Interloper
Interloper
Base
Interlopers are heavy, but intelligent fighters specializing in Rondure weaponry. Utilizing tricks and deceit, No one truly knows where an Interloper is on the field.
Hit Dice: d8
Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, Ballistic Armor
Melee Weapons: Light Melee, Heavy Melee, Rondure Melee, Ballistic Melee
Ranged Weapons: Rifles, Sidearms, Bows, Submachine Guns
Saves: Intelligence Saving Throw, Constitution Saving Throw
Skills: Sleight of Hand (DEX) and Technology (INT)
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Guns start with a full mag and enough bullets for 2 full reloads.
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(a) Nectyr Vest and Buckler or (b) Flak Jacket or (c) Lorica Vest and Window Shield
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(a) Brazen SMG
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(a) any Rondure Melee or (b) Light Melee or (c) Heavy Melee or (d) Ballistic Melee
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(a) Survivalist Pack or (b) Breach Pack
Rank Acquires
| Rank | Interloper | Tricks | Proficiency |
|---|---|---|---|
| 1 | Combat Style + Feint | 3 | +2 |
| 2 | Spec 1 1 | Spec 2 1 | 5 | +2 |
| 3 | ASI | 7 | +3 |
| 4 | Main Feat | 9 | +3 |
| 5 | Spec 1 2 | Spec 2 2 | 12 | +4 |
| 6 | ASI | 15 | +4 |
| 7 | Main Feat | 18 | +5 |
| 8 | Spec 1 3 | Spec 2 3 | 21 | +5 |
| 9 | Ability Upgrade + ASI (2) | 24 | +6 |
Rank 1
Combat Style
Always Active
You may choose a Combat Style to claim as your own.
Feint
Being a trickster, you have a bag of tricks up your sleeve. You may employ these tricks Tricks number of times per Short Rest. Additionally, all armor scales off of intelligence (For STR requirement and DEX bonus) while all Melee weapons scale on Intelligence, though Ballistic Melee ad Heavy Melee receive a -2 to attack rolls and -1d4 to damage rolls.
- Teleport: Teleport behind a creature, gaining Flank on them. You may spend an additional trick to gain sneak attack benefits according to your Interloper rank. 1 Action Point.
- Echo: Throw down an echo of yourself within 90ft, dancing wildly and screaming "Hey guys! I'm over here!" Enemies within 50ft must succeed a dc
8 + PROF + Interloper RankIntelligence Saving Throw or be goaded into attacking the echo. The echo has an AC of 12 and HP of 1. Its HP and Tutelary HP cannot be modified. 2 Action Points, lasts 1 minute. - Caltrops: Throw down Caltrops in a 20ft Cone, dealing
PROFd4 Slash Damage, while making the area Difficult Terrain. 2 Action Points - Smoke Bomb: Throw down a smoky terrain of 15 ft radius, rendering all within Blinded besides you. Lasts 1 minute. 3 Action Points
- Swap Teleport: Choose a target, swapping locations with them only if they fail a dc
8 + PROF + Interloper RankConstitution Saving Throw. 2 Action Points - Explode: As a Reaction, after your echo dies or you swap teleport, you may throw down an explosive from your or your echo's location, dealing 2d8 Heat Damage in a 15ft radius on a failed dc
8 + PROF + Interloper RankDexterity Saving Throw. 1 Action Point.
Rank 2
Specialty Selection
Spec1
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Ability
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Spec2
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Ability
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Rank 3
ASI
Stat Enhancement
2 allocatable stat points
Expertise
Choose one Expertise/Mastery (Permanent Passive Ability)
Rank 4
Ability
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Rank 5
Specialty Upgrades
Spec1 - Ability
Ability
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Spec2 - Ability
Ability
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Rank 6
ASI
Stat Enhancement
2 allocatable stat points
Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)
Rank 7
Ability
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Rank 8
Specialty Upgrades
Spec1 - Ability
Ability
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Spec2 - Ability
Ability
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Rank 9
Ability Upgrade - Ability
Ability
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ASI (2)
Stat Enhancement
4 allocatable stat points
Stat Enhancement OR Expertise
+2 allocatable stat points OR choose one Expertise/Mastery (Permanent Passive Ability)