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Nova Exosuit

+2 -1 +1 +4 13 10
14 8 12 18 13 10

+2 -1 +1 +6* +3* +0

+4* -1 +3* +6* -1

+1 +0 +0 +1*

+0 +6* +3* +1

+6* +2* +6*


Hoid Henders
Genius +4
Neutral

16 -1 30
11

1d10
37

Personality Traits: I can find common ground 6" 1'


between the fiercest enemies, empathizing with
them and always working toward peace. 225

Ideals: My gifts are meant to be shared with all, Black


not used for my own benefit.
Dark
Bonds: I will protect, even those I hate, so long
as it is right. Black
Flaws: I secretly believe that everyone is
beneath me.
Has a terrible fear of insects.

GENIUS
Humans are an amazingly versatile and progressive people. They strive to reach for the stars and create ever impressive technological marvels. Starting with the creation of the wheel, to aircraft, robotics and even artificial intelligence. While not gifted with powers of their own,
their keen mind allows them to craft powerful tools that can help them in their fight for justice.

GENIUS TRAITS
The Genius come in all shapes and sizes, but they all have the keenest of minds.
Ability Score Increase. Your Intelligence score increases by 3
Size. Medium.
Speed. 30 feet.
Languages. Common and two others of your choice.
Skill Versatility. You gain proficiency in four skills or tools of your choice. Then, choose one of the skills or tools to become an expert in. Your proficiency bonus is doubled for any ability check you make that uses that skill.

DOCTOR
As a Doctor, you’ve spent much of your life studying and understanding illness, disease and the human body. Through your hard work, time, and education, you’ve learned to treat wounds of all varieties. Your status grants you priority access to hospital rooms and services.

Skill Proficiencies: Medicine, Nature


Languages: Two of your choice.
Equipment: Healer’s Kit, hospital badge, a magnifying glass, and a picture of a patient whose life was taken due to a mistake you made.

FEATURE: EMERGENCY ROOM


Being an expert in the medical field, your credentials grant you easy access to hospital rooms, equipment resources and medicines. So long as your visit doesn’t endanger the lives of those around you.

EXOSUIT
Starting at 1st level, you have access to a powerful nano exosuit at your disposal. You don’t need to meet the strength requirements to use battlesuits. As an action you can don your exosuit. While within your exosuit you
gain access to the following features and the powers. While not in your exosuit, your core physical stats are 10.

ENHANCED STRENGTH
When you engage in unarmed combat, you can roll a 2d6 + your Strength modifier in place of the normal damage of your unarmed strikes.

AMBRO MED SHOT


Your suit releases a healing agent through a syringe hidden within the suit. You have a limited supply that you can replenish during a long rest. With that supply, you can restore a total number of hit points equal to your
exosuit level x 5.

As an action, you can touch a creature and inject the healing agent drawing from the supply to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your supply of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use
of your Med Shot, expending hit points separately for each one.
This feature has no effect on undead and constructs.

OVERCHARGE
When you hit a creature with a melee or ranged attack, you can expend a power slot to overcharge it to deal radiant damage to the target, in addition to the attack’s damage. The extra damage is 2d8 for a 1st-level power
slot, plus 1d8 for each power level higher than 1st. The damage increases by 1d8 if the target is an undead or fiend.

At 11th level an upgrade to your energy generator increases the damage of all melee and ranged attacks by an extra 1d8 radiant damage.

DETECTIVE
You gain proficiency in the Investigation and Insight skills.
You gain 3 Adept points. Whenever you make an ability check using Investigation or Insight, you spend one Adept point to roll a d6 and add it to the result. You can choose to spend one of your Adept points after you roll
the die, but before the outcome is determined. You regain expended Adept points when you finish a long rest.
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Intelligence 14 +6
At-Will: AIR LAUNCH At-Will: KINETIC BLAST

Activation Time: 1 bonus action Activation Time: 1 action


Range: Weapon Range: 120 feet
Duration: Instantaneous Duration: Instantaneous
You make a powerful upward strike that sends your target A beam of kinetic energy streaks toward a creature within range.
flying into the air and falling back to the ground. If you take the Make a ranged power attack against the target. On a hit, the target
Attack action on your turn, you can use a bonus action to takes 1d10 force damage and is pushed 10 feet straight backward.
attempt shove a Medium or smaller creature. On a success,
At Higher Levels.
the target is knocked 10 feet into the air. If they land back on 5th level. This power creates more than one beam at higher levels.
the ground, they take falling damage. You create two beams that can target the same or different targets.

At Higher Levels. 11th level. You create threes beams that can target the same or
5th level. You follow up your air launch by leaping into the air different targets. If two or more beams successfully hit a single target,
and attempt to shove the target. On a success, you throw, you may choose to knock them prone instead of straight backward.
punch or kick the target back down onto the ground doubling
the fall damage taken. 17th level. You create four beams that can target the same or
different targets. Additionally, as an action, you can release the
kinetic energy in a burst around you. Each creature within 15 feet
11th level. Your next grapple check against the target has other than you, must make a Constitution saving throw. On a failed
advantage. save, the creature takes 2d10 force damage and be pushed back 20
feet. On a successful save, the creature takes half as much damage
17th level. The height the target is launched increases to 20 and isn’t pushed. You can’t use this feature again until you finish a
feet. Additionally, you can now use this feature on Large short or long rest.
creatures.

S. Power: HOMING MISSILES S. Power: DETECT POISON AND DISEASE

1st level Activation Time: 1 action


Activation Time: 1 action Range: Self
Range: 120 feet Duration: Concentration, up to 10 minutes
Duration: Instantaneous
Utilizing a gadget, mystic powers, for the
You release a barrage of three small homing
missiles. Each missile hits a creature of your
duration you can identify the presence and
choice that you can see within range. A missile location of poisons, poisonous creatures
deals 1d4 +1 fire damage to its target. The and diseases within 30 feet of you. You can
missiles all strike simultaneously, and you can also identify the kind of poison, poisonous
direct them to hit one creature or several. creature, or disease in each case.
The power can penetrate most barriers, but
At Higher Levels. When you use this power it is blocked by 1 foot of stone, 1 inch of
using a power slot of 2nd level or higher, the common metal, a thin sheet of lead, or 3
power releases one additional missile for each feet of wood or dirt.
power slot level above 1st.
Armor: Tanta Battlesuit 16 (Disadvantage on Stealth Checks)

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