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Name: Dr. X (John Xerxes)
Ancestry: Human / Class: Artificer / Level: 3
Attributes
Str: 12 / +1
Dex: 14 / +2
Con: 12 / +1
Int: 16 / +3
Wis: 13 / +1
Cha: 10 / +0
Saves
Str: +1
Dex: +2
Con: +3
Int: +5
Wis: +1
Cha: +0
Info
AC: 17 (Scale Suit)
Ini: +1
PB: +2
Perception: +3 / 13
HP: 21
Thermal Pistol: Attk: +5 / D: 1d10+3 / R: Near / Energy: Fire
Dagger: Attk: +4 / D: 1d4+2 / R: Thrown
Saber: Attk: +4 / D: 1d6+2 / R: Melee
Lightning Launcher: Attk: +5 / D: 2d6 / R: Near / Energy: Lightning
Traits
Human: Versatile: Begin play with a free Skill or Tool Set. Gift: Begin play with a free Feat.
Skills: Arcana: +5, Investigation: +5, Medicine: +3, Perception: +3, Sleight of Hand: +4 / Tool Kits (+2): Tinker’s Tools, Vehicles (A, L)
Feat: Gunner
Infusions (Known / Active): Bag of Holding, Enhanced Defense, Mind Sharpener, Repeating Shot / Active: Enhanced Defense, Repeating Shot
Lightning Launcher (Attk: +5): D: 2d6 - Lightning Damage
Spellcasting
Attk: +5 / Save: 13
0: Fire Bolt, Mending
1st - Slots: 3: Alarm, Build Ray Pistol, Cure Wounds, Deploy Personal Barrier
- Dr. X, the Dr. X, also known as John Xerxes, is a human scientist and adventurer who has arrived on a Mars in an alternate world where the decadent red planet includes spots of vegetation in the form of high jungles and fungal forests, canyons of high winds that provide lift for Martian skyships, canals that provide fresh water for the city-states. He is one of the few humans who have visited and thrived on the planet.
- Acts as a sellsword. Unlike the barbarous red martian swordsmen and scoundrels, Dr. X generally relies on his technological superiority. The barbarians may laugh, being a man who is stuck in a suit of iron, but they have a right to fear Dr. X's charge shots and flame thrower gauntlet.
- Few have seen his actual face, creating rumors that surround him that he has monstrous scars, or is not as human as he seems.
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