| Level | 4 (0/6500 XP for level-up) |
| Background | Neon Odyssey Basic |
| Size | Medium |
| Species | Isotron |
| Subclass | Operative |
| Level | 4 |
| Hit dice | 4/4 |
| 1d8+2 | |
| W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|---|---|---|---|---|---|
| Unarmed | +7 | DEX | Bludgeoning | |||
| Combat Knife | +7 | DEX | 1d4+5 | Peircing | ||
| Properties: Finesse, Light, Powered (1d6), Thrown (Range 20/60) | Nick | |||||
| Quick Blade | +7 | DEX | 1d6+5 | Peircing | ||
| Properties: Finesse, Light, Powered (1d8) | Vex | |||||
| Light Laser Pistol | +7 | DEX | 1d6+5 | Radiant | ||
| Properties: Ammunition (Range 80/320; Power Cell), Close Quarters, Light, Reload (50 Shots) | Nick | |||||
| Light Pistol | +7 | DEX | 1d6+5 | Peircing | ||
| Properties: Ammunition (Range 80/320; Bullets), Close Quarters, Light, Reload (15 Shots) | Vex | |||||
| Sniper Rifle | +7 | DEX | 2d6+5 | Piercing | ||
| Properties: Ammunition (Range 300/1,200; Bullets), Heavy, Loading, Two-Handed | Graze | |||||
| W | T | Armor | AC | D | Properties |
|---|---|---|---|---|---|
| Light | 16 |
| P/E | Bonus | Skill | Abi |
|---|---|---|---|
| +7 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +3 | Arcana | INT | |
| +1 | Athletics | STR | |
| +3 | Deception | CHA | |
| +3 | History | INT | |
| +7 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +5 | Investigation | INT | |
| +3 | Medicine | WIS | |
| +3 | Nature | INT | |
| +3 | Perception | WIS | |
| +1 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| +3 | Religion | INT | |
| +5 | Sleight of Hand | DEX | |
| +9 | Stealth | DEX | |
| +3 | Survival | WIS | |
| +5 | Computer | INT | |
| +5 | Technology | INT |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Light Armor, 20 Bullets, 4 Power Cells, Magazine, Bypass Tools, Spiking Deck, Intruder’s Pack (Rucksack, Canteen, Flashlight, Grapnel, Lighter, Motion Sensor, Power Cell, Pry Bar, 5 Ration Pouches, Steel Bearings, Synth Line), Ascension Gun
Proficiencies:
Weapons: Simple weapons, and Martial weapons that have the Finesse or Light property, Sniper rifles
Tools: Bypass Tools, Spiking tools, Forger's Kit and Infiltrator's Kit
Vehicles: Light Planetary, Light Mecha
Armor: Light
Languages: Common, Signal,
Resistances: Lightning, Psychic
Weapon Mastery: Sniper rifle, combat knife
Feats
Portal Jumper
Otherworldly Resilience. You have Resistance to one of the following damage types: Necrotic, Psychic, or Radiant (choose when you select this feat).
Portal Step. You can spend 15 feet of movement to teleport to an unoccupied space you can see within 15 feet of yourself. You can use this benefit a number of times equal to your Proficiency Bonus but only once per turn, and you regain all expended uses when you finish a Long Rest.
Isotron
Data Jump. You always have the Misty Step spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also cast it using any spell slots you have of the appropriate level.
When you cast the spell using this trait while you are within 5 feet of a power or data connection, if your destination space is also within 5 feet of that connection, you don’t expend a use of this trait.
Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose the ability when you select this species).
Hard Light Body. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation.
Hypergrid Soul. You have Advantage on saving throws against spells and magical effects. Native Interfacing. You have proficiency in the Computers skill, and you can interface with a data port as if you were using a Spiking Deck by touching the port.
Surge Protection. You have Resistance to Lightning damage.
Scoundrel/Echo:
Level 1 Cheap Shot
You don’t play fair, and you know how to strike an opponent when and where they least expect it. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage type is the same as the weapon’s type.
You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
The extra damage increases as you gain Scoundrel levels, as shown in the Cheap Shot column of the Scoundrel Features table.
Level 1 Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Scoundrel level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Level 1: Smuggler’s Slang
Your time in the galaxy’s underworld has allowed you to pick up useful languages. You know Smuggler’s Slang and one other language of your choice, which you choose from the language tables in the Setting Primer.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Combat Knives and Light Laser Pistols
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Laser Carbines and Combat Blades.
Level 2: Slick Maneuver
Your sharp wits and quick steps enable you to slip in and out of any engagement. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3: Zero In
You know how to focus your aim to hone in on any target. As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Level 3: Afterimage
You can see and step through the flows of time, gaining the following benefits.
Level 3: Time Skip
You can jump forward or rewind short distances in time. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see.
You can use this Bonus Action twice, and you regain all expended uses when you finish a Long Rest. If your destination space is one you occupied since the start of the turn, you don’t expend a use of this feature.
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