This is now the Recruitment thread for my Star Wars Saga/Dungeons and Dragons 5th ed. hybrid game Star Wars - The Old Republic "A Gathering Darkness"
The IC thread is Here
The Rogues Gallery thread is Here
The Rules...
[sblock=BASIC HOUSERULES/5th ED. UPDATES]
Character Levels, Heroic Levels and Class Levels: all characters (not just Heroic characters) gain the following – base Proficiency Bonus, Bonus Feat at 1st level, then another bonus Feat every 3 levels (3rd, 6th, 9th, etc.), and Attribute Bonus +1 to two different Attributes every 4 levels, starting at 4th (4th, 8th 12th, etc.). All characters (heroic and non-heroic) gain these bonuses as they advance in levels (overall levels or total of all levels). The five base Heroic Classes (Jedi, Noble, Scoundrel, Scout, and Soldier) each gain the following – a Talent every odd level (1st, 3rd, 5th, etc.) and a Bonus Feat every even level (2nd, 4th, 6th, etc.). Prestige Classes are slightly different, see Prestige Classes below, but they add to the characters overall level for proficiency bonus, extra feats and attribute boosts. Heroic levels improve Defense Scores and grant Force Points, along with allowing access to Talents and Bonus Feats.
Proficiency Bonuses, Trained Skills and Base Attack Bonus: Characters gain a Proficiency bonus based on their level for all Weapons they have Proficiency in and Trained Skills per D&D 5th ed.
Unless specified elsewhere, the DC in that I am using are from 5th ed. Player’s Handbook pg. 174
Skill Focus: instead treated as the Expertise (add your proficiency bonus twice). See Feat (Skill Expertise). It can apply to any skill, tool, musical instrument or vehicle that you are proficient.
Defense Scores: instead of Saves, I am still using the Defensive Scores from Saga, except now they are determined as follows: 10+ (Heroic Classes Proficiency bonus*) + Class Bonuses (use the highest class bonus if Multiclass) + Attribute Modifier. Note that for Reflex Defense Bonus, if you are wearing Armor you use the Armor Reflex Score (ARS), not your Heroic Classes Proficiency bonus. Also using D&D 4th ed. Save Throw ideas - Fortitude Defense use the best of Strength or Constitution modifier, Reflex Defense use the best of your Dexterity or Intelligence modifier, and Will Defense use the best of your Wisdom or Charisma modifier.
*What this means is that Non-Heroic/Heroic multiclass characters only count their Heroic class levels for what their proficiency bonus is (i.e. a Non-Heroic 4/Jedi 2 would have a proficiency bonus of +3 but their heroic proficiency bonus would only count as level 2 for Defense score bonuses, so only +2).
Re-Rolls: any Race or Class that says that you can re-roll a skill now means that you have Advantage with that skill or ability roll.
Advantages and Disadvantages: instead of Circumstance Bonuses & Penalties, now use Advantage (roll 2 d20, take the best) and Disadvantage (roll 2 d20, take the worst)
Bonuses: There are still bonuses from various talents and feats, but as normal, same bonus "types" do not stack for the same thing (i.e. if you have a Force bonus to attack and will defense you can't get an insight bonus to attack, but you could get one to damage). Types include circumstance, equipment, insight, force, moral or rage. Some bonuses are listed simply as a bonus, and these do stack.
Free Actions: I still refer to some actions as "free action". These are just actions that you can take on your turn that require neither you action nor your movement.
Talents, Feats and Skills: I am using mostly using 5th ed. Skills but renaming a couple, adding additional ones and some new usage. Talents and Feats are mix the Saga ones along with 5th ed. Class Abilities and Feats (somewhat rebalanced).
Weapon Proficiency: Using Simple and Martial Weapon divisions from 5th ed. and characters can purchase any normal weapon from the Player’s Handbook pg. 149 (divide the weights by two for simplicity to get kg. and gold piece cost = credit cost, a 1:1. All other properties and features as normal).
Force Points: Per Star Wars Saga on how many characters have; bonus, now the base adds 1d4+1 to a single Attack, Skill or Ability roll. With the Strong in the Force Feat, the roll adds 1d8+1 with a little boost (see Feats).
Force Points can be used to add to any one single d20 attack, skill or ability check roll. You can only use one a round, and you can choice to 'roll' after you see the result of your d20 check. Some Force Powers also require the use of a Force Point, but again you can only spend one a round (unless otherwise stated through the power, or if you have Force Boon or Strong in the Force feats).
Force Powers: all of these are being reworked. Generally you make a Charisma (Use the Force) skill roll verse one of the target’s Defensive score while also matching or exceeding a base DC
Wound Conditional Track and Damage Threshold: now there is no tracker; instead, when damage meets or exceeds your Damage Threshold you suffer the Reeling Condition (see below). Your Wound Damage Threshold score is still your Fortitude Defense. Size has an impact on your score – Large +2, Huge +5, Gargantuan +10, Colossal +25.
New and Updated Conditions
Prone (Update): you are not at disadvantage when making a ranged attack with a rifle (or crossbow) when prone.
Reeling (New): you suffered a wound that has caused a great deal of pain and now is effecting your ability to react to danger around you.
· You suffer Disadvantage to all Attacks, Skills and Ability checks, except for rolls to recover from the Reeling condition itself.
· If you suffer from a Second Reeling affect (i.e. you are reeling and again take damage that exceeds your Wound Damage Threshold score), you are Stunned for one round (see 5th ed. Conditions). Afterward this round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.
· To recover from Reeling, you take a free/no time action at the end of your round, and attempt a Constitution or Wisdom (whichever is better; Droids roll either Strength or Wisdom) ability check + your Class bonus to Fortitude Defense vs. a DC 10 or ½ the Damage you suffered (round down, whichever is greater, but maximum DC of 20). If you succeed with your roll, you are no longer suffering the Reeling condition. If you fail, you still are suffering from the condition.
· If you chose, you can instead spend your action attempting to recover from Reeling. In this case your check is with Advantage.
· Vehicles are going to suffer from something similar (see Vehicles and Starships).
Cover: as 5th ed. pg. 196, but instead of giving bonus to Dexterity saves increase the target’s Reflex Defense vs. Area attacks, etc. by the same amount.
Firing into Melee Combat: When you target a foe with a ranged attack and when that target is in melee range with an ally your attack rolls is at disadvantage (just like making a ranged attack while in melee).
Slow Natural Healing: option found in DMG 5th ed. pg. 267. After a Long Rest you recover ½ your Hit Dice, round down (instead of round up; but still minimum 1 per Long Rest).
NOTE that, once per day, you also recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).
Passive Perception: per D&D 5th ed. see Hiding pg. 177, also probably using Passive Insight and Investigation for causal, “what you noticed without actively looking”
Dark Side Score and Falling to the Dark Side: I am mostly sticking with the basics on how you acquire Dark Side points but reworking some parts to fit with 5th ed.
Additional Rules – NOTE that both of these rule sections apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC Heroic characters do not use these rules. Again heroes only.
Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force. There are three basic conditions or levels of corruption for these individuals.
· Tempted by Darkness: A character with 1 Dark Side point but less than ½ (round down) her Wisdom score is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way…
(a) Whenever a character invokes Dark Fortune, they gain a +2 to the end result.
(b) A character can spend a Force Point and activate any non-Light side Force Power as a Bonus Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke this.
· Tainted by Darkness: A character with a Dark Side Score greater than ½ (round down) her Wisdom score but less than their Wisdom score has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve his problems. This character suffers the additional temptations listed above and also they gain a +2 to their Charisma (Use the Force) skill rolls with any Force Power with the [dark side] descriptor. They suffer a -4 to their Charisma (Use the Force) skill rolls with any Force Power with the [light side] descriptor.
Also now that a character has been tainted, his connections to others are restricted or hampered by his anger and fear. He suffers a Disadvantage with Wisdom (Insight) and Charisma (Persuasion) checks but an Advantage with Charisma (Deception) and (Intimidate) checks.
· Consumed by Darkness: A character with a Dark Side Score equal to his Wisdom Score has been consumed by Dark Side of the Force. This character should be considered an NPC and can no longer call on the Dark Side of the Force (see below). Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) or due they gain the bonus to Charisma (Use the Force) checks with powers with the [dark side] descriptor and can no longer use any Force Power with the [light side] descriptor (if they have any such powers they are lost until the characters Dark Side Score drops below their Wisdom score).
Call on the Dark Side: The Dark Side of the Force is every tempting to all creatures of the Universe, not just for the Jedi or the Sith. Heroic characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were.
· Dark Fortune: When a heroic character spends a Force Point to increase a roll, he now has Advantage on this roll, taking the better of the two results. This increase the characters Dark Side Score by 1. Characters that have the Force Boon or Strong in the Force feats can instead have advantage on both Force Point rolls if they choice to spend two Force Points, but they also increase their Dark Side Score by 2 points.
· Dark Luck: As a Reaction, a heroic character can gain back one spent Force Point but in doing so the characters Dark Side Score is increased by 1.
· Dark Reserves: A heroic character could spend a Force Point and regain the use of her Second Wind ability, even if she has not completed a long rest. This increase the characters Dark Side Score by 1.
