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Knights of the Old Republic - OCC
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<blockquote data-quote="Karl Green" data-source="post: 3593891" data-attributes="member: 1467"><p>Spoiler (well rules really) NOTES for both Talesa and Jarec…</p><p></p><p>[spoiler]Use the Force Skill allows you to do the following…</p><p>• Force Trance (DC10) full-round action, fully aware of surround. Each hour in trance you regain hit points equal to your level. If you remain for 4 hours you are fully rested (as if 8 hours of sleep). It is a Swift action to come out of the trance.</p><p>• Move Light Objects (DC10) as a Move action, objects up to 5kg within 6 squares (each square is about 1.5 meters). As an attack, Standard action vs. opponents Ref Defense, damage is 1d6</p><p>• Search Your Feelings (DC15) Full-round action, give you a basic idea if your action is favorable or not. </p><p>• Sense Force (DC automatic, plus) </p><p>• Sense Surroundings (DC15) as a Swift action, Use the Force check to ignore the affects of cover or concealment when making a Perception check to detect or observe objects. DC +5 if object under total cover. </p><p>• Telepathy (Will Defense if unwilling, willing DC10 + depending on how far away they are) as a Standard action can establish a telepathic link with another creature to exchange a single thought or emotion (“Danger”, “Help”, “Go”, etc)</p><p>You can take 10 on Use the Force but you cannot take 20</p><p>[/spoiler]</p><p></p><p>Spoiler NOTES for Talesa Nell</p><p></p><p>[spoiler]Force Powers Known: note that Force Powers can only be used once each per encounters, unless 1 of the following happens – (1) combat is over and you have about a minute to rest and you regain the use of all powers. (2) you roll a natural 20 on the Use the Force skill check, you regain all used Force Powers at the end of your turn. (3) you spend a Force Point as a Reaction and immediately regain the use of one of your powers of choice. (4) some unique ability or talent (none for you yet).</p><p>• Farseeing – Time: Full-Round, Target: One creature you have meet. Use the Force Check: if you beat their Will defense you sense if they are alive or dead and a vague sense of their immediate surroundings. If you succeed and spend a Force Point you gain a clear picture of where they are as well as others close by.</p><p>• Force Disarm – Time: Standard action. Target: One creature within 6 squares and within line of sight. Use the Force Check: vs. creatures Reflex defense +10 (if they are holding the object in two-hands you get a -5 to your roll), if you succeed you the item can drop to the drop or fly to yours hands so long as you have a free hand. If you succeed and spend a Force point you can damage the item. </p><p>• Force Stun – Time: Standard action. Target: One creature. Use the Force Check: vs. target’s Will Defense. If meet or beat it, -1 step along the conditional track. For every 5 you beat your targets Will defense by, they move an additional -1 down the conditional track. Special: if you succeed and spend a Force Point the target moves down another -1 on the conditional track.</p><p>• Mind Trick – Time: Standard action. Target: one intelligence creature (int 3+) within line of sight and 12 squares. Use the Force Check: if you equal or beat opponents Will Defense, you can chose a number of mind altering affects. Special: if you succeed you can spend a Force Point and improve the targets attitude towards you by 1 step, plus 1 step for every 5 points your skill check succeed by. </p><p>• Rebuke – Time: Reaction. Target: One force power directed at you. Use the Force Check: if you equal or exceed the roll of Use the Force against you the power is harmlessed redirect and you suffer no ill affects. If you succeed by 5 or more, you can chose to turn the power back at the creator, who suffers the affect (but if they also have Rebuke they can try and rebuke back, etc) </p><p>Talents: </p><p>• Adept Negotiator – make a Persuasion skill roll vs. targets Will Defense (they are +5 if they are higher level then you). If you success, they move down -1 on their conditional track. Can be used on them multiple times. If they reach the end of their track they can not take any hostile actions