Vault Dweller
Stat
Modifier
-1 Perception, +1 Intelligence,
Hit Points
Hit
Dice:
1d8 level
Hit Points at 1st Level: 8 + your Endurance.
Hit Points at Higher Levels: 1d8 (or 5) + your Endurance per Vault Dweller level after 1st
Hit Points at 1st Level: 8 + your Endurance.
Hit Points at Higher Levels: 1d8 (or 5) + your Endurance per Vault Dweller level after 1st
Starting
Proficiencies
You
are proficient with the following items, in addition to any proficiency
provided by your race or background.
Weapons : Choose 4 weapons from any non-heavy list..
Tools: Any two. (Specific)
Skills: Choose two skills from Acrobatics (Dex), Athletics (Str), Demolition (Int), History (Int), Insight (Wis), Investigation (Int), Medicine (Wis), Nature (Int), Religion (Int), Technology (Int)
Weapons : Choose 4 weapons from any non-heavy list..
Tools: Any two. (Specific)
Skills: Choose two skills from Acrobatics (Dex), Athletics (Str), Demolition (Int), History (Int), Insight (Wis), Investigation (Int), Medicine (Wis), Nature (Int), Religion (Int), Technology (Int)
Saving
Throw:
Intelligence, Charisma and one more of your choice
Starting
Equipment
You
start with the following items.
• (a) any melee weapon.
• (a) a basic one-handed Ballistic weapon or (b) a basic laser pistol
• (a) any tool
• (a) Vault-Tec Armour
• (a) any melee weapon.
• (a) a basic one-handed Ballistic weapon or (b) a basic laser pistol
• (a) any tool
• (a) Vault-Tec Armour
Level
|
Proficiency Bonus
|
Features
|
Pip Boy Usage
|
Attack Bonus
|
|
1st
|
+2
|
Pip
Boy Access
|
2
|
+2
|
|
2nd
|
+2
|
Fighting
Style
|
2
|
+2
|
|
3rd
|
+2
|
Career
path
|
3
|
+2
|
|
4th
|
+2
|
Ability
Score Improvement
|
3
|
+2
|
|
5th
|
+3
|
Extra
Attack, Pip Boy Upgrade
|
3
|
+2
|
|
6th
|
+3
|
Career
path, Plan
|
4
|
+2
|
|
7th
|
+3
|
Calculated
Defence
|
4
|
+2
|
|
8th
|
+3
|
Ability
Score Improvement
|
4
|
+2
|
|
9th
|
+4
|
Career
path
|
5
|
+3
|
|
10th
|
+4
|
Exploit
Weakness
|
5
|
+3
|
|
11th
|
+4
|
Pip
Boy Upgrade
|
5
|
+3
|
|
12th
|
+4
|
Ability
Score Improvement, Career path
|
6
|
+3
|
|
13th
|
+5
|
Tactical
Retreat
|
6
|
+3
|
|
14th
|
+5
|
-----
|
6
|
+3
|
|
15th
|
+5
|
Career
path
|
7
|
+3
|
|
16th
|
+5
|
Ability
Score Improvement
|
7
|
+4
|
|
17th
|
+6
|
Pip
Boy Upgrade
|
7
|
+4
|
|
18th
|
+6
|
Career
path
|
8
|
+4
|
|
19th
|
+6
|
Ability
Score Improvement
|
8
|
+4
|
|
20th
|
+6
|
Pip
Boy Battery Enhancement
|
9
|
+4
|
|
Abilities
Pip
Boy Access
At
level 1, the Vault Dweller gains access to his signature device, his Pip Boy. The
Vault Dweller may use this device a number of times indicated on the table
every long rest. For now, he may use the Pip Boy to assist him in his attacks.
This works for both range and melee attacks. For ranged attacks, the range
limit is 50 feet.
Using the Pip Boy allows the Vault Dweller to call shots. Basically, by using the Pip Boy, a Vault Dweller may target a specific location on the target, example arm or leg. Depending on the location hit, the player may choose one effect from the following.
Head : Stun, Dazed, Blinded or Critical Damage.
Body : Bleeding damage, knockback 10 feet.
Arm : Drop held item, Disadvantage to attacks
Leg : Drop speed by 10 feet (min: 5 feet, does not stack), fall prone,
However, the damage dealt does not count as a critical and is not doubled.
Using the Pip Boy allows the Vault Dweller to call shots. Basically, by using the Pip Boy, a Vault Dweller may target a specific location on the target, example arm or leg. Depending on the location hit, the player may choose one effect from the following.
Head : Stun, Dazed, Blinded or Critical Damage.
Body : Bleeding damage, knockback 10 feet.
