Monday, 22 July 2024

Fallout 4 RPG Character - Wanderer


Wanderer

Stat Modifier
+1 Endurance, -1 Intelligence

Hit Points

Hit Dice: 1d10 level
Hit Points at 1st Level: 10 + your Endurance
Hit Points at Higher Levels: 1d10 (or 6) + your Endurance per Wanderer 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 any 2 weapons from Any Melee and Any non-heavy range.
Tools: Any Artisan tool and one gaming or musical tool
Skills: Choose two skills from
Acrobatics (Agility), Animal Handling (Charisma), Athletics (Strength), Gambling (Luck), Insight (Perception), Investigation (Perception), Nature (Intelligence), Sleight of Hand (Agility), Stealth (Agility), Survival (Perception)

Saving Throw: Endurance, Luck and one more of your choice.

Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) Any one melee weapon
• (a) any non-heavy Ballistic or (b) any non-heavy Energy
• (a) any Artisan, Gaming or Musical tool
• (a) Any Light Armour


Level
Proficiency Bonus
Bonus Features
1st
+2
Natural Explorer
2nd
+2
Fighting Style
3rd
+2
Survivor Archetype, Survival Awareness
4th
+2
Ability Score Improvement
5th
+3
Survivor Archetype feature
6th
+3
Evasion
7th
+3
Survivor Archetype feature
8th
+3
Ability Score Improvement, Fleet of Foot
9th
+4
Kick the Bucket
10th
+4
Hide in Plain Sight
11th
+4
Survivor Archetype feature
12th
+4
Ability Score Improvement
13th
+5
Radiation resistance (minor)
14th
+5
Vanish
15th
+5
Survivor Archetype feature
16th
+5
Ability Score Improvement
17th
+6
Radiation resistance (major)
18th
+6
Survivor Archetype feature , Stroke of Luck
19th
+6
Ability Score Improvement
20th
+6
Survival Mastery

 



Abilities

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
•You ignore difficult terrain.
You gain the following benefits when traveling for an hour or more:
•Difficult terrain doesn’t slow your group’s travel.
•Your group can’t become lost except by external means, for example, drug use.
•If you are traveling alone, you can move stealthily at a normal pace.
•When you forage, you find twice as much food as you normally would.
•While tracking other creatures, if you are successful, you also learn their exact number, their sizes, and how long ago they passed through the area.

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.

Defence

While you are wearing armour, you reduce the armour penalty by 1 to a minimum of 0.

Duelling

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.

Dual Weapons

This ability works depending if you are wielding either two melee weapons or two ranged weapons only. You may also draw or stow two one-handed weapon of the same type when you would normally be able to draw or stow only one. This action also takes up your bonus action.
Range  : When wielding two one-handed range weapons, you may add +1 to all damage.
Melee   : When attacking with your off-hand weapon, you add your Strength or Agility to damage.

Survivor Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as the Scavenger or Gunslinger, all detailed at the end of the class description. Your choice grants features at 3rd level, and again at 5th, 7th, 11th, 15th level.

Survival Awareness

Beginning at 3rd level, you have the ability to focus your awareness on the region around you. You can sense whether the following types of creatures are present within 250 feet of you: Human, Ghouls, Super Mutants, Animals or Insects.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above the maximum of your race. You may also choose to forgo this benefit and take a perk instead.

Evasion

Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as an autofire attack or an explosion from a grenade. When you are subjected to an effect that allows you to make an Agility saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. However, you still take full damage if you fail. There will be certain times where evasion will not take effect based on GM’s discretion
This ability is active only when wearing light or no armour at all.

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Kick the Bucket

At level 9, Should an attempt to search yield nothing, the Wanderer may attempt to make another search check. The DC will stay the same. The Wanderer is only allowed one more search attempt therefore, should the Wanderer fail a second time, he cannot make a third attempt at a search check. Kicking the bucket may only be attempted once every short rest.

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Perception checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected


Radiation Resistance

At level 13, the Wanderer gains slight resistance to the radiation that pollutes the world. Whenever he takes radiation damage, he may reduce the amount absorbed by ¼, rounded down to a minimum of 1.
At level 17, this ability increases in potency. Whenever the Wanderer takes radiation damage, he may reduce the amount absorbed by half, rounded down to a minimum of 1.

Vanish

Starting at 14th level, you can use the Hide action as a Bonus Action on Your Turn. Also, any attempt to track you is at a disadvantage unless you choose to leave a trail.