· Flight or Fight: A heroic character can spend a Force Point and gain one additional non-Attack action at any time. For example a soldier facing off against a charging hoard of Tusker raiders could spend a Force Point and take the Dash action before the Tuskers to get to him, thus moving out of their range. This increase the characters Dark Side Score by 1.
Second Wind: When a heroic character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to try and recover some. On your turn, you can use a Bonus Action and regain hit points equal to your highest Hit Die (if multiclassed) +/- Constitution modifier + you Heroic Character level. This does not count as spending a Hit Die to recover (as after a Short or Long Rest). Once you have used this ability, you must finish a long rest before you can use it again.
Measurements and Weights: use Saga as a basics, so convert any feet to meters and pounds to kilograms, etc. Generally a 5-foot space is now a 2-meter space (or in Saga while using a Grid, squares are 2-meters squares), divide pound weights by 2 (for simplicity’s sake), etc.[/sblock]
[sblock=SPECIES NOTES]
NOTE new Senses, in addition to those found on 5th ed. pg. 183.
Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision can ignore Dim Light obscure.
Scent: some species have extremely refined sense of smell. Within a specified range (generally 20 meters), a creature with scent has the equivalent of Blindsight within their range (pg. 183). But note that the species must be able to use its sense of smell (so if they are wearing a filter mask or in a vacc suit, etc. they cannot benefit from scent). Also strong winds or overpowering smells can also lower or eliminate this ability.
HUMAN SPECIES TRAITS
Ability Score Modifier: Two different ability scores of your choice increase by +1.
Medium Sized and Speed: base 12 meters
Bonus Proficient Skill: You gain proficiency in one skill of your choice.
Bonus Feat: You gain one feat of your choice.
Languages: you can speak, read and write in Basic plus one additional language of choice.
BOTHAN SPECIES TRAITS
Ability Score Modifier: +2 to Dexterity, +1 to Intelligence or Charisma (player’s choice)
Medium Sized and Speed: base 12 meters
Iron Will: Bothans gain a +2 species bonus to their Will Defense.
Conditional Expertise: Bothans who are proficient with Charisma (Gather Information) gain Skill Expertise (Gather Information) as a bonus feat.
Languages: you can speak, read and write in Basic and Bothese
CEREAN SPECIES TRAITS
Ability Modifiers: +2 to Intelligence, +2 to Wisdom, -1 to Dexterity
Medium Sized and Speed: base 12 meters
Intuitive Initiative: Cereans have Advantage with Dexterity (Initiative) skill checks.
Conditional Expertise: a Cerean who is proficient with Dexterity (Initiative) gains the Skill Expertise (Initiative) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Cerean.
DEVARONIAN (from SWS Errata)
Ability Score Bonus: males +2 Dexterity, females +2 Intelligence or Wisdom (player’s choice)
Medium Sized and Speed: base 12 meters.
Conditional Expertise: Devaronians are master manipulators. A Devaronian proficient with Charisma (Deception) gains Skill Expertise (Deception) as a bonus feat.
Naturally Curiosity: Because of their natural curiosity, Devaronians are very attentive to small details that can reveal weakness. As an Action, make a Wisdom (Perception) check vs. a single targets Will Defense. If they succeed with this check they gain a +1 insight bonus on all attack rolls against this target. This lasts until the Devaronian’s next short or long rest. They can use this ability again after a short or long rest.
Automatic Languages: you can speak, read and write in Basic and Devaronese.
DUROS SPECIES TRAITS
Ability Modifiers: +2 to Dexterity, +2 to Intelligence, -1 to Constitution
Medium Sized and Speed: base 12 meters
Spacers: as natural spacers, Duros start with proficiency in Tools (Mechanic) and Vehicles (Spacecraft) for free.
Automatic Languages: you can speak, read and write in Basic and Durese.
EWOK SPECIES TRAITS
Ability Modifiers: +2 Dexterity, +2 Wisdom, -1 to Strength
Small Size: as a Small sized creatures, Ewoks gain a +3 size bonus to Stealth. However, their lifting and carrying limits are three-quarters of those of a Medium sized creature.
Speed: base speed of 8 meters
Primitive: Ewoks do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them.
Scent: at close range (within 20 meters)
Sneaky: Ewoks always have Advantage on Dexterity (Stealth) checks.
Conditional Expertise: Ewoks with proficiency in Wisdom (Survival) gain Skill Expertise (Survival) as a bonus feat.
Automatic Languages: you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.
GAMORREANS SPECIES TRAITS
Ability Modifiers: +2 Strength, +2 Constitution, -1 Dexterity
Medium Sized and Speed: base 12 meters
Primitive: Gamorreans do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them. However, due to their culture, all Gamorrean gains Proficiency (Martial Weapons) with martial melee weapons only (i.e. Battle Axes not Longbows, etc.)
Great Fortitude: gain a +2 species bonus to their Fortitude Defense.
Bonus Feat: Gamorreans gain the Improved Damage Threshold as a bonus feat at 1st level.
Automatic Languages: You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.
GUNGANS SPECIES TRAITS
Ability Modifiers: +2 to Dexterity, +2 to Constitution, -1 to Intelligence
Medium Sized and Speed: base 12 meters. They also have a Swim speed of 8 meters.
Expert Swimmers: Gungans always have Advantage when making Strength (Athletics) checks to swim. In addition, if the character rolls a 9 on this skill roll, he treats the check as if he had rolled a 10.
Hold Breath: a Gungan can hold his breather for a number of rounds equal to 25 times his Constitution score before suffering from any suffocation (5th ed. pg. 183).
Lightning Reflexes: Gungans gain +2 species bonus to their Reflex Defense
Low-Light Vision: Gungans can see perfectly fine in dim light conditions
Weapon Familiarity: Gungans gain Weapon Proficiency (Atlatl and Cesta) automatically.
Automatic Languages: you can speak, read and write in Basic and Gunganese.
ITHORIAN SPECIES TRAITS
Ability Modifiers: +2 Wisdom, +2 to Charisma, -1 Dexterity
Medium Sized and Speed: base 12 meters.
Iron Will: Ithorians gain a +2 species bonus to their Will Defense.
Bellow: as an Action, an Ithorian can open all four of its throats and emit a terrible subsonic bellow. The Ithorian makes an Attack roll with proficiency but with his Constitution modifiers to hit everyone in a 12-meter cone. Compare the results to all target’s Fortitude Defense in the cone. A successful hit deals 3d6 sonic damage, if the attack misses the target suffers ½ damage. Each use of this ability results in the Ithorian suffering from one level of Exhaustion (they recover as normal).
Survival Instinct: Ithorians have Advantage on Wisdom (Survival) skill rolls.
Conditional Expertise: Ithorians with proficiency in Intelligence (Nature) gain the Skill Expertise (Nature) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Ithorese.
KEL DOR SPECIES TRAITS
Ability Modifiers: +2 to Dexterity, +2 to Wisdom, but -1 to Constitution
Medium Sized and Speed: base 12 meters.
Keen Force Sense: Kel Dor have advantage on Charisma (Use the Force) skill checks made to search their feelings or when sensing the Force.
Low-Light Vision: Kel Dor can see perfectly fine in dim light conditions.
Special Equipment: Kel Dor suffer limitations outside their native atmosphere. Without protective goggles a Kel Dor is considered Blind (5th Condition pg. 290). Without an antitoxin breathing mask, a Kel Dor begins suffocating (5th ed. pg. 183). A replacement mask costs 2,000 credits (500cr on Dorin) and a year’s supply of filters costs 200 credits (50cr on Dorin). Kel Dor character begin play with these items at no cost.
Automatic Languages: you can speak, read and write in Basic and Kel Dor.
MON CALAMARI SPECIES TRAITS
Ability Modifiers: +2 to Intelligence, +2 to Wisdom, -1 Constitution
Medium Sized and Speed: base 12 meters and have a Swim speed of 8 meters.
Breathe Underwater: as amphibious creatures, Mon Calamari cannot drown in water.
Expert Swimmers: a Mon Calamari has advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the Mon Calamari treats the roll as a 10.
Low-Light Vision: Mon Calamari can see perfectly fine in dim light conditions
Conditional Expertise: Mon Calamari that are proficiency in Wisdom (Perception) gain Skill Expertise (Perception) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Mon Calamarian.
QUARREN SPECIES TRAITS
Ability Modifiers: +2 to Constitution
Medium Sized and Speed: base 12 meters and have a Swim speed of 8 meters.
Breathe Underwater: as amphibious creatures, Quarrens cannot drown in water.
Expert Swimmers: a Quarren has advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is less then a 9, the Quarren treats the roll as a 10.
Low-Light Vision: Quarren can see perfectly fine in dim light conditions
Conditional Expertise: adept traders, Quarren proficient in Charisma (Persuasion) gain Skill Expert (Persuasion) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Quarrenese.
RODIAN SPECIES TRAITS
Ability Modifiers: +2 to Dexterity
Medium Sized and Speed: base 12 meters.
Heightened Awareness: Rodian have advantage with Wisdom (Perception) skill rolls.
Low-Light Vision: Rodian can see perfectly fine in dime light conditions.