Arm : Drop held item, Disadvantage to attacks
Leg : Drop speed by 10 feet (min: 5 feet, does not stack), fall prone,
However, the damage dealt does not count as a critical and is not doubled.
Fighting
Style
At 2nd level, you adopt a
particular style of fighting as your specialty. Choose one of the following
options. You can’t take a Fighting Style option more than once, even if you
later get to choose again.
Gunnery
(Ballistics)
You gain a +2 bonus to Attack
rolls you make with Ballistic Weapons.
Gunnery
(Energy)
You gain a +2 bonus to Attack
rolls you make with Energy Weapons.
Defense
While you are wearing armour, you
gain a +1 bonus to AC.
Dueling
When you are wielding a melee
weapon in one hand and no other Weapons,
you gain a +2 bonus to Damage Rolls
with that weapon.
Career
Path
At
3rd level, you choose a career path that you branched into, such as the Soldier
or Technician, all detailed at the end of the class description. Your choice
grants features at 3rd level, and again at 6th, 9th, 12th, 15th and 18th level.
Ability
Score Improvement
When
you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two Ability
Scores of your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature. You may also choose to forgo this benefit
and take a feat instead.
Extra Attack.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Plan
Prior to an encounter the Vault Dweller can develop a plan of action to handle the situation. Using this ability requires preparation; the Vault Dweller can’t use this ability when surprised or otherwise unprepared for a particular situation. Creating a plan requires (8 – Intelligence) rounds.
After creating the plan the Vault Dweller makes an Intelligence save (DC 13). Success provides the Vault Dweller and allies with an inspiration that can only be used in the coming encounter. This inspiration point is separate from the normal inspiration. A Vault Dweller can’t take 10 or 20 when making this check. Only one attempt is allowed before an encounter.
Calculated
Defence
When
the Vault Dweller is wearing light or no armour, he may add his Intelligence as
well as his Agility to his AC.
Exploit Weakness
After 1 round of combat, the Vault Dweller can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Vault Dweller uses a move action and makes an Intelligence check (8 + opponent’s proficiency + opponent’s Intelligence). If the check succeeds, for the rest of the combat the Vault Dweller uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as he or she finds ways to out-think the opponent.
After 1 round of combat, the Vault Dweller can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Vault Dweller uses a move action and makes an Intelligence check (8 + opponent’s proficiency + opponent’s Intelligence). If the check succeeds, for the rest of the combat the Vault Dweller uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as he or she finds ways to out-think the opponent.
Pip
Boy Upgrade
The use of the Pip Boy improves as the Vault Dweller continues to tinker and adjust it. The improvements the Vault Dweller makes is as followed.
The use of the Pip Boy improves as the Vault Dweller continues to tinker and adjust it. The improvements the Vault Dweller makes is as followed.
Lvl 5 : The Pip Boy’s use range doubles. This
includes any other ability the Pip Boy may have.
Lvl 11 :
The Vault Dweller may now attack the number of times he may normally attack
using the Pip Boy.
Lvl 17 :
The range of the Pip Boy’s abilities doubles again.
Tactical
Retreat
It
is said a good defence is offence. This might be true, but sometimes, a good
defence is running away to fight another day. At level 13, a Vault Dweller
knows when it’s time to run. When activated, and until the Vault Dweller’s next
turn, the Vault Dweller and any team mates within 30 ft who can hear and see
him may disengage as a bonus action whether or not they could normally do it in
the first place.
Pip
Boy Battery Enhancement
At
level 20, the Vault Dweller has found a way to boost their Pip Boy beyond its
basic parameters. The Vault Dweller may now choose one upgrade from the two
provided.
Improved
battery : Number of Pip Boy uses
increases by +4
Improved Recharge : You may use the Pip Boy a total number of
3 times per short rest. Full charge after long rest.
Vault
Dweller Career Path
As
a member of the Vault, many if not all its citizens will one day lend a helping
hand in keeping the vault going. As such, vault dwellers usually split off into
two types of careers. The Soldier is the security and the Technicians to keep
the Vault running.
Security Officer
Pip Boy Targeting Aid
At
3rd level, all attacks made with the Pip Boy are made with an advantage.
Specialty Training
At
level 6, the Soldier can specialize in a particular field. Whichever field you
choose, you gain proficiency in those skills. However, if you are already
proficient, you gain expertise instead.