Stroke of Luck

At 18th level, you have an uncanny knack for surviving. If you are struck by an opponent, you may force that opponent to roll the attack roll again with a disadvantage. Alternatively, if you fail an ability check, you can treat the d20 roll as a 10.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Survival Mastery

At Level 20, the Wanderer gains one of the following ability.
The Wanderer may commit his entire action to defence for one round protecting himself and one other person. For that one round the Wanderer and one other target within 5 feet of him gains the following benefits. +10 to AC, +5 to all Saves and benefits from the Evasion ability. This ability may only be used once every long rest.


Survivor Archetypes

Scavenger
Some survivors seek to better their chances of survival out in the post-apocalyptic world. Scavengers have learned the ways of junk and how to collect what is useful from what others would deem worthless. Not just collectors and hoarders, these people are capable of being resourceful tinkerers as well.

Search or Hide

At level 3, the Scavenger can specialize in a particular method to survive the harsh wasteland. Whichever method you choose, you gain proficiency in those skills. However, if you are already proficient, you gain expertise instead.
Search  : Nature (Int), Survival (Per), Technology (Int),
Hide     : Deception (Cha), Insight (Per), Stealth (Dex)

Improvised Weapon
At level 5, a Scavenger learns to use anything they can find as a weapon. From a thrown heavy paperweight to swinging a table fan. The Scavenger is considered proficient with improvised weapons and gains the Extra Attack feature when using an improvised weapon. Improvised weapons cannot be upgraded. The damage is as below.
Thrown solid object at least the size of their palm will deal 1D6 damage at a distance of 20ft.
One handed weapons such as a table fan or a small briefcase deals 1D6 damage.
Two handed and presumably heavy objects such as a wooded coat stand or an ironing board deals 2D4 damage.

Quick Thinking
At level 7, the Scavenger learns to move quickly to avoid enemies. The scavenger may take any of the following actions as a bonus action. Disengage, Hide or you may make ONE single attack.

Trap Sense
At level 11, the Scavenger gains an uncanny sense that may help him against traps. Choose one ability from the two mentioned below. Once chosen, you cannot change you decision.
You gain Improved evasion OR you may roll any saves against traps with an advantage.


Fight or Flight
At level 15, the Scavenger increases his ability to survive to the next level. He may choose to better his chances by running or by hitting the enemy harder. Choose one of the abilities mentioned below.

If the Scavenger chooses to fight, he gains the following abilities.
- Deals additional 1D6 damage whenever he uses an improvised weapon.
- If an improvised weapon is in hand, initiative is rolled with an advantage.

If the Scavenger chooses to flight, he gains the following abilities.
- Movement +10ft
- If caught in a surprised round, the Scavenger may roll an Agility save DC equal to opponent initiative score to act normally this round.

Junk Magnet
At level 18, the Scavenger is so adapt at searching for materials that he instinctively knows where to find materials. Whenever a Scavenger rolls his perception to search, he may roll a d4 to find something extra whether he passed or failed his perception in the first place.
1 - Mechanical                         3 - Fabric
2 - Electrical                            4 - 1d4 caps
This ability can only be used in proper areas such as in rooms, cupboards and wrecked cars, for example. Not in dung piles, open roads or behind bushes for example.



Gunslinger
Some survivors seek to master weapons to better protect themselves and maybe even the run down places they call home. Gunslingers learn specialized fighting techniques for use against their enemies from raiding parties to deadly deathclaws.

Gunslinger’s Prey

At 3rd level, you gain one of the following features of your choice.
Colossus Slayer: Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.
Giant Killer: When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
Horde Breaker: Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.
Escape the Horde: Opportunity attacks against you are made with disadvantage.
Multiattack Defense: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
Steel Will: You have advantage on saving throws against being frightened.

Hunter’s Mark

At level 11, you gain the ability to mark your targets. You have advantage on all attack rolls with firearms against that creature. You also deal additional 1D6 damage to the marked opponent whenever you deal them damage. The range of this ability is 50ft.

At level 16, this ability improves further. Hunter’s mark now deals 2D6 damage and may be used a distance of 100ft.

This lasts for 1 minute or until the creature has 0 hit points. You can use this feature a number of times equal to your Perception Ability (minimum 1). You regain any expended uses when you finish a long rest.

Multiattack

At 15th level, you gain one of the following features of your choice.
Volley: You may attack a single target with all your available attacks and then total the damage from all ranged attacks before applying DR.
Whirlwind Attack: You can use your action to make a single ranged attack against any number of creatures within 20 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  

Superior Gunslinger’s Defense

At 18th level, you gain one of the following features of your choice.
Opportunist: When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. If you had taken Giant Killer at level 3, then you may make two attacks with advantage against the creature that attacked you regardless of its size.
Stand Against the Tide: When a hostile creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice that is within range of their weapon.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


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