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Time Variance Authority Trooper

These troops are the standard enforcers of the TVA.
 
Armor Class 19 - They wear unstable molecule suits
103 hit points
Chrono Baton - Their large billy clubs can bend time around their target. +12 to hit / 2d10+4 bludgeoning damage. Target must make a Con save DC 17 or be slowed down to 1/8 speed.
Phase Pulse Rifle - Orange beams of light fire forth in repetition from the barrel of these weapons.
Damage setting - 6d6+6 Fire damage
Stun Setting - DC 17 Constitution Saving throw. a fail results in muscle paralysis for 1d10 +2 rounds.
Gravitron Dart - Roll to hit +10, Target must roll a Strength saving throw DC 18 or be pinned prone to the ground by an excessive gravity field [5ft radius]

Physical Description

General Physical Condition

Strength 14 - +2 ... Strength Ability Checks / +6 ... Strength Saving Throws * / +6 ... Athletics Skill *
Dexterity 20 - +5 ... Dexterity Ability Checks +5 ... Dexterity Saving Throws +9 ... Acrobatics Skill * +5 ... Sleight of Hand Skill +5 ... Stealth Skill (Disadv.)
Constitution 17 +3 ... Constitution Ability Checks +7 ... Constitution Saving Throws *
Intelligence 11
Wisdom 13
Charisma 9
COMBAT
11 ... Passive Perception / +5 ... Initiative Modifier
  Armor Class 19 - They wear unstable molecule suits
103 hit points
Chrono Baton - Their large billy clubs can bend time around their target. +12 to hit / 2d10+4 bludgeoning damage. Target must make a Con save DC 17 or be slowed down to 1/8 speed.           Soldier Background   • Feature: Military Rank.   • Traits: Fought against army of giants. Neurotic mind.   • Ideal: Only combat earns honor.   • Bond: Reputation as fearless.   • Flaw: Steals supplies from civilians.     Proficiencies & Languages • Proficiency Bonus: +4 • Armor: light armor, medium armor, heavy armor, shields • Weapons: simple weapons, martial weapons • Tools: gaming set (dice set), vehicles (land craft) • Saving Throws: Strength, Constitution • Skills: Acrobatics, Athletics, Intimidation, Survival • Languages: Common, Dwarvish     Human Traits [PHB p. 29]   • Age: 40 years old   • Medium Size (5' 6", 160 lbs.)     Fighter Class Features [PHB p. 70]   • Fighting Style (Defense)   • Second Wind (regain 1d10+11 h.p.)   • Action Surge (extra action in turn once betw. short rests)   • Extra Attack (3/attack)   • Indomitable (reroll save 1 time betw. long rests)   • Remarkable Athlete (boost jumping and non-prof. Str, Dex, Con skills)   • Know Your Emeny (rate studied foe)       Combat Superiority   • five 1d10 Superiority dice per short or long rest   • Maneuver Save DC 17       Maneuvers Known [PHB p. 74]   • Commander's Strike (ally uses your action to attack)   • Precision Attack (add die to attack)   • Evasive Footwork (add die to AC)   • Maneuvering Attack (hit foe, move ally half speed)   • Distracting Attack (hit foe, ally has adv. to hit)   • Trip Attack (hit foe, STR save or knocked prone)   • Feinting Attack (bonus action to gain adv. on attack)   Fighting Style: Defense. In armor, gain +1 to AC.       EQUIPMENT & TREASURE     Carried Gear (PHB, p. 143): chain mail armor (AC 16), shield (AC +2), rapier, longbow and 20 arrows, smith's tools (anvil, hammers, tongs, etc.), gaming set (dice set), belt pouch, set of common clothes, an insignia of rank, trophy taken from fallen enemy. (This load is about 137 lbs.; add 1 lb. per 50 coins carried.)
Children

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