against you or your allies</p><p>• Deflect – as a Reaction (no time) allows you to make a Use the Force skill roll vs. a ranged attack that succeeds in hitting you. Each addition time it is used in a round there is a cumulative -5 to your skill roll. Must be aware of the attack </p><p>• Force Persuasion – can Use the Force instead of Persausion skill and you are considered ‘Trained’ </p><p>Feats: </p><p>• Force Sensitivity – gained for free</p><p>• Force Training – you gain 1 + your Wisdom modifier (min 1) in Force Powers each time you take this feat</p><p>• Improved Defenses – you get + 1ot all your Defense scores </p><p>• Linguist – gain 1 + Intelligence modifier (min 1) in Languages</p><p>• Melee Defense – take up to a -5 to your melee attack score and add it to your Reflex Defense for melee combat</p><p>• Skill Focus (Use the Force*) – grants you +5 to the skill bonus of one skill</p><p>• Strong In the Force – when rolling Force Points you roll D8’s instead of D6’s (if you want to spend a Force Point to improve one D20 roll, you can spend it after you have rolled).</p><p>• Weapon Finesse – allows you to use your Dexterity bonus instead of Strength for melee attack rolls with light weapons and lightsabers</p><p>• Weapon Proficiency (lightsaber, simple weapons) – gained free for Jedi class</p><p>Skills [4]: 2 for your class and 2 for your intelligence. Skills are determined a bit weird – your roll for all Skills is ½ your level (round down) + the skills’ attribute. If you are trained with a skill you get +5 to your roll. If you take the Skill Focus Feat you get +5 to the skill roll (So your <strong>Use the Force</strong> is 3 + your Charisma Modifier +5 for Trained and +5 for Skill Focus) </p><p>• Initiative [DEX] (+9) used to determine your initiative in combat and also when someone tries to Deceive you to catch you flat-footed (aka Bluff from base D20)</p><p>• Knowledge [INT] [galactic lore] (+10) basic D20 knowledge skills</p><p>• Pilot [DEX] (+9) piloting ships skill</p><p>• Use the Force [CHA] (+16) explained above.</p><p>[/spoiler]</p><p></p><p>Spoiler NOTES for Jarec Noscondra</p><p></p><p>[spoiler]Force Powers Known: note that Force Powers can only be used once each per encounters, unless 1 of the following happens – (1) combat is over and you have about a minute to rest and you regain the use of all powers. (2) you roll a natural 20 on the Use the Force skill check, you regain all used Force Powers at the end of your turn. (3) you spend a Force Point as a Reaction and immediately regain the use of one of your powers of choice. (4) some unique ability or talent (none for you yet).</p><p>• Battle Strike – Time: Swift action. Target: You. Use the Force skill Check: DC15: Gain +1 force bonus on your next attack and deal 1d6 extra damage. DC20: as DC15 but deal 2d6 extra damage. DC25: as DC15 but deal 1d6 extra damage. Special: If you spend a Force Point you deal an additional 2d6 damage on your next attack roll when you use this power.</p><p>• Negate Energy – Time: Reaction (but you must be aware of the attack and not flat-footed). Target: one attack directed at you that deals energy damage. Use the Force skill Check: If the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take you damage. Special: if you succeed your skill you, you can spend a Force Point and regain a number of hit points equal to the damage of the negated attack, up to your maximum hit point score. </p><p>• Surge – Time: Swift action. Target: You. Use the Force skill Check: DC10: you gain +10 force bonus to jump checks and your speed increases by 2 squares until the start of your next turn. DC15: you gain +20 force bonus to jump checks and your speed increases by 4 squares until the start of your next turn. DC20: you gain +30 force bonus to jump checks and your speed increases by 6 squares until the start of your next turn. Special: you can spend a Force Point to gain an additional +10 to your Jump checks and 2 additional squares of movement. </p><p>Talents [3]: </p><p>• Deflect – as a Reaction (no time) allows you to make a Use the Force skill roll vs. a ranged attack that succeeds in hitting you. Each addition time it is used in a round there is a cumulative -5 to your skill roll. Must be aware of the attack </p><p>• Lightsaber Defense – grants you +1 to Reflex Defense when you have an activated Lightsaber in your hands</p><p>• Tough as Nails – allows you to use Second Wind twice in one day</p><p>Feats [7]:</p><p>• Armor Proficiency (light, medium) – free for solider class, can you the armor or class bonus to Ref defense. </p><p>• Dual Weapon Master I – allows you to wield two weapons and attack twice in one round. Each attack is at -5 to your attack roll with the weapons. Damage is the same for both weapons</p><p>• Cleave – as in the base D20, if you drop a foe you can attack an adjacent target that round</p><p>• Force Sensitivity – I forgot this one on your Character Sheet, gained it for free. </p><p>• Force Training – you gain 1 + your Wisdom modifier (min 1) in Force Powers each time you take this feat</p><p>• Power Attack – lower your base attack by up to -5 to gain a +5 to damage</p><p>• Skill Focus (Use the Force) – grants you +5 to one skill</p><p>• Skill Training (Use the Force) – grants you the Trained bonus (+5) and ability to use the skill fully (many skills have basic uses and advanced uses that you have to be trained with the skill in order to use it)</p><p>• Weapon Focus (lightsaber) – as base D20, grants you +1 attack bonus with one weapon. Also allows you to specialize with a lightsaber with a Talent if you want</p><p>• Weapon Proficiency (lightsaber, pistol, rifle, simple) – free for soldier class and 1 free when you multiclass to Jedi (lightsaber)</p><p>Skills [4]: 3 starting skills for being a soldier +1 for Human and +1 for skill training feat. Skills are determined a bit weird – your roll for all Skills is ½ your level (round down) + the skills’ attribute. If you are trained with a skill you get +5 to your roll. If you take the Skill Focus Feat you get +5 to the skill roll (So your <strong>Use the Force</strong> is 3 + your Charisma Modifier +5 for Trained and +5 for Skill Focus)</p><p>• Acrobatics [DEX] (+10) as base d20, used for Tumbling and Balance checks</p><p>• Initiative [DEX] (+10) used to determine your initiative in combat and also when someone tries to Deceive you to catch you flat-footed (aka Bluff from base D20)</p><p>• Jump [STR] (+11) how high or far you can jump</p><p>• Treat Injury [WIS] (+10) used to treat injured, not only to stabilize but to heal some hit points back and to remove conditional modifiers</p><p>• Use the Force [CHA] (+13) explained above</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Karl Green, post: 3593891, member: 1467"] Spoiler (well rules really) NOTES for both Talesa and Jarec… [spoiler]Use the Force Skill allows you to do the following… • Force Trance (DC10) full-round action, fully aware of surround. Each hour in trance you regain hit points equal to your level. If you remain for 4 hours you are fully rested (as if 8 hours of sleep). It is a Swift action to come out of the trance. • Move Light Objects (DC10) as a Move action, objects up to 5kg within 6 squares (each square is about 1.5 meters). As an attack, Standard action vs. opponents Ref Defense, damage is 1d6 • Search Your Feelings (DC15) Full-round action, give you a basic idea if your action is favorable or not. • Sense Force (DC automatic, plus) • Sense Surroundings (DC15) as a Swift action, Use the Force check to ignore the affects of cover or concealment when making a Perception check to detect or observe objects. DC +5 if object under total cover. • Telepathy (Will Defense if unwilling, willing DC10 + depending on how far away they are) as a Standard action can establish a telepathic link with another creature to exchange a single thought or emotion (“Danger”, “Help”, “Go”, etc) You can take 10 on Use the Force but you cannot take 20 [/spoiler] Spoiler NOTES for Talesa Nell [spoiler]Force Powers Known: note that Force Powers can only be used once each per encounters, unless 1 of the following happens – (1) combat is over and you have about a minute to rest and you regain the use of all powers. (2) you roll a natural 20 on the Use the Force skill check, you regain all used Force Powers at the end of your turn. (3) you spend a Force Point as a Reaction and immediately regain the use of one of your powers of choice. (4) some unique ability or talent (none for you yet). • Farseeing – Time: Full-Round, Target: One creature you have meet. Use the