Investigator - Forgery (Int), Investigation (Int),
Perception (Wis), Persuasion (Cha)
Enforcer - Athletics (Dex), History (Int), Insight
(Wis), Intimidation (Cha),
Commando - Acrobatics (Dex), Demolition (Int),
Stealth (Dex), Survival (Wis)
Tactical Aid
At
level 9, the Vault Dweller’s training in combat teaches him to visualize
possible tactics that may be used in overcoming any combat situation. When
activated, any team member within 30ft that can see and hear the Vault Dweller
(including himself) gains a +1 bonus to attack and damage until the Vault
Dweller’s next turn. The bonus increases to +2 at level 13 and to +3 at level
17.
The Vault Dweller may use this ability any number of times as long as he passes an Intelligence check DC 15.
This action counts as a bonus action
The Vault Dweller may use this ability any number of times as long as he passes an Intelligence check DC 15.
This action counts as a bonus action
Pip Boy Energy Upgrade
After
several tweaking, a level 12 Vault Dweller learns how to improve his Pip Boy to
be better equipped for combat. By installing a small energy converter and a
focusing lens, the Vault Dweller can now use the Pip Boy in an additional way.
Choose one of the upgrades below.
Using this ability still counts to the number of times per long rest the Pip
Boy may be used.
Laser The Pip Boy has a laser attached to it. It
has an effective range of 40 ft. Deals 3D6 energy damage and cannot be
upgraded. This weapon can only be fired once per turn and gains the normal
bonuses for using an energy weapon. The Vault Dweller cannot combine this
weapon and the call shot ability of the Pip Boy in the same turn. Each use of
this weapon counts to the number of times the Pip Boy may be used after each
long rest.
Shield The built in shield may be activated at any time
as a reaction to an attack. Upon activation, the Vault Dweller’s AC increases
by +5 for that turn only. However, this ability must be used after the initial
attack roll but before the GM announces the total. Each use of this ability
counts to the number of times the Pip Boy may be used after each long rest.
Pip Boy Ingenuity
At
level 15, the Vault Dweller learns how to use their Pip Boys in a more
efficient way. Whenever the Vault Dweller uses the Pip Boy for any reason, he
may roll a D20. On a natural 20, the charge is not used.
Pip Boy Energy Power UpgradeAt level 18, the Vault Dweller improves their Pip Boy’s energy upgrade a little more. Depending on what was chosen at level 12 dictates what upgrade is gained.
Laser The Pip Boy’s laser weapon increases in
damage and distance. The weapon now does 3D8 damage and has a 80 ft range.
Shield The built in shield’s bonus now increases to
+10 instead.
Technician
Specialized Skill Tree.
At
level 3, the technician can specialize in a particular field of study.
Whichever field you choose, you gain proficiency in those skills. However, if
you are already proficient, you gain expertise instead.
Scientist
- History (Int), Insight (Wis),
Investigation (Int),
Medic
- Medicine (Wis), Nature (Int), Survival
(Wis)
Engineer
- Demolition (Int), Sleight of Hand (Dex),
Technology (Int),
Build Expert
At
6th level, you develop your own build style. Choose one of the following as a
favourite style.
Tools - You enter a zone like
state when building new items. When you use this ability, you may roll with an
advantage whenever you attempt to build a new part for any weapon or armour.
This ability is useable a number of times equal to your Intelligence every long
rest.
Time – Clearing your mind,
you are able to ignore any outside influence and concentrate on your work. Each
time you use this ability, you may half the time required to build a new part
for any weapon or armour. This ability is useable a number of times equal to
your Intelligence every long rest.
Build or Break
At
level 9, your technical skills divert to either fixing stuff or breaking stuff.
Choose one of the methods below.
Build – When attempting to repair an
item, you may roll with an advantage. If successful, you remove the ‘broken’
status from the item.
Sabotage – Making sure no
unauthorized person touches your stuff, you may attempt to rig the item to
either break apart or explode when someone else uses it. Causing it to explode
requires 1 extra use of mechanical AND electronical parts to complete and the DC
increases by 5. Anyone who attempts to discover your modifications rolls with a
disadvantage.
Sabotaging an object without this ability allows another to detect it normally.
Sabotaging an object without this ability allows another to detect it normally.
Smart
Survival
At
level 12, the Technician knows how to roll, or in this case, fall with the
punches. When the Vault Dweller is hit and after the damage dice have been
rolled, the Vault Dweller may choose to fall prone as a reaction to half the
damage he has taken. The Vault Dweller may only use this ability once every
short rest.
Specialty Bonus
At
level 15, the Vault Dweller’s knowledge of his craft has increased. Whenever
the Vault Dweller rolls for any skills he gained at Level 9 is made with an
advantage.
Savant
At
level 19, the knowledge he has gained has reached its peak. The Vault Dweller
may now take 10 on any skill he has proficiency or expertise in.
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