{"name":"Harrow Davidson","class":"The Fast Hero","level":"1","background":"Fast Hero","race":"Robot","alignment":"Lawful Evil","proficiency_bonus":"2","strength":"1","dexterity":"20","constitution":"16","intelligence":"18","wisdom":"18","charisma":"20","str_save":"-3","dex_save":"7","con_save":"2","int_save":"4","wis_save":"4","cha_save":"4","hit_die":"6","total_hit_dice":"6","acrobatics":"5","animal_handling":"4","arcana":"4","athletics":"-5","deception":"5","history":"4","insight":"4","intimidation":"5","investigation":"4","medicine":"4","nature":"4","perception":"6","performance":"5","persuasion":"5","religion":"4","sleight_of_hands":"6","stealth":"6","survival":"4","proficiencies":"","armor_class":"18","hit_points":"10","initiative":"5","speed":"35ft","proficiences_and_languages":"Armor: Light Armor, Medium Armor and Shields.  \r\nWeapons: Simple Weapons.\r\nTools: None\r\n\r\n\r\n-\r\nPerception\r\nSleight of Hand\r\nStealth\r\n","attacks":"","spellcasting":"","equipment":"","personality_trait":"I do not mind stabbing an \"ally\" in the back if it will benefit my creator in the long run.\r\nI don't react to death at all unless it's my creators works.\r\nI know I am superior to others.","ideal":"I'm a programmed predator, and everyone else is my prey.\r\nSome people deserve to die in my hands, it's for the better.","bond":"I owe my creator a great debt for programming me into the \"person\" I am today.\r\nOne day I will return my creator and prove that I am the greatest model they've ever made.","flaw":"Once someone questions my courage, I never back down no matter how dangerous the situation.\r\nI judge others harshly, and myself even more severely, to improve.","features_and_traits":"Like an artisan, you belong to a guild but instead of merchants you consort with killers. You live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with, up to a finable. To remain part of the guild you must pay them a price every month. In addition, your guild provides for the cost of the maintenance of your weapons and your living costs (food and shelter) while away from the guild. If you are ever convicted of a charge for assassination, roll a d4. On a 1, your guild will sever all ties with you. On a 2-4, your guild will provide you with a cover story (choose from the other backgrounds) as an assassin works best when not known as an assassin. If all of your connections with the guild are severed, you may rejoin at the cost.","total_spell_slots_1":"","total_spell_slots_2":"","total_spell_slots_3":"","total_spell_slots_4":"","total_spell_slots_5":"","total_spell_slots_6":"","total_spell_slots_7":"","total_spell_slots_8":"","total_spell_slots_9":"","arms_and_equipment":"L3 Access Keycard\r\nButterfly Knife\r\nComponent Pouch\r\nField Pack\r\nBlack Suit and Emporio branded shades\r\nGadget Holster","class_features":"Power Efficiency\r\n \r\nThe Foundation has equipped you with a power bank which stores some of the wasted energy from the gadgets.\r\n \r\nOnce per day, you may use the power bank during a short rest to recover expended gadget slots. The gadget slots must have a combined level that is equal to or less than your internal security agent level. For example, if you are a level 6 agent, you may choose to restore 2 level three gadget slots, or 3 level two gadget slots, or 6 level one gadget slots (or you may mix and match).\r\n \r\nSpecialty\r\n \r\nAt level two, you may choose a specialty (subclass). Your specialty grants you abilities at levels 2, 6, 10, and 14.\r\n \r\nAbility Score Improvement\r\n \r\nWhen you reach level four, and again at levels eight, twelve, sixteen, and nineteen, you can increase one ability score of your choosing by two, or you can increase two separate ability scores by one. You may not increase an ability score beyond level twenty using this feature.\r\n \r\nIf you feel so inclined, you may forego an ability score improvement in order to instead get a feat.\r\n \r\nGadget Efficiency Improvement\r\n \r\nAt level eighteen, you may choose two gadgets in your arsenal, one level 1 gadget and one level 2 gadget, and you may improve their energy efficiency. Casting these two improved spells does not take a gadget slot. If, however, you wish to supercharge these two gadgets, it will use a gadget slot as normal.\r\n \r\nSpending eight hours in a laboratory or workshop, you may remove the efficiency augment from one gadget and implant it to another gadget of the same gadget level.\r\n \r\nSignature Gadget\r\nAfter you reach the twentieth level, you may gain such mastery over two level three gadgets, that they require little effort\/energy to utilize.\r\n \r\nChoose two third level gadgets to be your signature gadgets. You always have these two gadgets calibrated, and they do not count against the number of gadgets you can have calibrated at any one time. You may cast each one of them once at normal charge without expending a level three gadget slot. After you have done so, you may not utilize them for free again until a short or long rest.\r\n \r\nIf you want to cast either gadget at a supercharged level, it requires you to utilize the gadget slot as normal.\r\n\r\n[ Sub Class ]\r\n\r\nInterrogator.\r\n \r\nThe Foundation hires many interrogators in their internal security divisions in order to ascertain information from captured agents of groups of interest and from people of interest. Your years as an interrogator have hardened you and given you skills for utilization on the field.