Parks Member (5e Fallout Supplement)

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Parks Member[edit]

Medium humanoid (Human), any alignment


Armor Class 10 (Makeshift Radiation Suit)
Hit Points 26 (4d8 + 8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 12 (+1)

Skills Medicine +4
Senses passive Perception 10
Languages Common
Challenge 1 (200 XP)


The way of the Parks Falls members will have advantage on Intelligence, Charisma, and saving throws and disadvantage on Strength, Constitution, and Dexterity saving throws.

loyalty to the Parks Falls members will always target Park members in and will initiate combat with anyone that is parks member.

Rad Pool. The Park members has a rad pool of 25 points.

ACTIONS

Parks Flamer Pistol' Ranged Weapon Attack, +2 to hit, reach 0/20 ft , multitarget, 20 foot cone hit 10 (2d8+2)Fuel Canister, causes 4 (1d4+2) Burning damage for the next round if target is hit 4 (1d4+2).

Park's Plasma Defender' Ranged Weapon Attack, +2 to hit, reach 30/180 ft hit 8 (2d6+2) plasma damage. Small Energy cell


The Park Members are loyal to the Park district and there leader, Astrom. These Members located in the Park District of Twins Falls. The more technologically advanced of the two groups of Twins fall armed with tuned upped pre war Plasma Defenders and makeshift flamer pistols both of these weapons created by astroms gunsmiths. park Members are smart and use technology to fix problems, for example if the as a terminal next to a locked door, a park Member would override the terminals password requirement so you better watch out if you are a robot.

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Back to Main Page5e HomebrewCampaign SettingsFalloutBestiaryHumansIdaho NPCsSouth CentralTwins Falls NPCs
Back to Main Page5e HomebrewCampaign SettingsFalloutThe WastelandTwins Falls

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