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09:35, 27th April 2024 (GMT+0)

Samuel Stevenson

Samuel Stevenson, Level 2 Human Mechanic
Alignment: Neutral Good
Age: 19 years old Height: 5'10" Weight: 150lbs
Brown hair, and Hazel eyes

Initiative: +2  Speed: 30Ft   Vision: Normal
HP: 17/17  Hit Dice: 1d8.
Base Stats:
STR 12(+1) [14 (+2) with Mechaframe] DEX 15(+2) CON 14(+2) INT 16 (+3) WIS 12(+1) CHA 8(-1)
Passive Investigation: 22     Passive Perception: 20
Luck: 12 (+1) [10+Character Level] Reputation 11 (+0) [10+Cha+Character Level]
Irradiated: 0 [Current Radiation Exposure Level]
Strength includes +2 from wearing Mechaframe.
AC: 18 ('Basic' Mechaframe & Shield)

Prof Bonus: +2
Save Proficiencies: Con(2+2=4), Int(3+4=6)
Str Melee/Thrown Mod: 2+1= +3 (Assuming proficient)
Dex Finesse/Ranged Mod: 2+2= +4 (Assuming proficient)
Spell DC: [8+Proficiency+Int]=13
Spell Attack: [Proficiency+Int]=+5

Armor Proficiencies: Light Armor, Medium Armor, Heavy Armor, Shield
Weapon Proficiencies: Simple Weapons and Martial Weapons
Languages Spoken:  Common, Gaxian, Slaarsh
Tool Proficiencies: Smith's Tools, Mechanic's Kit, Vehicles (Land & Air/Space)
Feats: Observant
Trained Skills: Technology +5, Science +5, Investigation +5, Perception +3

Mechanic Features:
Integrated Targeting System: Samuel adds his Intelligence modifier to the damage inflicted by mechaframe modifications that let Samuel cast a Cantrip.
Mechaframe: Samuel has his own Mechaframe that grants him +2 Strength
Mechaframe Points: Has Proficiency bonus plus half Mechanic level (3 pts)
Free: Articulated Weapon: Samuel has integrated his Crafted Mono-filament Edged sword into the right arm of his mechaframe.
1 Hermetically Sealed: Samuel gains immunity to poison damage and the poisoned condition. He can also survive underwater or in space for 1 hour before needing to replace/refill air tank or he'll run out of air.
2 Power Laser: Samuel is able to cast the Eldritch Blast cantrip without the need for components.
(One Beam, each: +5; 1d10+3 Force Dmg; 120ft range)
3 Sub-arm Equipment Mount: Samuel has this subarm assisting in holding a two handed ranged weapon but still needs one of his hands to actually operate said weapon. Currently his Crafted Light Gauss Gun is mounted on this sub-arm. Holding or letting go of the weapon with one of his hands is a non-action and when not held the sub-arm folds up so the weapon is held against his lower back when he is standing, in an easy to reach position.

Radio Transmitter
Beginning at 2nd level, Samuel has incorporated gadgetry into his mechaframe that turn the entire suit into a radio transmitter. He is capable of receiving any radio waves in your area and are able to transmit your own radio waves to a distance equal to 200 feet per mechanic level (400ft).

Security Countermeasures
Starting at 2nd level, when any creature other than Samuel is wearing his mechaframe, the suit contorts painfully, rejecting the foreign user. At the beginning of its turn, the creature makes a DC 13 Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or takes 1d4 points of bludgeoning damage. In addition, the creature is at disadvantage to all checks while wearing Samuel's mechaframe.
A creature made identical to Samuel because of a polymorph effect is able to fool his mechaframe, but there is no other way to do so.

Background:: Stranded Space Miner (Variant of Alien Abductee)
Feature Justified Paranoia. Although Samuel hides it well, he's high strung from his experiences as a Space Miner where he's used to having to always be ready to spot any minor mechanical problem that if not addressed immediately could result in someone's death from the hazards of space. Samuel has advantage on Wisdom (Perception) checks made while asleep. Additionally, Samuel has a +2 bonus to his passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Traits: "I believe that anything worth doing is worth doing right. I can't help it-I'm a perfectionist."
             "I practically sleep with one eye open so that I can spot trouble early enough to deal with it before it becomes life-threatening."
Ideals: People. "I'm committed to the people I care about, not to ideals."
             Survival. "While equipment can be replaced, lives cannot so I'll do what I can to keep everyone I work with alive."
Bond: "I will find a way back to my home among the stars, and the family I've been separated from."
Flaw: "I'm quick to assume that anything that can go wrong, will go wrong, at the worst possible moment."

Armor:
Mechaframe. It takes 3 consecutive rounds to put on or remove a mechaframe.
[*] Samuel can jump as far as 15 feet horizontally or 10ft vertically without the need for a check. (These distances are added to the distances that result from any jump checks.)
[*] Samuel reduces his falling damage by twice his proficiency bonus (4pts)
[*] Samuel's unarmed strike damage is 1d6 bludgeoning.
[*] Samuel has disadvantage on Dexterity (Stealth) checks
[*] Samuel can carry twice his normal weight and the Mechaframe's 60 pounds does not count against this weight limit.
Shield (6lbs)

Weapons: (2 of 5 weapons crafted, creates 4gp of ammo per rest)
Crafted Mono-filament Edged sword [3lbs] (+4 to hit, 1d10+2 Slashing damage, Finesse, Bleeder, Collapsible) - No longer needs maintenance unless further modified.
Crafted Thermal Laser Blaster [4lbs] (+4 to hit, 3d4+2 Fire damage, ammunition range 120/480, Slow-firing, two-handed, weight 4lbs, Reload 10/10 (uses a Laser Cartridge but currently only get 10 shots per cartridge)

Ammunition:
2 Laser Cartridges (1 currently in the Crafted Thermal Blaster)

Equipment: (Weight Carried: 119.49/360lbs)
Mechaframe (See above)
Mechanic's Kit (13lbs)
Smartlight {Wrist worn circlet that projects a field of light for Samuel to interact with, functions as a Computer Terminal, a Geiger Counter, a HALE Tertiary Unit, a Remote Detonator [For C-4], a Walkie-talkie [200ft range], and A Translator [can translate languages spoken or displayed within 20 feet: Currently Translatable languages are: Common, Latin, Gnome, Halfling, Binary, Elven, Dwarven]}
Fine Clothing (6lbs)
Lead-lined common clothes (9lbs)
Lead-lined Backpack (15lbs)
Crowbar (5lbs)
Hammer that functions as a Light Hammer (2lbs)
Atomic Flashlight (1lb)
Electric Lantern (1lb)
Batteries, 5 (1.25lbs)
Grappling Hook (4lbs)
Shovel (5lbs)
Miner's Pick that functions as a War Pick (2lbs)
Hand-cranked Electric Tinderbox (1lbs)
Iodine Pills, 5 (-)
Rations, 5 days (10lbs)
Waterskins, 4 (20) [20 days worth]
100ft Silk Rope (10lbs)
Pouches, 2 (2lbs)
Mess Kit (1lb)
Lead-Lined and Copper-Mesh Sack (2lb)

Money:  See the Wasteland Narrator's Character Description (Currently 4gp 2sp 6cp)