\r\n \r\nExpose Weakness\r\n \r\nBeginning at level two, you may choose to, as a bonus action in combat, expose the weakness of an enemy, granting a bonus depending on the weakness exposed. If you are rendered frightened, panicked, paralyzed, stunned, or unconscious, the effect does not end, but you do not gain any of the bonuses until you are restored. This feature has a number of charges equal to 3 + your CHA Modifier (minimum one). The number of charges increases every three levels (i.e. level five, level eight, level eleven...) by one to a natural maximum of nine charges at level twenty. You may expend an additional charge of Expose Weakness to add your Charisma Modifier to the bonus given.\r\n \r\nWeak. This individual is a very weak individual. All damage rolls against them gain a +1 Modifier.\r\n \r\nSluggish. This individual is very slow to dodge. All attack rolls against them gain a +1 Modifier.\r\n \r\nInaccurate. This individual has a poor aim. When they fire at any ally, they have a +1 AC against that attack.\r\n \r\nIneloquent. This individual has a bad time using words. Whenever they attempt to persuade, threaten, or otherwise influence an ally using their words, allies gain a +1 to WIS and CHA saving throws.\r\n \r\nInterrogation Technique\r\n \r\nBeginning at level two, if you do not have it already, you gain proficiency in the Intimidation skill. You gain expertise in the Intimidation skill, as well.\r\n \r\nYou also gain access to a new gadget which can be used when persuading or intimidating someone, which increases your efficacy. It is a first-level gadget. It does not require calibration to be used nor does it count against the number of calibrated gadgets you are allowed.\r\n \r\nGadget Granted: Special Interrogation Device\r\n \r\nFrightening Physique\r\n \r\nBeginning at level six, when an enemy attacks you with a weapon and their attack roll is below your Charisma Modifier, they are frightened for one round. You also gain access to a cantrip-level gadget which allows you to frighten people from a distance. It does not require calibration to be used nor does it count against the number of calibrated gadgets you are allowed.\r\n \r\nGadget Granted: Terrification Infuser\r\n \r\nIn addition, when wearing Fine Clothing (Suits, Vests, etc.) you have advantage on intimidation rolls.\r\n \r\nEvasion\r\n \r\nBeginning at level ten, your instinctive agility lets you dodge out of the way of certain area effects, such as a grenade or rocket propelled grenade. When you are subjected to an effect that allows you to make a Dexterity saving throw to take reduced or no damage, you always take no damage if you succeed on the saving throw, and only half damage if you fail.\r\n \r\nPeerless Interrogator\r\n \r\nBeginning at level fourteen, you have gained a fearless and unconquerable mindset. You may no longer be charmed or frightened, unless you allow yourself to be.","creatures_and_mounts":"","possessions_and_property":"","racestatblock":"Duraplastic Shell.\r\nYour most vulnerable components are shielded with duraplastic plates. When you aren't wearing armor, your AC is 13 + you rDexterity modifier. You can use your duraplastic shell to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits still apply as normal while you use your duraplastic shell. This module costs 3 points. \r\n\r\nSynthflesh Sheath. \r\nYour external casing is designed to replicate humanoid flesh.You are capable of accurately mimicking human expressions, and your Charisma score increases by 1. If you have a standard humanoid form, a creature must study you over a long period of time to determine that you are not of the humanoid race you are designed to mimic. This module costs 4 points.\r\n\r\nIntegrated Weapon.\r\nYou have a natural weapon that you are proficient in. This could be an extendable spike, a heating coil, electrified knuckles, mechanical claws, or other addition. Your natural weapon deals 1d6 damage, and you can choose to add your strength or dexterity modifier to attack roll and damage rolls made with it. The damage type should be selected when you take this trait; bludgeoning,fire, lightning, piercing, or slashing damage. This module costs 2 points.You can take this module an additional 2 times, spending 1point each time. The first time, the damage of your natural weapon increases to 1d8. The second time, the damage of your natural weapon increases to 1d10.\r\n\r\nInternal Storage. You have a small internal compartmentable to hold small items. You have advantage on abilitychecks made to conceal items stored in this compartment.This module costs 1 point.","retinue":"","spellbook_0_level_spells":"","spellbook_1_level_spells":"","spellbook_2_level_spells":"","spellbook_3_level_spells":"","spellbook_4_level_spells":"","spellbook_5_level_spells":"","spellbook_6_level_spells":"","spellbook_7_level_spells":"","spellbook_8_level_spells":"","spellbook_9_level_spells":"","hit_points_current":"","temporary_hit_points":"","hit_dice_used":"","xp":"","inspiration":"","temporary_hit_points_current":"","conditions":"","class_resource_remaining":"","available_1st_level_spellslots":"","available_2nd_level_spellslots":"","available_3rd_level_spellslots":"","available_4th_level_spellslots":"","available_5th_level_spellslots":"","available_6th_level_spellslots":"","available_7th_level_spellslots":"","available_8th_level_spellslots":"","available_9th_level_spellslots":"","tags":"","isShared":"on","templateId":"404","blockId":"487750","world":""}