, not just attacks against you.Ballistic Bafflement, Heavy Weapons Guy, Sentinel/SlayerOnce per strife, you may throw… something (spare bullets, an empty mag, a full mag, the gun itself, a mag about mags…), making a basic abilitech targeting Will that costs no rounds/charges. If you break resistance, it only deals damage equal to any stat mods that would be added, but the enemy is baffled by your bullshit and is Crippled (half, 2 rounds) and Impaired (2 rounds). This counts as non-damaging for the purposes of synergizing with other Steps and effects.Knack: SurvivorYou have an aptitude for going the distance, able to weather the elements and withstand prolonged duress. Whenever you can bring this knack to bear, you add one Stakes die.
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Guardian: Controller, 2 Steps, SentinelAny damaging attacks that inflict a negative condition or effect have +1 die size to damage.Pick this at level 3!
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Resilience, 4 Steps, SentinelChoose one resistance. You become proficient with this resistance, adding your Proficiency bonus to it. You cannot choose a resistance in which you are already proficient.Pick this at level 7!
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Sound Health, 6 Steps, SentinelYour Hit Dice have another +1 die size and turn any 1s and 2s on hit die rolls to 3.Pick this at level 9!
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Pick this at level 13!
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SpecializationsPick this at level 15!
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Pick this at level 5!
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Pick this at level 11!This is the blackboard, use it to write down any notes you have!
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Pick this at level 17!
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Pick this at level 19!
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Atomic Backbreaker Damage = (2 x P)d12 + STR + (2 x P) OR Level
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Grist and BoondollarsSylladex (Assembly Modus)
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T0Build Grist20What kind of captchalogue deck do you have?HeavyMetal scrapSalvaged Imperial Drone Metal
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T10Boxing tapeBurnt Imperial Drone Circuits
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T20You can captchalogue items of one size bigger than you or smaller (default is Large), and they deal 1d6 damage when ejected, but their range is reduced to 15 feet.Ammo boxImperial Drone Claws
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T30Cleaning kit for gunDefensive Field Module
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T40CD playerNuts, Bolts, & Oil
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T50What's your fetch modus? What skill does it take to use it?Reinforced PDA5 Imperial Drone Capacitors
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Boondollars0Bug Grub (1)
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(extra space)0AssemblyEngineeringYellow Electronic Closet, Locked
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(extra space)0Great! You use this skill when making attacks with your sylladex.Imperial Drone Torso
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(extra space)0Imperial Drone Head
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