Profile
Xeno
- Their Class
- Rogue (Asassin)
- Their Background
- Poor
- Their Level
- 7
- Their Race
- Xenomorph (Irken)
- Their Alignment
- Neutral Evil
- Their EXP
- -
Strength
+2
15
Dexterity
+4
18
Constitution
+4
17
Intelligence
0
10
Wisdom
0
10
Charisma
-1
8
+2 | Strength | |
+ | +7 | Dexterity |
+4 | Constitution | |
+ | +3 | Intelligence |
+0 | Wisdom | |
-1 | Charisma |
++ | +10 | Acrobatics (Dex) |
+0 | Animal Handling (Wis) | |
+0 | Arcana (Int) | |
+2 | Athletics (Str) | |
-1 | Deception (Cha) | |
+0 | History (Int) | |
+0 | Insight (Wis) | |
++ | +5 | Intimidation (Cha) |
+0 | Investigation (Int) | |
+0 | Medicine (Wis) | |
+0 | Nature (Int) | |
++ | +6 | Perception (Wis) |
-1 | Performance (Cha) | |
-1 | Persuasion (Cha) | |
+0 | Religion (Int) | |
+4 | Sleight of Hand (Dex) | |
++ | +10 | Stealth (Dex) |
+0 | Survival (Wis) |
15
Armor
+4
Initiative
35ft
Speed
Name | Bonus | Damage | Type |
Rapier | +7 | 1d6 | Piercing |
Laser Gun (Shortbow) | +4 | 1d10 | Bludgeoning |
Dagger | +4 | 1d8 | Slashing |
Tail | +2 | 1d10 | Piercing |
Name | Summary | Attuned |
Leather Armor | AC: 11 - Weight: 10 | |
Rapier |
| |
Laser Gun (Shortbow) |
| |
Quiver with 20 "Shots" | ||
Daggers (2) |
|
CP | SP | EP | GP | PP |
0 | 0 | 0 | 0 | 0 |
+ | Light Armour |
Medium Armour | |
Heavy Armour | |
+ | Simple Weapons |
Martial Weapons | |
Shields |
Language: Common (cant read / write) |
Language: Xenomorph |
Tool set: Thieves' Tools |
Tool set: - |
Game Set: - |
Instrument: |
Personality Traits
A naturaly curious creature, its connection to its home queen was severed by the experimentation done by Irkens, and the implanting of a Pak on its back. Still, the Xenomorph's instincts are strongly ingrained: its desire to
Ideals
S
Bonds
-
Flaws
S
Pak |
Rapier |
Laser Gun |
Quiver |
Daggers (2) |
Leather Armor |
Item |
Item |
Item |
Item |
Ability Score Increase. Your Constitution score increases by 2. Speed. Your base walking speed is 35 feet. You have a climbing speed of 20 feet. |
Acidic Blood.
When you are damaged by a melee attack, you may use your reaction to coat the creature in caustic blood. The affected creature must make a DC 8 + your proficiency bonus + your Constitution modifier, Dexterity saving throw to take half of the 2d6 acid damage. This effect increases in damage by 1d6 when you reach 6th level(3d6), 11th level(4d6), and 16th level(5d6). You regain use of this trait after you finish a short or long rest. Additionally, you are resistant to acid damage. Heat Susceptibility. Your exoskeleton, though it is tough, it is not invulnerable, you are vulnerable to fire damage. In addition you have disadvantage on saving throws against extreme heat, detailed in chapter 5 of the DMG. Unique Exoskeleton. Your exoskeleton, though bipedal, is not the regular shape or build of other humanoids. Armor must be created for you and costs twice as much as a regular suit of armor. You have a natural Armor Class equal to: 10 + your Constitution modifier. |
Natural Weapons. You are a race bred for combat. You have three natural weapons which you can use to make unarmed strike that you are proficient in.
|
Subrace. There are eight subraces for you to choose from Dragonborn, Dwarf, Elf, Gnome, Halfling, Half-Orc, Human and Tiefling. For all subraces that do not specify that they are Small, they are considered Medium in size.IrkenThe facehugger who laid you attached itself to an Irken. Like most Irkens, you are Small and your skin shimmers with an almost green color to it. Your oblong head tapers in size, getting noticeably thinner towards the end. You gain the following benefits.Ability Score Increase: Your Dexterity score increases by 1. Tech Savy: Like the Irken host you came from, you have a certain understanding of technology and how it works. Whenever you make an Intelligence (History) or Intelligence (Investigation) check related to the workings of advanced technology, you are considered proficient in that skill and add double your proficiency bonus to the check. |
Languages. You can speak and understand the language Xenomorph. You can also read, speak, and understand Irken. But, you can not write in these languages and to speak in any other language other than "Xenomorph", you must mimic the voice of another creature, using a grotesque imitation of the copied creature's own voice. |
- 1 month
- Age
- 4'3''ft. tall
- Height
- 52lbs.
- Weight
- Their Marks
- Distinguishing Marks
- None visible
- Eyes
- Dark teal green
- Skin
- None
- Hair
- None
- Scars
PASSIVE PERCEPTION: 16
Proficiencies
Armor: Light Armor
Weapons:
Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools:
Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation,
Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth
Expertise
At 1st level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
At 6th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue Training you learned Thieves' Cant, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves' Cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.In addition, you understand a set of Secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a Safe House for thieves on the run.
Cunning Action
Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.Roguish Archetype
At 3rd Level, you choose an archetype that you emulate in the exercise of your rogue Abilities, such as Thief. Your archetype choice grants you features at 3rd Level and then again at 9th, 13th, and 17th level.Ability Score Improvement
When you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.Uncanny Dodge
Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.--------------------------------------------------
Reliable Talent
By 11th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.Slippery Mind
By 15th level, you have acquired greater mental Strength. You gain proficiency in Wisdom Saving Throws.Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.Once you use this feature, you can't use it again until you finish a short or Long Rest.
Asassin
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
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