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Bilities Kills Evel: STR DEX CON INT WIS CHA

Tharkus is a level 5 human hunter and space marine from the Imperial Fists chapter. He has considerable combat experience and abilities in skills like perception, stealth, and survival. His highest ability scores are in dexterity and wisdom. Tharkus possesses heavy armor, hit points of 59, and an armor class of 20. He can make one attack per action.
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0% found this document useful (0 votes)
29 views5 pages

Bilities Kills Evel: STR DEX CON INT WIS CHA

Tharkus is a level 5 human hunter and space marine from the Imperial Fists chapter. He has considerable combat experience and abilities in skills like perception, stealth, and survival. His highest ability scores are in dexterity and wisdom. Tharkus possesses heavy armor, hit points of 59, and an armor class of 20. He can make one attack per action.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tharkus

Name: _________________________ simo


Player:__________________

5 hunter 1
Class: __________________________________________________
space marine
Race: _________________ imperial fist
Background: _____________________
Gender:_____ Size:______ Height:__________ Weight:_________
Experience Points: ­
Campaign:
Next Level:

Level Age:_______ Hair:__________ Eyes:_________ Alignment:______ Crucible Corps Serial Number:

Skills
Abilities Saving Bonus Skill Name Proficient
Modifier Throw
Score
Burst Fire 5 Acrobatics (Dex)
14 STR
Strength
2 5 Burst
DC 15 Burst Save
Bonus
+3 5
Astrophysics (Int)
Athletics (Str)
18 DEX 4 7 (DC = 8 + Prof iciency Score + Dex bonus) 4 Computers (Int)
Dexterity Deception (Cha)
Proficiency
18 CON 4 4 Ability Save DC Bonus Insight (Wis)
Constitution 4 Intimidation (Cha)

12 INT 1 1
8 + ______
+ Prof
Bonus
15 8 + ______
+ Prof
Bonus
I nspiration 4 Investigation (Int)
Intelligence Lore (Int)
Saving Throw Advantages/Disadvantages:
18 WIS 4 4 ___________________________________________________ Mechanics (Wis)
Wisdom ___________________________________________________ Medicine (Wis)

12 CHA 1 1 Special Features 7 Perception (Wis)


Charisma
Feature Max Use Recovery Used
Performance (Cha)
Persuasion (Cha)
Senses 5 Sleight of Hand (Dex)
= 10 +
8 Stealth (Dex)
Passive Perception 17 Perception
Skill
7 Survival (Wis)
__________________________________
__________________________________ 4 Xenobiology (Int)

Combat +5 adv I nitiative


Dex
4
Misc Base Speed Encumbered
Hit Points Wounds
+ 1 40
Temporary
HP

Armor Class 20
+
Armor
Bonus hull points 25/5 59
Shield
Bonus
+
Medium Armor (Max Bonus = 2)
Dexterity Stealth Max HP
Modifier Heavy Armor (No Dex Bonus) Disadv.
20 +
Power Hit Dice II Survive
+
Modifier Resistances (Half Damage) Level Die Type Con # Used I III
Item acid, cold, fire, poison x 5d10 + 4 I III Perish
Modifier
x II
+
Misc/Mod +
Death Saves
Bonus x + (DC 10)
1/2 max HD after Long Rest

Attacks # of Attacks per Action 1 Actions (1 Action, 1 Bonus Action, and 1 Reaction per Turn)

Weapon Prof. Range To Hit Damage Dmg. Type Base Actions Bonus Actions
bolt pistol 50/250 +7 1d8+4 pierc
Special Adaptable, Auto(2) (1d12+4), light

melta pistol 50/250 +7 1d10+4 radiant


Special Adaptable, Melting, light

bolter 80/400 +7 1d10+4 pierc


Special Auto(3) (2d6), recoil (1), two handed Reactions

Special

Special
Character Traits Background
Personality Trait
Racial Features
space marine:
- size large
- unarmed strikes 1d4 b
- immune to the frightened condition.
- Unnatural Toughness +1hp x lvl Ideal
- Larraman’s Organ, drop 1 hp when reach 0, 1\long rest
- require only 4 hours of sleep
- resistance to poison damage and advantage on saving throws against diseases and poison.
- Omophagea
- Darkvision 60ft
- feign death spell 1\long rest
- detect poison and disease spell prof\long rest
- re-roll failed Con saving throws temperature extremes
- spit acid \short long rest
Bond