Conditional Expertise: Rodians proficient in Wisdom (Survival) gain Skill Expert (Survival) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Rodese.
SULLUSTAN SPECIES TRAITS
Ability Modifiers: +2 to Dexterity
Small Sized: as small sized creatures, Sullustan gain a +3 size bonus to Stealth. However, their lifting and carrying limits are three-quarters of those of a Medium sized creature.
Speed: base 8 meters.
Darkvision: Sullustan have darkvision out to 20 meters.
Expert Climbs: Sullustan have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill check is a 9 or less, the Sullustan treats the roll as a 10.
Heightened Awareness: Sullustan have advantage with Wisdom (Perception) skill rolls.
Automatic Languages: you can speak, read and write in Basic and Sullustese.
TRANSDOSHANS SPECIES TRAITS
Ability Modifiers: +2 to Strength, +1 to Constitution
Medium Sized and Speed: base 12 meters
Darkvision: Transdoshans have darkvision out to 20 meters.
Limb Regeneration: A Transdoshan regrows a lost limb in 1d10 days, at the end of that time, all persistent penalties associated with the loss of a limb are removed.
Natural Armor and Claws: Transdoshans thick scaly skin provides a +1 natural bonus to their Reflex Defense. This bonus stakes with any other bonus to Reflex Defense (armor, class, etc.). Also Transdoshans have naturally sharp claws that do 1d4 + Strength damage (Transdoshans are always proficient with unarmed attacks. Note that any Talent or Feat that raises a Transdoshans unarmed damage to a d4 or higher, increase the damage by an additional die step)
Bonus Feat: rugged and resilient, Transdoshans gain the Toughness as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Dosh.
TWI’LEKS SPECIES TRAITS
Ability Modifiers: +1 to Dexterity, +2 to Charisma
Medium Sized and Speed: base 12 meters.
Deceptive: Twi’leks are gifted manipulators, and have advantage on Charisma (Deception) skill.
Great Fortitude: Twi’leks gain a +2 species bonus to their Fortitude defense.
Low-Light Vision: Twi’leks can see perfectly fine in dim light conditions.
Automatic Languages: you can speak, read and write in Basic and Ryl
WOOKIE SPECIES TRAITS
Ability Modifiers: +4 to Strength, -1 to Dexterity, -1 to Wisdom, -1 to Charisma
Medium Sized and Speed: base 12 meters.
Extraordinary Recuperation: Wookies add their Strength bonus to Hit Dice rolls to recover hit points (in addition to their Constitution modifier; from both a short or long rest). Wookies recover one additional Hit Dice back after a long rest (up to the max number they can have). Finally, each day, a Wookie can recover from up to two levels of Exhaustion with two Short rests.
Expert Climbers: Wookies are great climbs and have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, the Wookie treats the roll as a 10.
Rage: a Wookie can fly into a rage as a Bonus Action. While raging, the Wookie gains Advantage on Strength ability and skill check and gain a rage bonus on melee damage rolls equal to their proficiency bonus, but cannot use skills that require patience and concentration (most Dexterity, Intelligence, Wisdom and Charisma skills except Perception and Intimidate). This rage last a number of rounds equal to 5 + the Wookie’s Constitution modifier. At the end of the rage, the Wookie gains one level Exhaustion. A Wookie must complete a long rest before he can use this trait again.
Short Tempered: Wookies are well known for their short-tempers and have advantage on Charisma (Intimidate) skill.
Weapon Familiarity: Wookies with Weapons Proficiency (Rifle) are proficient with Weapon Proficiency (Bowcaster) for free.
Automatic Languages: you can understand, read and write in Basic (cannot speak it) and Shuriiwook. Wookies cannot speak other languages, but they can learn to understand them.
ZABRAK SPECIES TRAITS
Ability Modifiers: Two different ability scores of your choice increase by +1.
Medium Sized and Speed: base 12 meters.
Heightened Awareness: Zabrak have advantage with Wisdom (Perception) skill rolls.
Superior Defenses: Zabrak are highly adaptive and gain a +1 species bonus to all their Defenses scores.
Automatic Languages: you can speak, read and write in Basic and Zabrak.
A few more Species from different sources...
CATHAR SPECIES TRAITS (from Knights of the Old Republic Campaign Guide)
Ability Score Modifier: +2 to Strength (male cathars), or +2 to Dexterity (female cathars)
Medium Sized and Speed: base speed of 12 meters.
Natural Weapons: a Cathar has natural weapons sharp claws that does 1d4 + Strength or Dexterity (player’s choice) damage. Cathar are always proficient with these weapons and they are considered to have the Finesse and Light weapon properties (the Cathar can use the Two Weapon fighting rules 5th ed. pg. 195). Any feat or talent that increases a Cathar’s unarmed damage increases the damage by one additional step.
Cathar Instincts: a Cathar starts with proficiency in Strength (Athletics) for free.
Automatic Languages: you can speak, read and write Basic and Catharese.
DEVARONIAN SPECIES TRAITS (from the SWS Errata)
Ability Score Modifiers: males gain +2 to Dexterity and +1 to Charisma while females gain +2 to Intelligence and +1 to Charisma.
Medium Sized and Speed: base 12 meters
Conditional Expertise: Devaronians are maters manipulators and negotiators. A Devaronian proficient with Charisma (Persuasion) gain the Skill Expertise (Persuasion) as a bonus feat.
Naturally Curiosity: Because of their natural curiosity, Devaronians are very attentive to small details that can reveal weakness. As an Action, they can make a Wisdom (Perception) check vs. a single target's Will Defense. If they succeed with this check they gain a +1 insight bonus on all attack rolls against this target. This bonus lasts until the Devaronian's next short or long rest, and ends if he is Incapacitated or drops to 0 hp. The Devaronian can use this ability again after they take a short or long rest.
Automatic Languages: you can speak, read and write in Basic and Devaronese.
DUG SPECIES TRAITS (from the Clone Wars Campaign Guide)
Ability Score Modifier: +2 to Dexterity
Small Sized: as a small sized creature, Dug gain a +3 size bonus to Stealth. However, their lifting and carrying limits are three-quarters of those of a Medium sized creature.
Speed: base speed of 12 meters
Arboreal: Evolving in the great trees of Malastare, the Dug have Advantage on Athletic checks when climbing or jumping. Furthermore, if any of these skill checks is a 9 or less, the Dug treats these rolls at if they rolled a 10.
Automatic Languages: you can speak, read and write in Dug. Dug cannot speak other languages, but they can learn to understand them.
GRAN SPECIES TRAITS (from The Force Unleashed Campaign Guide)
Ability Score Modifier: +2 to Charisma
Medium Sized and Speed: base speed of 12 meters.
Darkvision: Grans have darkvision out to 20 meters.
Target Awareness: Grans start with proficiency in Wisdom (Perception) for free.
Triple Vision: a Gran can move up to ½ their speed and still benefit from the “Aim” maneuver (see New Situation/Combat rules, it still cost them a Bonus action).
Conditional Bonus Feat: a Gran with the Point Blank Shot feat gain the Precise Shot as a bonus feat.
Automatic Languages: you can speak, read and write Basic and Gran.
MIRALUKA SPECIES TRAITS (from Knights of the Old Republic Campaign Guide)
Ability Score Modifier: +2 to Intelligence
Medium Sized and Speed: base speed of 12 meters.
Force Sight: although blind, Miraluka can “see” through the Force. They act normally without taking on any of the Blinded conditions. They ignore all light and heavy obsurcement as if they had darkvision and they ignore ½ cover and threat ¾ cover as ½ cover (total cover still blocks sight). Miraluka can read and write as normal but they do not “see” in color although their Force sight does see subtle changes in how things “look” (their art makes no sense to non-Force users). Miraluka do not increase the DC of Charisma (Use the Force) checks made to Sense Surroundings against targets with dense foliage. The Miraluka gains the Blinded condition if the Force is suppressed somehow and against creatures that are “invisible” to the Force the creature also has the Invisible condition against the Miraluka.
Miraluka can use their Charisma (Use the Force) instead of Wisdom (Perception) when making perception skill checks if the character want (take the best of the two). Also they are allowed to use Charisma (Use the Force) if they are not proficient with the skill.
Minor Force Sensitive: even without the Force Sensitive feat, a Miraluka can take the Skill Proficiency with Charisma (Use the Force) skill (this also allows them to use the basics of the skill without proficiency but does not allow them to take the Force Boon, Force Powers or Strong in the Force feats without first taking the Force Sensitive feat).
Conditional Bonus Feat: Miraluka who are proficient with Charisma (Use the Force) gain the Skill Expertise (Use the Force) as a bonus feat.
Automatic Languages: you can speak, read and write Basic and Miralukese.
NAUTOLAN SPECIES TRAITS (from the Clone Wars Campaign Guide)
Ability Score Modifier: +2 to Constitution, -1 to Intelligence
Medium Sized and Speed: base speed of 12 meters and swim speed of 8 meters.
Breath Underwater as amphibious creatures, Nautolans cannot drown in water.
Expert Swimmers: Nautolan has Advantage on Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Nautolan treats these rolls at if they rolled a 10.