Force Check: if you beat their Will defense you sense if they are alive or dead and a vague sense of their immediate surroundings. If you succeed and spend a Force Point you gain a clear picture of where they are as well as others close by. • Force Disarm – Time: Standard action. Target: One creature within 6 squares and within line of sight. Use the Force Check: vs. creatures Reflex defense +10 (if they are holding the object in two-hands you get a -5 to your roll), if you succeed you the item can drop to the drop or fly to yours hands so long as you have a free hand. If you succeed and spend a Force point you can damage the item. • Force Stun – Time: Standard action. Target: One creature. Use the Force Check: vs. target’s Will Defense. If meet or beat it, -1 step along the conditional track. For every 5 you beat your targets Will defense by, they move an additional -1 down the conditional track. Special: if you succeed and spend a Force Point the target moves down another -1 on the conditional track. • Mind Trick – Time: Standard action. Target: one intelligence creature (int 3+) within line of sight and 12 squares. Use the Force Check: if you equal or beat opponents Will Defense, you can chose a number of mind altering affects. Special: if you succeed you can spend a Force Point and improve the targets attitude towards you by 1 step, plus 1 step for every 5 points your skill check succeed by. • Rebuke – Time: Reaction. Target: One force power directed at you. Use the Force Check: if you equal or exceed the roll of Use the Force against you the power is harmlessed redirect and you suffer no ill affects. If you succeed by 5 or more, you can chose to turn the power back at the creator, who suffers the affect (but if they also have Rebuke they can try and rebuke back, etc) Talents: • Adept Negotiator – make a Persuasion skill roll vs. targets Will Defense (they are +5 if they are higher level then you). If you success, they move down -1 on their conditional track. Can be used on them multiple times. If they reach the end of their track they can not take any hostile actions against you or your allies • Deflect – as a Reaction (no time) allows you to make a Use the Force skill roll vs. a ranged attack that succeeds in hitting you. Each addition time it is used in a round there is a cumulative -5 to your skill roll. Must be aware of the attack • Force Persuasion – can Use the Force instead of Persausion skill and you are considered ‘Trained’ Feats: • Force Sensitivity – gained for free • Force Training – you gain 1 + your Wisdom modifier (min 1) in Force Powers each time you take this feat • Improved Defenses – you get + 1ot all your Defense scores • Linguist – gain 1 + Intelligence modifier (min 1) in Languages • Melee Defense – take up to a -5 to your melee attack score and add it to your Reflex Defense for melee combat • Skill Focus (Use the Force*) – grants you +5 to the skill bonus of one skill • Strong In the Force – when rolling Force Points you roll D8’s instead of D6’s (if you want to spend a Force Point to improve one D20 roll, you can spend it after you have rolled). • Weapon Finesse – allows you to use your Dexterity bonus instead of Strength for melee attack rolls with light weapons and lightsabers • Weapon Proficiency (lightsaber, simple weapons) – gained free for Jedi class Skills [4]: 2 for your class and 2 for your intelligence. Skills are determined a bit weird – your roll for all Skills is ½ your level (round down) + the skills’ attribute. If you are trained with a skill you get +5 to your roll. If you take the Skill Focus Feat you get +5 to the skill roll (So your [b]Use the Force[/b] is 3 + your Charisma Modifier +5 for Trained and +5 for Skill Focus) • Initiative [DEX] (+9) used to determine your initiative in combat and also when someone tries to Deceive you to catch you flat-footed (aka Bluff from base D20) • Knowledge [INT] [galactic lore] (+10) basic D20 knowledge skills • Pilot [DEX] (+9) piloting ships skill • Use the Force [CHA] (+16) explained above. [/spoiler] Spoiler NOTES for Jarec Noscondra [spoiler]Force Powers Known: note that Force Powers can only be used once each per encounters, unless 1 of the following happens – (1) combat is over and you have about a minute to rest and you regain the use of