Class Features
Expert Wayfarer Flaw
•You ignore difficult terrain.
•You have advantage on initiative rolls.
•On your first turn during combat, you have advantage
on attack rolls against creatures that have not yet acted. Background Feature
-benefits when traveling in a particular area for at least
one hour
Know Your Target

Feats
Feat: SNIPER: Attacking beyond a weapon’s normal range doesn’t impose a disadvantage to your attack roll.
Your ranged attacks ignore all but total cover.
When making a ranged attack, you can choose to suffer a -5 penalty to the attack roll. If hits, add +10 bonus to the attack’s dmg

Feat:
Proficiencies
Armor: Light Medium Heavy Shields
Feat:
Weapon Simple Martial Other:

Languages Tools
infiltration's tool Feat:
Vehicle (Planetary)

Equipment
Total
Cubil (cu)

Adventuring Gear Lifestyle: _____________________ Daily Expenses: __________

Name # Wt. Name # Wt.


frag grenades 2
krak grenades 2
infiltrator's tool
Stealth Net

Other Valubles
Assigned Vehicles Role /Position

Total Wt. Encumbered Heavily Enc. Push/Lift


=Str x 5 =Str x 10 =(Str x 15) -30
-10 Spd. -20 Spd. Spd.= 5 ft.
Character Sheet by Castle Skydawn Design Original Concept by Javier Aumante and MorePurpleMoreBetter
Character Name:_______________________________ Esper Attack Modifier Esper Power Save DC
(Channeling or Forging)
Esper Ability:__________________________________ = Prof iciency Bonus + your = 8 + Prof iciency Bonus + your
Channeling/Forging ability bonus Channeling/Forging ability bonus

Talent Points Tech Slots # Techniques Prepared:_____


Remaining 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

Max
Max TP
Used

Talents and Techniques


Prime Rank 3 TP: 5 Rank 6 TP: 9

Rank 1 TP: 2 Rank 7 TP: 10

Rank 4 TP: 6

Rank 8 TP: 11

Rank 2 TP: 3

Rank 9 TP: 13
Rank 5 TP: 7
MkVIII power armor A Fury like lightning: The reactions of Cities of Death: You have fought in
CA 20 the Angels of Death are far beyond one of the most gruelling
Electromagnetic Shielding. As a what any normal human could manifestations of warfare, amongst
reaction to the armor’s shutdown, achieve. the blasted shell
PA comes back online. Once you While Astartes power armour of a ruined city, and emerged from
use this feature, manages not to hinder a that hellish crucible victorious.
you cannot use it again until you Battle-Brother’s natural speed, this Thanks to the sacrifices you made
finish a long rest. suit goes to great lengths in that bitter
Gauntlets. Unarmed attacks with to enhance and optimise it. The campaign you gained much honour
the armor do base 1d6 damage. If armour’s hyper articulated joint for yourself and your Chapter. The
you already inflict 1d6 or more mechanisms allow for more dextrous city, and the entire world, was
damage with weight saved.
unarmed attacks, increase the manipulation, and muscle-response
damage dice by one step (1d10 > auto-readers translate even minute demeanour: Gregarious
1d12 > 2d6 > 2d8 > 2d10). movements into powered assistance. The Space Marine is a charismatic
Hull Points. PA has 25 hull points These and talkative sort, one who puts his
and a threshold of 5. systems grant the bearer a +1 bonus BattleBrothers and even normal
Large Size. You are considered a to Dex skills and +1 to Initiative rolls. humans at ease.
Large creature while wearing the
armor.
Mask. You are immune to gas
attacks and inhaled poisons.
Life Support. The PA can work in
vacuum, and the wearer don't
need to drink and eat.
Magnetic boots. these boots allow
you to secure yourself onto any
metallic surface. In Zero-G, you
can move at a
rate of 10 feet and do not suffer
from disadvantages to ability
checks associated with being in
Zero-G. In normal
gravity, you cannot move and
cannot be pushed, pulled, or
knocked prone.
Power. PA requires an power cell
to operate, and it does not work
without it. Power cell works for 24
hours.
Resistances. Fire, acid, cold.

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