Low-Light Vision: Nautolan can see perfectly fine in dim light conditions.
Natural Resistance: The rubbery hide of a Nautolan means that they have Resistance (5th ed. pg. 194) to bludgeoning and Stun types of damage.
Pheromonal Sensor: Nautolan have Advantage on any Wisdom (Insight) checks.
Automatic Languages: you can speak, read and write Basic and Nautila.
SNIVVIAN SPECIES TRAITS (from the Knights of the Old Republic Campaign Guide)
Ability Score Modifier: +2 to Wisdom
Small Sized: as a small sized creature, Snivvian gain a +3 size bonus to Stealth. However, their lifting and carrying limits are three-quarters of those of a Medium sized creature.
Speed: base speed of 8 meters
Observant: Snivvians are highly aware of their surroundings, giving them special insight when dealing with others. Snivvians can use his Wisdom (Perception) check in place of a Charisma (Deception) or Charisma (Persuasion) skill checks.
Cold Resistance: the Snivvians’ thick skin provides protection from extreme colds. They have Resistance (5th ed. pg. 194) verses any cold damage and any attack with the cold descriptor are at a disadvantage against them.
Automatic Languages: you can speak, read and write Snivvian.
TOGRUTA SPECIES TRAITS (from The Force Unleashed Campaign Guide)
Ability Score Modifier: +2 to Dexterity, -1 to Constitution
Medium Sized and Speed: base speed of 12 meters.
Sneaky: Togruta have Advantage with Dexterity (Stealth) checks.
Spatial Awareness: Togruta can sense their surroundings using passive echolocation. Togruta has Blindsight out to 10 meters so long as they are not wearing a helmet or vacuum suit, etc. Something that could cover or block their horns.
Bonus Feat: evolving from pack hunters, Togruta gain the Pack Hunter feat as a bonus feat.
Automatic Languages: you can speak, read and write Basic and Togruti.[/sblock]
[sblock=DROID Characters]
As player character droids are NOT stock models and as such are created using the following rules. You can say you are an R2 unit and build them with most if not all of the stock mods and built in equipment but we are not creating characters using ‘standard’ models.
ALL DROID TRAITS
Note that droids do not start with a background, so their Degree provides their extra Skills, tools and languages. Personality features are fairly limited for new or newly memory wiped models, but player Droids can chose or ‘develop’ them as they adventure (all droids tend to develop strange personality quirks the longer they are in service without a memory wipe).
Ability Score Increase: none, see Degree
Age: Droids do not age nor are they born. Most newly created character droids will be fairly recently off the factory models. Droid parts can and due suffer from wear and tear but with proper maintenance can last a really long time
Size: Depends on the droids Degree and basic Model. Different sizes also have the following modifiers for droids – Small size: +3 Stealth, -3 Intimidate (if it can use them), -3 to Damage Threshold, Base Unarmed Damage 1d2. Medium size: no modifiers, Base Unarmed Damage 1d3. Large size: -3 to Stealth, +3 to Intimidate (if it can use them), +5 to Damage Threshold, Base Unarmed Damage 1d4. Huge size: -5 to Stealth, +5 to Intimidate (if it can use them), +10 to Damage Threshold, Base Unarmed Damage 1d6. Gargantuan size: -10 to Stealth, +10 to Intimidate (if it can use them), +20 to Damage Threshold, Base Unarmed Damage 1d8. Colossal size: -20 to Stealth, +20 to Intimidate (if it can use them), +30 to Damage Threshold, Base Unarmed Damage 1d10.
Speed: Again depends on size and model.
Behavioral Inhibitors: Droids (except for 4th degree droids) cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed or through inaction allow a sentient living being to be harmed. Furthermore, all droids must willing follow orders giving to them by their rightful owners, as long as those orders don’t require the droid to harm a sentient living being. Droids with the Heuristic processors mod, can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions. 4th Degree droids are free of these limitation but are also highly restricted in their movements and where the law allows them to go. Droid’s can also be fitted with a Restraining Bolt, that they cannot willing remove. With a bolt in place, a user with a hand held controller unit can automatically impose the Paralyzed condition onto a droid with an Action (see other Equipment). Even without a restraining bolt or periodic memory wipes, most droids operate according to a rigid set of guidelines. A droid’s core programming – the part of its memory that can’t be wipes – provides it with a strict instructions on how to react to common circumstances, most of which resolve around obedience, safety, ethics and morality.
Constructs: Droids are machines and as such do not have a Constitution score (and don’t get bonus Hit Points). This means that characters built they do not need to use any for their Con score, so with the array now only has 5 stats to assign from – 15, 14, 12, 11, and 10 or only have 24 points for their attributes if you use the point by. They do not have a Fortitude Defense score but they do have a Damage Threshold (any class bonus to Fortitude defense is applied to a Droids Damage Threshold). Droids roll the better of their Strength or Wisdom modifiers to recover from Reeling Condition. They are immune to disease and toxin poisons (both inhaled and injected), harmful atmosphere hazards (except corrosive ones) and do not need to breath, eat or drink water. They internal systems are not normally vacuumed sealed unless they take that mod. Droids only take ½, round down, damage from Stun weapons. However, droids take full damage from Ion damage and suffer a -5 to their Damage Threshold from ion damage.
Nonliving: In addition to being immune to environmental situations listed above they are also immune to mind-affecting effects (beneficial or penalizing) and fear affects. They have no connection to the Force and can take no Force talents, feats or skills.
Maintenance: Droids run off power instead of food and drink. Standard model droids are required to spend at least 4 continuous hours recharging after every 72 hours of continuous use (they can power down to save energy if no recharging is available). Otherwise they suffer the same effects as being Exhausted (5th ed., pg. 291), gaining one level for every 6 hours past the basic 72 hours of use. However they don’t die after acquiring six levels, they simply shut down and can suffer permanent damage to various systems by doing so. Every 4 hours of continuous recharging removes one level of this fatigue and a droid can spend as much time as it wishes to regain them all in one sitting (unlike meat-beings that can only recover a few a day).
Repair: Droids cannot heal hit points naturally (although hero droids can take Second Wind), nor can they gain temporary hit points from any talent or feat or ability. Droids must be repaired with a Tools (Mechanic) skill check, after one hour of work they have 1d4+ their heroic level + ½ the repairer’s level back in hit points. Workers can continue to making repairs on a droid as often as they wish to restore a droid back to full hit points. A droid can attempt to repair itself but its Tools (Mechanic) skill check is at a Disadvantage.
Memory: A droid’s proficiencies, feats and talents can be ‘reassigned’ with an Intelligence (Computer Use) skill check, allowing them to be reprogramed with different “Skill Sets” i.e. a Droid with Pistol weapon proficiency could be reprogramed, dropping this weapon proficiency and instead gain the Rifle proficiency or Skill Expertise in Dexterity (Initiative). The programmer must have access to a computer system with this new proficiency available or they can be purchased on the open market. Generally 500 credits for a basic knowledge, non-combat skill or tool proficiency and at least 1,000 credits for a weapon or armor proficiency or skills like Initiative, or Deception. A droid hero could use its own Intelligence (Computer Use) skill to try and reprogram itself but it is at a Disadvantage to do so. Droid’s subject to a complete memory wipe revert back to basic model and lose all levels and abilities gained (becoming a 1st level character again).
Shutdown: A droid that is shutdown is considered to be Unconscious, and can take no action. Shutting down a willing droid is an Action. Shutting down an unwilling droid is more difficult, requiring that it be at least Grappled, and requiring a Tools (Mechanic) check vs. the droid’s Will Defense as an Action. If the droid is Paralyzed (as one under a restraining bolt) or in other similar situations, this check is at an Advantage against them. Droids can shut themselves down and ‘reactive’ at a pre-determined time if they want, so long as someone else does not come along and impose additional conditions. When shut down a droid does not drain power and can extend the duration before it requires recharging. This takes a full round to reactive, where the droid can take no actions (including bonus and reactions) and its Move is 0 for that first round.
Skills: Droids normally cannot use any skill without being first being proficient in it except for Dexterity (Acrobatics), Strength (Athletics), and Wisdom (Perception). A droid with a heuristic processor and 4th degree Droids ignores these limitations.
Building a Droid Character: The follow system is for creating Heroic character droids, not stock droids. As with other character types, droids have points to assign to their stats. As the droid only have 5 stats to worry about; for the array assign from – 15, 14, 12, 11, and 10; or only have 24 points for their attributes if you use the point by. Then they choice their Degree level (see below). This grants them their basic ability modifiers, basic systems and proficiencies. They also have ‘additional mods’ that at character creation they can use to purchases upgrades and additional systems into their droid body for ‘free’. After character creation it costs money and time for the droid to upgrade their systems.
DROID DEGREES
1st Degree: Medical and Scientific Droids: These types of droids must exercise a great deal of independent thought and initiative and as such are built with a Heuristic Processor automatically.
Ability Score Modifiers: +2 to Intelligence, +2 to Wisdom, -2 to Strength
Basic Systems: Heuristic Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
Additional Mods: Two additional mods
PROFICIENCIES
Tools: Electronics set or Surgical set
Languages: Binary, Basic
Skills: Computer Use, plus one of the following – Galactic Lore, Investigation, Medicine, Nature or Religion.