all powers. (2) you roll a natural 20 on the Use the Force skill check, you regain all used Force Powers at the end of your turn. (3) you spend a Force Point as a Reaction and immediately regain the use of one of your powers of choice. (4) some unique ability or talent (none for you yet). • Battle Strike – Time: Swift action. Target: You. Use the Force skill Check: DC15: Gain +1 force bonus on your next attack and deal 1d6 extra damage. DC20: as DC15 but deal 2d6 extra damage. DC25: as DC15 but deal 1d6 extra damage. Special: If you spend a Force Point you deal an additional 2d6 damage on your next attack roll when you use this power. • Negate Energy – Time: Reaction (but you must be aware of the attack and not flat-footed). Target: one attack directed at you that deals energy damage. Use the Force skill Check: If the check equals or exceeds the damage dealt by the energy weapon, the attack is negated and you take you damage. Special: if you succeed your skill you, you can spend a Force Point and regain a number of hit points equal to the damage of the negated attack, up to your maximum hit point score. • Surge – Time: Swift action. Target: You. Use the Force skill Check: DC10: you gain +10 force bonus to jump checks and your speed increases by 2 squares until the start of your next turn. DC15: you gain +20 force bonus to jump checks and your speed increases by 4 squares until the start of your next turn. DC20: you gain +30 force bonus to jump checks and your speed increases by 6 squares until the start of your next turn. Special: you can spend a Force Point to gain an additional +10 to your Jump checks and 2 additional squares of movement. Talents [3]: • Deflect – as a Reaction (no time) allows you to make a Use the Force skill roll vs. a ranged attack that succeeds in hitting you. Each addition time it is used in a round there is a cumulative -5 to your skill roll. Must be aware of the attack • Lightsaber Defense – grants you +1 to Reflex Defense when you have an activated Lightsaber in your hands • Tough as Nails – allows you to use Second Wind twice in one day Feats [7]: • Armor Proficiency (light, medium) – free for solider class, can you the armor or class bonus to Ref defense. • Dual Weapon Master I – allows you to wield two weapons and attack twice in one round. Each attack is at -5 to your attack roll with the weapons. Damage is the same for both weapons • Cleave – as in the base D20, if you drop a foe you can attack an adjacent target that round • Force Sensitivity – I forgot this one on your Character Sheet, gained it for free. • Force Training – you gain 1 + your Wisdom modifier (min 1) in Force Powers each time you take this feat • Power Attack – lower your base attack by up to -5 to gain a +5 to damage • Skill Focus (Use the Force) – grants you +5 to one skill • Skill Training (Use the Force) – grants you the Trained bonus (+5) and ability to use the skill fully (many skills have basic uses and advanced uses that you have to be trained with the skill in order to use it) • Weapon Focus (lightsaber) – as base D20, grants you +1 attack bonus with one weapon. Also allows you to specialize with a lightsaber with a Talent if you want • Weapon Proficiency (lightsaber, pistol, rifle, simple) – free for soldier class and 1 free when you multiclass to Jedi (lightsaber) Skills [4]: 3 starting skills for being a soldier +1 for Human and +1 for skill training feat. Skills are determined a bit weird – your roll for all Skills is ½ your level (round down) + the skills’ attribute. If you are trained with a skill you get +5 to your roll. If you take the Skill Focus Feat you get +5 to the skill roll (So your [b]Use the Force[/b] is 3 + your Charisma Modifier +5 for Trained and +5 for Skill Focus) • Acrobatics [DEX] (+10) as base d20, used for Tumbling and Balance checks • Initiative [DEX] (+10) used to determine your initiative in combat and also when someone tries to Deceive you to catch you flat-footed (aka Bluff from base D20) • Jump [STR] (+11) how high or far you can jump • Treat Injury [WIS] (+10) used to treat injured, not only to stabilize but to heal some hit points back and to remove conditional modifiers • Use the Force [CHA] (+13) explained above [/spoiler] [/QUOTE]
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