Julia Kovacz, Diesel Knight
Medium Humanoid, Human Rhine, Diesel Knight, Free Convoys, Level 5
HP: 78 (4d8, 1d12)
DgC/BC: 8/32
Speed: Normal: 7
Initiative: 4
Carrying capacity: 19
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
2
STR
6
VIT
4
CHA
1
INT
-1
WIS
-1
Skills
Allure: 1, Block: 19, Bravery: 2, Diplomacy: 3, Engineering: 4, Exertion: 7, Focus: 1, Insight: 2, Intimidation: 1, Life Force: 4, Perception: 1, Precision: 1, Resilience: 1, Sleight: 3, Society: 2, Stamina: 3, Toughness: 2
Specialisations
Block Class: +1, Cars: +2, Dodge Class: -6, Heavy Armours: +2, Initiative: +1, Melee Attacks: +3, Movement: +1, Oration: +1
Languages
Common
Abilities
Bloodlust. Once per turn, whenever Julia Kovacz, Diesel Knight critically wounds a creature it can immediately make another attack costing no more than ◆◆.
Human Adaptability. 3 times per day Julia Kovacz, Diesel Knight can add 1d4 to any check it makes
Inspiring Leader. Any number of other creatures within 5 m of Julia Kovacz, Diesel Knight and of its choice cannot be frightened as long as Julia Kovacz, Diesel Knight is not frightened. Julia Kovacz, Diesel Knight makes any group checks against frightened first. Whenever Julia Kovacz, Diesel Knight makes initiative roll it can chose any number of other creatures within 5 m of it that are also making initiative roll. Those creatures gain advantage on their rolls.
Tough. Once per long rest, when Julia Kovacz, Diesel Knight drops to 0 HP, but isn't outright killed, it can immediately use one of its hit dice, adding its Toughness(VIT) to the roll and healing itself for that amount. It still gets 1 level of system stress.
Unstable. Whenever Julia Kovacz, Diesel Knight takes damage, if it is not raging, it must make a Focus(WIS) check equal to half the damage taken or start raging immediately. It can chose to fail this check.
Actions
◆: Rage. Julia Kovacz, Diesel Knight starts to rage. While raging it cannot cast spells or use psionic abilities, unless they use VIT as a base ability. Julia Kovacz, Diesel Knight must use at least one of its actions to attack a creature even if that means attacking its allies. If Julia Kovacz, Diesel Knight cannot do it in any way, even using all its other actions, the rage ends. At the end of each of its turns, while it is raging, Julia Kovacz, Diesel Knight can attempt Focus(WIS) check equal to 15 - the number of turns it is already raging. On success the rage ends. Julia Kovacz, Diesel Knight gains a level of advantage on this check for every ally it dealt damage to during its turn. While Julia Kovacz, Diesel Knight is raging it gains resistance to all physical damage and is immune to fear, mind control, charm and possession effects. If it is already affected, those effects immediately end. Julia Kovacz, Diesel Knight can re-roll any damage dice made with strength based attacks and use second result. It gains +2 to all strength based attacks and -2 to all other attacks. Julia Kovacz, Diesel Knight have advantage on Toughness and Resilience checks. If Julia Kovacz, Diesel Knight is restrained it must try to break free one additional time once per turn as a free action. If Julia Kovacz, Diesel Knight is stunned it must make another check against it as a free action at the beginning of its turn. While raging, Julia Kovacz, Diesel Knight is immune to psychic damage. It uses STR in place of INT for all check. While raging all Julia Kovacz, Diesel Knight's STR based melee attacks deal additional die of damage.
Equipment
1x Scrap Armour
Level 0 Armour, Heavy Armour
Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 24 Resilience(VIT) check to gain the benefits of the long rest.
Heavy Movement. While moving This creature has disadvantage on Stealth checks. This creature has disadvantage on all Sleight checks.
10 min: Dress Or Undress. You dress or undress Scrap Armour.
1x Rivet Gun
Level 0 Weapon, Gun
Nail: 10
Short Range Power. { weapon_name } is ineffective past its range. If a target isn't armoured every ranged attack with this weapon also hits a second target in line of attack, within range.
◆◆, Nail: Nail Down. Melee weapon attack. Reach: 1 m. Precision(STR) to hit. 1d8 + STR piercing damage. Target must make Toughness(VIT) check equal to damage taken or have all of its movement speeds reduced to 0 m until the beginning of This creature's next turn.
◆◆, Nail: Rivet Shot. Ranged weapon attack. Range: 10 m. Precision(STR) to hit. 1d8 + STR piercing damage.
◆◆◆, up to 10 nails: Reload Nail Belt. This weapon gains up to 10 nails.
1x Tactical Ballistic Shield
Level 0 Shield, Shield
First Line. As long as This creature is not engaged in melee range it has damage threshold of 20 against all ranged and area of effect damage sources.
◆◆: Shield Push. Melee weapon attack. Exertion(STR) to hit. 1d6 + STR bludgeoning damage. Target must make Toughness(STR) check equal to damage taken or be pushed 1 m in direction of This creature's choice. Target gets one level of advantage for every size category it is bigger and one level of disadvantage for every category it is smaller than This creature
◆◆◆: Shield Rush. This creature moves up to its movement speed, pushing creatures as it goes. It makes Shield Push against all creatures in its melee range as it moves. If a creature succeeds on a check against one of Shield Push attacks, this move immediately ends.
1x Welding Torch
Level 0 Weapon, Flamethrower
Fuel: 10
Extreme Heat. On a critical hit this weapon deals additional 2d12 heat damage to the targets (not maximised) and 1d4 heat damage to the wielder
◆, Welding Torch must be ignited: Quick Burn. Two-handed melee weapon attack. Reach: 1 m. Exertion(STR) with disadvantage to hit. 1d4 + STR heat damage. On complete hit, if the target is on fire it gains another level of on fire.
◆◆, Welding Torch must be ignited: Contact Burn. Melee weapon attack. Exertion(STR) to hit. 1d12 + STR heat damage. Deals additional die of damage against armoured targets. On full hit the target gains 1 level of on fire.
◆◆, 2 fuel: Ignite. Welding Torch becomes ignited for the next minute.
◆◆, Welding Torch must be ignited: Torch Swipe. Two-handed melee weapon attack. Reach: 1 m. All targets in half circle within reach. Exertion(STR) to hit. 1d8 + STR heat damage. On full hit the target gains 1 level of on fire.
◆◆◆, fuel, Welding Torch must be ignited: Overcharged Contact Burn. Two-handed melee weapon attack. Reach: 1 m. All targets in a line within reach. Exertion(STR) to hit. 2d12 + STR heat damage. Deals additional two dice of damage against armoured targets. On full hit the target gains 1 level of on fire. Target must make Perception(VIT) check equal to the damage taken, max 40, or be blinded until the beginning of This creature's next turn.
Lore
It began with the forging of the Great Rings. Three were given to the Elves, immortal, wisest and fairest of all beings. Seven to the Dwarf lords, great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of men, who, above all else, desire power. But they were, all of them, deceived, for another Ring was made. In the land of Mordor, in the fires of Mount Doom, the Dark Lord Sauron forged in secret a master Ring, to control all others. And into this Ring he poured his cruelty, his malice and his will to dominate all life. One Ring to rule them all.