2nd Degree: Astromech and Technical Droids
Ability Score Modifiers: +2 to Intelligence
Basic Systems: Basic Processor (0), Basic Probe Appendages (0), Wheeled Locomotion (0), one set of built in Tools set of choice (Electrical or Mechanical) (1), plus either another Tool set, a built in Navcomputer (1) or Tech Specialist feat (1)
Additional Mods: Four additional mods
PROFICIENCIES
Tools: Mechanic plus one additional one tool, game set or vehicle type of choice.
Languages: Binary, Basic (understand only, without a Vocabulatior, these droids cannot speak any other language, although they can learn to understand them)
Skills: Computer Use, Investigation
3rd Degree: Protocol and Service Droids
Ability Score Modifiers: +2 Wisdom, +2 Charisma, -2 Dexterity
Basic Systems: Basic Processor (0), Basic Translator Unit (1) Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
Additional Mods: Two additional mods
PROFICIENCIES
Tools: one of either Cooking set or one type of Gaming Set or Musical Instrument
Languages: Binary, Basic, plus translator unit modifiers.
Skills: Computer Use, Persuasion
4th Degree: Combat and Security Droids
Ability Score Modifiers: +2 to Strength or to Dexterity (player’s choice)
Basic Systems: Combat Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforce Structure (1)
Additional Mods: Two additional mods
PROFICIENCIES
Tools: one Vehicle of choice or Tool (Electronic) or Tools (Mechanical)
Languages: Binary, Basic (understand only, without a Vocabulatior, these droids cannot speak any other language, although they can learn to understand them)
Skills: Initiative, Perception
Weapons: Simple weapons plus one additional type of Advanced Melee Weapons, Heavy Weapons, Pistols, or Rifles (player's choice)
5th Degree: Labor and Utility Droids
Ability Score Modifiers: +4 Strength, -2 to Intelligence, -1 to Charisma
Large Size: 5th degree droids are almost always at least large size (some are even bigger). As such suffer a -3 size penalty to their Dexterity (Stealth) checks, but they can carry twice as much weight as a medium sized creature. They also gain a +5 size/equipment bonus to their Damage Threshold score.
Basic Systems: Basic Processor (0), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforced Structure (1)
Additional Mods: Four additional mods (one due to size)
PROFICIENCIES
Tools: One of either Tool (Electronic) or Tools (Mechanical)
Languages: Binary, Basic (understand only, without a Vocabulatior, these droids cannot speak any other language, although they can learn to understand them)
Skills: Athletics, Computer Use
BASIC MODS/SYSTEMS
Appendage
Basic Probe: Mod: 0. Few droids have no actual manipulators. The bare minimum is a probe that can push or pull objects. Probes suffer a -1 to unarmed damage based on the droids size.
Instrument: Mod: 0, Cost 200cr. Instruments are a step up from a simple probe. They might be designed to accomplish a specific task. Examples might be hypodermic syringes, etc. A few instruments are actually designed to clamp and thus hold objects, but are not fine manipulators.
Tool: Mod: 1, Cost 200cr + cost of basic tool set or weapon cost. Tool appendages are somewhat sturdier then instruments but generally cannot be use to pick up items. Weapon mounts are also considered tool appendages. Most hand held tool sets and weapons can be added to a droid in this fashion.
Grabbing Claw: Mod: 1, Cost 250cr. Claws are simple grabbing appendages allowing the droid to grab and pick up most items, but they are not use for fine instrument use like picking a lock or something similar. When attempting to grapple (if the droid is allowed to try), it has advantage on its Strength roll to grab ahold or maintain one.
Two Arms/Hands: Mod: 1, Cost 1,000cr. A droid is considered to have true hands if its gripping appendage includes at least three digits, one of which is opposable.
Communications: All droids are capable of emitting the sounds necessary to speak Binary, a language used by droids and computers to quickly transmit large amounts of information.
Vocabulatior: Mod: 1, Cost +500cr. The droid equipped with a speaker that enables it to emulate speech, rather than simply spouting machine code.
Locomotion
Stationary: Mod: +1 additional mod. No movement allowed by this droid. Depending on circumstance, maybe be pushed or pulled by others. Cannot use Strength (Athletics) at all.
Wheeled: Mod: 0. Base Speed 8 meters and difficult terrain uses 3 meters of move per square (instead of 2). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage. Also if the droid with wheels acquires any ability that allows them to ignore difficult terrain, then instead they now only suffer the basic penalties from difficult terrain.
Tracked: Mod: 0, Cost +1,000cr. Base Speed 8 and ignores the penalty for moving through difficult terrain on the ground (not in water, etc.). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage.
Two Legs: Mod: 1, Cost +1,000cr. Base Speed 8 meters.
Four Legs: Mod: 2, Cost +2,000cr. Base Speed 12 meters and ignores the penalty for moving through difficult terrain on the ground (not in water, etc.)
Wall-Walker: requires 4-Leg locomotion. Mods: 1, Cost +2,000cr. This droid acquires a Climb Speed of 6 meters and no longer is required to make Climb checks.
Hove/Replsuer Propulsion: Mod: 2, Cost +2,500cr. Base Speed 8 meters and ignores the penalty for moving through difficult terrain on the ground (but not water). Hovering droids use repluserlift technology to float slowly above the ground (within 3 meters). They can use their lifts to operate in water, but then normal difficulty terrain penalties apply. If they have claw or arm appendages, they can use Strength (Athletics) to make climb checks and they have advantage on these checks. Droids with this form of propulsion do not have any other form of locomotion.
Flying/Repluser Propulsion: Mods 3, Cost +10,000cr. Base Speed 24 meters and can reach low-orbit with flight systems. Droids with this form of propulsion do not have any other form of locomotion.
Additional Add-ons
Climbing Claws: Mod: 1, Cost +500cr. Claws designed to grip a surface can be added to a droid with Leg Walking locomotion system. They grant the droid advantage on Strength (Athletics) checks when climbing.
Increase Locomotion Speed: Mod: 1, Cost +500cr. Increases any one speed type (Ground, Fly, Swim, etc.) by +4 meters. Can be taken more than once, but for legged locomotion systems, you can only take this a maximum of 2 times.
Jet pack: Mod: 1, Cost +500cr. Similar to Jetpack. As a bonus action to Active, grants a Flying Speed of 16 meters until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) check or fall. Can lift up to 200kg of weight (replacement fuel cell 100cr, 10kg).
Magnetic Feet: Mod: 1, Cost +750cr. Electromagnetic grippers enable a droid to cling to a ship’s hell, even when the ship is moving at high speed. Only droids with walking, wheeled or tracked locomotion can have this mod.
Processor
Basic Processor: Mod: 0. Basic processors are not designed for creative thought or problem solving, and as such most droids interpret instructions and behavioral inhibitors very literally. Furthermore, basic processors are very limited in that the droid cannot perform most tasks that is was not programed for (i.e. see Skill checks above). Similarly, a basic processor does not allow a droid to wield or use any weapon, use any tool or drive any vehicles that it is not proficient with. And the droids behavioral inhibitors prevent it from harming sentient living beings altogether.
Combat Processor: Mod: 1, Cost +1,000cr. This basic processor has had its behavioral inhibitors removed. This allows the droid to try and cause harm to sentient living beings, and the droid is allow to use weapons that it’s not proficient with. It also can the following skills without requiring it to be proficient with them – Dexterity (Initiative) and (Stealth), and Charisma (Intimidate).
Heuristic Processor: Mods: 1, Cost +4,000cr. This type of processor allows the droid to learn by doing, usually without instructions. The droid is able to reason through several optional situations and tasks and formulate the best approach. Because of this a droid with a heuristic processor may use skills untrained, just as any other character and can use weapons, tools and vehicles that it is not proficient with. In addition, a droid with heuristic processor can creatively interpret its instructions, allowing it to complete tasks in manner that it deems appropriate. In some situations (GM’s call) a heuristic processor will also allow a droid to work around its behavioral inhibitor as long as it can justify the action. For example such a droid might justify harming another sentient if it would save additional life, etc. Over time a droid with a heuristic processor develops a unique personality based on experience. Because of this, memory wipes and restraining bolts are commonly used to ensure that a heuristic processor doesn’t allow the droid to stray too far from its intended purpose.
A droid can have both the Heuristic and a Combat Processor (uses 2 mods and costs 5,000cr.).
OTHER SYSTEMS
Armor Plating: Light Armor – Mod: 1, Cost +2,000cr (Armor Reflex Score 13 + Dex or Int modifier, Wt. 5kg). Medium Armor – Mod: 2, Cost +5,000cr (Armor Reflex Score 15 + Dex or Int modifier (max 2), Disadvantage to Stealth, +2 to Damage Threshold, Wt. 10kg). Heavy Armor – Mod: 3, Cost +10,000cr (Armor Reflex Score 19, Disadvantage to Stealth, +5 to Damage Threshold, Wt. 20kg). Droids can be equipment with built in armor that provides an armor bonus to Reflex defense just as normal armor does for a wearer. These armor require the droid to be proficient with its type to gain the full benefits as with normal armor. In all other regard tread droid armor and normal armor (see Defenses)
Built In Communicator: Mod: 1, Cost +100cr. (Short-range Comlink). Mod: 1, Cost: +250cr. (Long-range Comlink). These comlinks provide a droid with hands-free basic communications. They can include normal Comlink features at the base cost (see Equipment).
Back-up Battery: Mod: 1, Cost +500cr. A droid with a backup battery can operate twice as long as normal before requiring recharging (144 hours instead of 72). It still only requires 4 hours or continuous recharging to get back to full power (see Maintenance above)
Diagnostic Package: Mod: 1, Cost +500cr. Some droids are equipped to perform diagnostics, either as an aid to a technician or a general safety feature. The diagnostic package gives the droid advantage on Tools (Electronics) or (Mechanic) checks (pick one, or the droid can take this package twice to affect both skill checks).
Hidden Restrictor: Mod: 1, Cost +1,000cr (illegal in most systems). With a hidden restrictor modifier a droid is considered immunity to the effects of a Restraining Bolt. A droid that use Deception and attempt to pretend it still suffers from this affects.
Locked Access: Mod: 1, Cost +500cr. A droid with the locked access modifier is immunity to normal shutdown by others (if it can resist, you cannot shut down an unwilling droid with this modifier). If it is Paralyzed, one can attempt to shut the droid down but they are at a disadvantage to this roll (see Shutdown above)
Memory Backup: Mod: 1, Cost +500cr. This allows a droid to back up its personality and abilities offline somewhere. If ever subject to a memory wipe, this allows it to restore its previous levels and abilities, if it regains access to this memory core.
Memory Storage: Mod: 1, Cost +500cr. This enhancer allows a navcomputer enhanced droid to store an additional +2 hyperspace routes in its internal memory. It can be purchased additional time at the same Mod and Cost.
Navcomputer: Mod: 1, Cost +2,500cr. This system allows the droid to act as a starship navcomputer and program jumps to hyperspace. A medium sized droid can only two jump coordinates internally without additional Memory enhancers.
Reinforced Structure: Mod: 1, Cost: +1,000cr. With electronic hardening and structural reinforcement, droids with this modification take only ½ damage from Ion weapons and do not suffer the -5 to their Damage Threshold vs. this type of damage.
Size: Most droids are considered medium sized. For droid structures of a different size use the follow costs and mods. Small size – Mod: 1, Cost +500cr. Large size – Mod: +1 additional mod, Cost +2,500cr. Huge size – Mod: +2 additional mods, Cost +5,000cr. Gargantuan size – Mod: +3 additional mods, Cost +10,000cr. Colossal size – Mod: +4 additional mods, Cost +20,00cr. (Note that for Heroic character created droids, you cannot be larger than Large sized).
Translator Unit: Mod: 1, Cost +200cr (basic DC 18). Mod: 2, Cost +500cr (intermediate DC 15). Mod: 3, Cost +1,000cr (complex DC12). Mod: 4, Cost +2,000cr (advance DC 8). With a Translator unit a droid can attempt to understand any language it encounters (hears or reads). Make an Intelligence ability check vs. the unit’s DC to know if the unit can understand and translate a particular language.
Vacuumed Sealed Systems: Mod 1, Cost +500cr. Allows a droid to operate in the harsh conditions of a vacuum.
Visual Enhancements: Mod: 1 each, Cost +500cr. With each upgrade a droid gains one of the following – Low-light Vision, Darkvision 20m, Advantage on Wisdom (Perception) sight or hearing (pick one) checks, Blindsight 5m, Telescopic Vision (can see about twice as far, does not take disadvantage on making long range attacks with handheld blaster type of weapons).
[/sblock]
[sblock=CLASS UPDATES (FROM THE CORE RULES BOOK)]
EDIT/NOTE: that any racial trait that has the same affect as a Class Talent can also count towards any talent tree (i.e. Heightened Senses has the same affect as the Scout's talent Acute Senses. So a Zabrak Scout could take Expert Tracker as her 1st level Talent, etc.)
JEDI
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st level: 30 + your Constitution mod.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
PROFICIENCIES
Armor: None
Weapons: Lightsabers, Simple weapons
Tools: One of choice (basic tool, a musical instrument or vehicle)
Defense Bonuses: +1 to Fortitude Defense, Reflex Defense and Will Defense.
Skills: Choose two from among Acrobatics, Athletics, Initiative, Insight, Intimidate, Medicine, Perception, Persuasion, Supernatural, and Use the Force.
Bonus Feat: Force Sensitive
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· Lightsaber
· (a) holdout blaster pistol with an extra power cell or (b) two simple weapons
· (a) comlink, short range or (b) glow rod
· (a) aquata breather or (b) breath mask
· (a) diplomats pack or (b) field kit
TALENTS
JEDI CONSULAR TALENT TREE
Adept Negotiator: you can use your Charisma (Use the Force) bonus instead of your Charisma (Persuasion) bonus for Persuasion checks. If you have Advantage with Charisma (Persuasion), you also have Advantage with your Charisma (Use the Force) skill when making checks in these situations. This is a mind-altering effect.
Force Persuasion: you have Advantage on Charisma (Persuasion) skill checks. Also if you succeed with your check vs. the target’s Will Defense (targets of higher level then you gain a +5 bonus to their Will Defense against this affect), the target gains the Charmed condition vs. you so long as you remain close by and continue talking to the target (within 5 meters). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.
Skilled Adviser: you can spend an Action advising an ally, thereby granting her not only the normal Advantage on her next skill or ability check but also +5 bonus. If you spend a Force Point, you make the roll and add that result to her total (including the +5). The target must be able to hear you (and willing) and understand you to gain this bonus. This can only be applied to a Skill or Ability check, not an Attack roll. You cannot advise yourself. This is a mind-altering effect.
JEDI GUARDIAN TALENT TREE
Acrobatic Recovery: if an effect causes you to fall prone, you can make a DC 15 Dexterity (Acrobatics) skill check to remain on your feet as a no-time Action.
Battle Meditation: The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force. As an Action, you can spend a Force Point to give all of your allies within a 12 meters of you a +2 force bonus on all attack, skills, and ability rolls and +2 force bonus to Will Defense. This bonus last until they take their next rest and they retain the bonus even if you cannot see them but they most remain within 12 meters of you. They lose these bonuses if you are Incapacitated or reduced to 0 hit points. This is a mind-altering effect.
Improve Battle Meditation: This extended the range that you grant your bonuses to your allies out to 24 meters of you. Furthermore, once per round as a Reaction, you can grant one ally within 24 meters of you that you can also see, Advantage on one attack, skill or ability check. This is a mind-altering effect. Prerequisite: Battle Meditation
Elusive Target: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks takes a -5 penalty. This penalty is in addition to the normal Disadvantage penalty suffered for firing into melee.
Force Intuition: You can use your Charisma (Use the Force) skill instead of your Dexterity (Initiative) skill when making Initiative checks.
Resilience: You can spend a Force Point at any time and use your Reaction to make an ability check to recover from the Reeling Condition. In addition, you roll your Force die as a bonus to this result for recovering. If you roll a natural 20 on this check you gain back the Force Point.
JEDI SENTINEL TALENT TREE
Clear Mind: You have Advantage on Charisma (Use the Force) on any opposed skill check to avoid detected by other Force-users. If you normally don’t get a roll (such as Sense Force Potential), instead the creature using these types of powers against you are at Disadvantage with their Charisma (Use the Force) check.
Dark Side Sense: Jedi following the path of the sentinel become exceptional talented at rooting out evil. You have Advantage on any Charisma (Use the Force) skill check made to sense the presence and relative location of creatures with a Dark Side Score of 1+.
Dark Side Scourge: Against creatures with a Dark Side Score of 1 or higher, you deal extra damage equal to your Charisma bonus (minimum +1). Prerequisite: Dark Side Sense
Force Haze: You can spend a Force Point as an Action to create a “haze” that hides you and your allies from the perceptions of others. You can hide a number of creatures that you can see equal to your Jedi Class level (including Jedi Knight and Jedi Master). You make one Charisma (Use the Force) check, and any creatures with a Will Defense lower than your check result that you can see or that moves into your visual range, you and your allies affected have the Invisibility condition against them. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action. Prerequisite: Clear Mind.
Resist the Dark Side: Anyone using a Force Power with the [dark side] descriptor and any Force powers originating from any dark Force-users (that is, any Force-user who’s Dark Side Score equals his Wisdom score) has disadvantage with such powers against you. For example if a dark side Force-user tried to use Move Object to directly grab or hurt you, his Charisma (User the Force) skill check would be at a Disadvantage against you. Prerequisite: Dark Side Sense.
LIGHTSABER COMBAT TALENT TREE
Block: As a Bonus action, you can add your Intelligence, Wisdom or Charisma modifier (character's choice) to your Reflex Defense, but only verses melee attacks. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised.
Deflect: As a Bonus action, you can add your Intelligence, Wisdom or Charisma modifier (character's choice) to your Reflex Defense, but only verses ranged attack. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised.
You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, taking only half-damage if the autofire attack hit and no damage if the autofire attack missed. This talent has no effect on other area of effect attacks.
This talent cannot be used to negate attacks made by anything heavier than a light vehicle weapon.
Lightsaber Defense: With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. You gain a +1 to all of your Defenses, but you must be aware of all attacks and not surprise to gain the benefit.
Weapon Specialization (lightsaber): You gain a +2 bonus on melee damage rolls with a lightsaber. Prerequisite: Weapon Focus (lightsaber) feat.
Lightsaber Throw: You can hurl a lightsaber as a Ranged Attack Action (that you are proficient with), threating it as a thrown weapons. The Range is 10/30 and if you can make multiple attacks with the lightsaber (with Double Attack or with a double lightsaber and Dual Weapon) you can attack the same target or multiple foes so long as they are within range. If none of the targets are further then 30 meters from you, you can make a Charisma (Use the Force) check of a 12 (15 with duel-lightsabers) to pull your lightsaber back to your hand as a free Action at the end of the attack.
Redirect Shot: This talent allows you to redirect a defected blaster bolt along a specific trajectory so that it damages another creature or object in its path. Once per round, as a Reaction, when you are missed a blaster bolt directed at you, you can make an immediate ranged Attack against another target with which you can see. Apply normal range penalties to the attack roll based on the weapon, not counting the distance the bolt traveled to reach you. If the attack succeeds it deals normal weapon damage to the new target. Only a single bolt can be redirected in a round. Barrages from autofire weapons and other types of projectiles can’t be redirected. Prerequisite: Deflect, Base Heroic Level 5.
Build Lightsaber: at 5th level and beyond, you can build your own lightsaber. To build a lightsaber you also need Force Sensitivity and Weapon Proficiency (lightsaber). You must spend 1,500 credits to obtain the basic components and 24 uninterrupted hours of constructing the weapon. At the end of the time, may a DC 15 Charisma (Use the Force) skill check. If you succeed you have completed the lightsaber construction, failure means you must wait at least 24 hours to start over. Once the lightsaber is constructed you can spend a Force Point to attune it to you and thereafter you gain a +1 bonus on attack rolls made by your personally made lightsaber. No one else who uses it gains this bonus. If you wish to build a double-bladed lightsaber it costs 3,000 cr.
Bonus Feats: Acrobatic Strike, Action Surge, Athlete, Brutal Critical, Charger, Danger Sense, Double Attack, Dual Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Force Boon, Force Training, Force Warrior, Improved Critical, Improved Defense, Improved Mobility, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mighty Swing, Mobility, Pack Tactics, Parry, Power Attack, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Strong in the Force, Superior Critical, Survivor, Triple Attack, Weapon Focus (lightsabers), Weapon Proficiency, Whirlwind Attack.
NOBLE
HIT POINTS
Hit Dice: 1d6
Hit Points at 1st level: 18 + your Constitution modifier
Hit Points at Higher Levels: 1d16 (or 4) + your Constitution modifier
PROFICIENCIES
Armor: None
Weapons: Pistols, Simple weapons
Tools: one of Choice (basic tools, vehicles or musical instrument)
Defense Bonuses: +2 to Will Defense, +1 to Reflex Defense
Skills: Choose five from among Computer Use, Deception, Galactic Lore, Gather Information, Initiative, Insight, Intimidate, Investigation, Medicine, Perception, Performance, Persuasion, Religion, and Supernatural.
Bonus Languages: Chose any two
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· Blaster pistol with an extra power cell and one simple weapon of choice.
· (a) protocol or (b) astromech droid
· (a) medical kit or (b) electrobinoculars.
· (a) land speeder car or (b) personal swoop bike or (c) One-year universal passenger ticket (see new equipment)
· Comlink, short-ranged plus (a) diplomats pack or (b) field kit
TALENTS
INFLUENCE TALENT TREE
Presence: You gain Advantage on basic Charisma (Intimidate) checks.
Demand Surrender: As an Action, you can make a Charisma (Intimidate) check to demand surrender from one opponent who has been reduced to ½ or less its’ hit points. If you check equals or exceeds the target’s Will Defense, it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level then you are, then you have Disadvantage on this roll (losing the Advantage from the Presence Talent as well). If any of your allies attack it, it will no longer submit to your will and can act normally. You cannot use this Talent again until after a Short or Long rest. Prerequisite: Presence
Weaken Resolve: Once per round, when you deal damage equal to or greater than the targets Damage Threshold, make a Charisma (Intimidate) check as a Reaction. If the result exceeds the target’s Will Defense, you impose the Frightened condition (5th ed. pg. 290) until the end of your next round. As a Reaction, the target can spend a Force Point to negate this effect, and the effect is automatically negated if the target’s level is higher than your character level. This is a mind-affecting fear affect. Prerequisite: Presence.
INSPIRATION TALENT TREE
Note that all of these talents are mind-affecting effects and you can’t use any of these talents on yourself (except Valor, see below).
Bolster Ally: As an Action, you can bolster an ally who can see and hear you, automatically removing the Reeling Condition from him and giving him a number of temporary hit points equal to his character level plus your Charisma modifier, if he is at one-half his maximum hit point or less. These temporary hit points only last until the target takes a rest. You cannot bolster the same ally until after they have completed a short or long rest.
Ignite Fervor: Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you, a bonus to damage on her next attack equal to her character level. Once her fervor has been ignited, the affected ally doesn’t need to see or hear you; if her next attack misses, she loses the bonus granted by the talent. Prerequisite: Inspire Confidence.
Inspire Confidence: As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +1 moral bonus on all Attack rolls and a +1 morale bonus on Ability checks until their next rest or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see or hear you to remain inspired. You can use this ability again after a short or long rest.
Inspire Zeal: Whenever an allying who can see and hear you and understand you, makes an attack that imposes the Reeling Condition onto an opponent, you can spend your Reaction to impose the Stunned Condition onto the target for one round instead (recovers normally). Prerequisite: Inspire Confidence, Ignite Fervor.
Strength Resolve: You can spend 10 minutes giving an inspiriting speech to your allies, shoring up their resolve to fight. When you do so, chose up to six friendly allies (which can include yourself) within 20 meters who can see and hear and understand you. Each creature gains temporary hit points equal to your level + Charisma modifier. A creature cannot gain temporary hit points from this talent again until it finishes a long rest. Prerequisite: Inspire Confidence.
LEADERSHIP TALENT TREE
Note that these talents are mind-affecting effects and you can’t use any of these talents on yourself.
Born Leader: As a Bonus action, you grant all allies who can see and hear you and understand you, a +1 insight bonus on attack rolls. This affect lasts for as long as they can see and hear you. An ally loses this bonus immediately if they can’t see or hear from you for one full round or if you are incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest.
Coordinate: You have a knack for getting people to work together. As an Action, you grant a normal 'unit' test (see Houserule, Aiding Others) an Advantage for their check, even if that would not normally be at advantage. Also they gain a bonus equal to your Charisma modifier to the final result.
Distant Command: Any ally who gains the benefit of your Born Leader talent (see above) does not lose the benefits if they cannot see you (they still need to hear from you, via communicator, etc.). Prerequisite: Born Leader.
Fearless Leader: As a Bonus Action, you can provide a courage example for your allies. You can remove the Frightened Condition from a number of allies who can see and hear you and can understand you, equal to your Charisma bonus. Prerequisite: Born Leader.
Rally: As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. Any ally who can see and hear you, and who has less than half their total hit points remaining gains their level plus your Charisma modifier in temporary hit points, gains a +2 moral bonus to Will Defense and a +2 moral bonus to all damage rolls they make. This bonus last until their next rest. Allies lost these bonuses if you are Incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest. Prerequisite: Born Leader.
Trust: As an Attack Action, one ally who can see or hear you can immediately use her Reaction to make one weapon attack. If the attack hits, she adds your Charisma modifier to the damage result. Prerequisite: Born Leader.
LINGEAGE TALENT TREE
Connections: You are able to obtain licensed, restricted, military or illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining equipment or serves through the black market, you reduce the black market cost multiplier by 1.
Jack of All Trades: Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.
Wealth: Each time you gain a level (including the level you take this talent) you receive an amount in credits equal to your character level x 5,000. The credits appear in a civilized, accessible location of your choice or private bank account.
Bonus Feats: Action Surge, Actor, Armor Proficiency (light, medium), Careful Shot, Cutting Words, Cybernetic Surgery, Defensive Duelist, Distracting Strike, Double Tap, Feinting Attack, First Aid, Goading Attack, Improved Defense, Linguist, Medic, Melee Defense, Pack Tactics, Pistoleer, Point Blank Shot, Precise Shot, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Surgical Expertise, Tech Specialist, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee weapon, rifles)
SCOUNDREL
HIT POINTS
Hit Dice: 1d6
Hit Points at 1st level: 18 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
PROFICIENCIES
Armor: None
Weapons: Pistols, Simple weapons
Tools: Choose one of either an Electronics Kit, Security Kit or Slicer Kit, plus one other basic of choice (any basic tool set, or a vehicle or a musical instrument)
Defense Bonuses: +2 to Reflex Defense, +1 to Will Defense
Skills: Choose three from among Acrobatics, Athletics, Computer Use, Deception, Galactic Lore, Gather Information, Initiative, Insight, Intimidate, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Bonus Feat: Point Blank Shot
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· Blaster pistol and hold-out blaster pistol, each with an extra power cell
· (a) another blaster pistol with an extra power cell or (b) vibrodagger with an extra power pack
· (a) two simple weapons or (b) pocket scrambler
· (a) electronics kit or (b) security kit or (c) slicer kit
· Comlink, short ranged plus (a) field kit or (b) utility belt
TALENTS
FORTUNE TALENT TREE
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Fool’s Luck: As an Action, you can spend a Force Point and gain one of the following benefits until your next rest or until you are Incapacitated or reduced to 0 hit points. Gain the Force Die as a bonus to one attack roll each round, gain the Force Die as a bonus to any one skill check each round, or gain ½ (round up) the Force Die rolled a luck bonus to all your Defense scores. You must complete a short or long rest to use talent again.
Fortune’s Favor: Whenever you score a critical hit with an attack, you can spend a Reaction to gain another Action that must be taken immediately.
Gambler: You have Advantage on all Game sets tools, and games of chance.
Knack: You can reroll any ability check that you just made and take the better result. You must complete a short or long rest to use the talent again. You can take this talent multiple times, each time it is selected you can use this talent an additional time per rest.
Lucky Shot: You can reroll any attack roll you just made and take the better result. You must complete a short or long rest to use the talent again. You can take this talent multiple times, each time it is selected you can use this talent an additional time per rest. Prerequisite: Knack.
MISFORTUNE TALENT TREE
Dastardly Strike: Once per turn, when you successful hit an opponent with Advantage, that target adds the Reeling condition automatically.
Disruptive: By spending a Bonus action, you use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see.
Skirmisher: If you move at least 4 meters before you attack and end your move in a different space that where you started, you gain advantage on your next attack (first one made after movement).
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a range weapon. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d6 (maximum +5d6)
Walk the Line: As an Action, you can do or say something that catches your enemies off guard. All opponents within 12 meters of you and whom you can see are off guard. The next attack, skill or ability rolled against them (by you or anyone else), before the start of your next turn, is at Advantage against them. This is only the next check, once that is made no one else gains this talents bonus. You must complete a long rest to use this talent again. Prerequisite: Disruptive.
OUTLAW TECH TALENT TREE
Fast Repairs: The number of rounds required to Jury-Rig a system are halves, round up. Prerequisite: Proficient with the tools required.
Hot Wire: When you jury-rig an object or vehicle, it gains a number of temporary hit points equal to your character level plus Intelligence modifier. Prerequisite: Proficient with the tools.
Quick Fix: You can automatically jury-rig an object or vehicle that is not disabled. You can use this talent again after a short or long rest. Prerequisite: Proficient with the tools.
SLICER TALENT TREE
Gimmick: You can issue one “routine” commands to a computer as a Bonus action in a round (normally it takes an Action; see Equipment).
Master Slicer: You now have Advantage on standard Intelligence (Computer Use) skill and Slicer tool kit checks. Prerequisite: Gimmick
Tracer: You can substitute your Intelligence (Computer Use) skill for Charisma (Gather Information) or Intelligence (Investigation) checks so long as you have access to a network.
SPACER TALENT TREE
Hyperdriven: While aboard a starship, you can add your Scoundrel class level as a bonus to a single attack roll, skill or ability check. The decision to add this bonus can be made after the result of the roll or check is known. You must take a short or long rest in order to use this talent again.
Spacehound: You are not at a Disadvantage on attack rolls or skill and ability checks in low-gravity or zero-gravity environments and you ignore any check vs. space sickness (see Zero-Gravity Environments). In addition you are considered proficient with any starship weapon.
Starship Raider: You gain a +1 bonus on all attack rolls while onboard a starship. This bonus applies to attacks made with starship weapons as well as personal weapons used aboard a starship. Prerequisite: Spacehound.
Stellar Warrior: Whenever you roll a natural 20 on an attack roll made aboard a starship you gain one temporary Force Point. You must use this Force Point before you next short or long rest or it is lost. Prerequisite: Spacehound.
Bonus Feats: Acrobatic Strike, Action Surge, Actor, Armor Proficiency (light), Careful Shot, Cutting Words, Danger Sense, Deadly Aim, Defensive Duelist, Double Tap, Extra Second Wind, Far Shot, Feinting Attack, Improved Defense, Improved Mobility, Maneuvering Attack, Melee Defense, Mobility, Pack Tactics, Parry, Pistoleer, Precise Shot, Quick Draw, Shake it Off, Sharper Words, Sidestep, Silver Tongue, Skill Expertise, Skill Proficiency, Sniper, Survivor, Tech Specialist, Throwing Expert, Trip, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee weapons)
SCOUT
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st level: 24 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
PROFICIENCIES
Armor: Light armor
Weapons: Pistols, Rifles, Simple weapons, Martial weapons
Tools: Two of choice (either basic kits, or any vehicle or musical instrument)
Defense Bonuses: +2 to Reflex Defense, +1 to Fortitude Defense.
Skills: Choose three from among Acrobatics, Animal Handling, Athletics, Galactic Lore, Initiative, Insight, Medicine, Nature, Perception, Stealth, and Survival.
Bonus Feat: Shake it Off
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· Blaster carbine with two extra power cell
· (a) blaster pistol with an extra power cell or (b) vibroblade with extra power cell
· (a) two simple weapons or (b) martial weapon
· (a) utility belt or (b) all-weather cloak
· Comlink, short ranged plus a field kit
TALENTS
AWARENESS TALENT TREE
Acute Senses: You have Advantage on any Wisdom (Perception) skill check.
Instincts: If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn. Prerequisite: Acute Senses, Improved Initiative.
Improved Initiative: You have Advantage on your Dexterity (Initiative) check. Prerequisite: Acute Senses
Keen Shot: You ignore light visual obscured (normal Perception rolls), and ½ cover on attack rolls verse foes in these conditions. If you take the Aim maneuver you also ignore ¾ cover. Prerequisite: Acute Senses
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you. Prerequisite: Acute Senses.
Improved Uncanny Dodge: Unseen attackers (5th ed. pg. 194) do not gain Advantage with their attacks against you if they are within melee or if they are within 10 meters. Prerequisite: Acute Senses, Uncanny Dodge.
CAMOUFLAGE TALENT TREE
Hidden Movement: You’re very good at hiding when mobile. You do not need to travel at a slow pace (5th ed. pg. 182) to use your Stealth to surprise others. Prerequisite: Improved Stealth.
Improved Stealth: You have Advantage on your Stealth checks. All other conditions are still required for you to make the check.
Total Concealment: You know how to use cover. When you have at least ½ cover (5th ed. pg. 196) you can treat it ¾ cover and any normal ¾ cover as total cover. Prerequisite: Hidden Movement, Improved Stealth.
FRINGER TALENT TREE
Barter: You have Advantage on any Charisma (Persuasion) checks made to haggle. Normally if you beat an opponent’s Will Defense with a Charisma (Persuasion) check to haggle they will give you 5% discount on the price. Each 5 points you exceed their Will Defense reduces the final price by an additional 5%.
Fringe Savant: Whenever you roll a natural 20 on a skill or ability check you gain 1 temporary Force Point. You must use this Force point before you take your next short or long rest or it is lost.
Long Stride: Increase your movement speed(s) by 4 meter if you are wearing light or no armor. Also while wearing no or light armor, when you use the Dash action, difficult terrain doesn’t cost you extra movement on this turn.
Jury-Rigger: You have Advantage on any Jury-Rigging checks made to repair an item.
SURVIVOR TALENT TREE
Evasion: You can nimbly dodge out of the way of certain area of affect attacks, such as grenades, autofire and whirlwind attack. On these attack rolls you only suffer half damage if the attack hit you, and no damage if the attacked missed you.
Elite Explorer: You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group's travel. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area. Prerequisite: Explorer.
Explorer: You have Advantage on any Wisdom (Survival) skill checks.
Extreme Effort: If you spend your Bonus action on your turn, you have Advantage on any Strength ability or skill check for that same round. This affect lasts until the start of your next turn.
Sprint: When you take the Dash action, your base movement speed is increased by 4 meters (so if you normal movement speed is 12 meters, when you take the Dash Action you can move up to 32 meters, 16 meters as your normal speed and 16 meters with the Dash).
Bonus Feats: Action Surge, Armor Proficiency (medium), Athlete, Burst Fire, Careful Shot, Danger Sense, Double Tap, Durable, Extra Second Wind, Improved Critical, Improved Defense, Improved Mobility, Mobility, Pact Tactics, Parry, Pistoleer, Point Blank Shot, Precise Shot, Sidestep, Skill Expertise, Skill Proficiency, Survivor, Tech Specialist, Throwing Expert, Toughness, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee weapons, heavy weapons)
SOLDIER
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st level: 30 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
PROFICIENCIES
Armor: Light armor, Medium armor
Weapons: Pistol, Rifles, Simple weapons, Martial weapons, and either Advanced Melee Weapons or Heavy Weapons (player’s choice)
Tools: Any one of choice (any basic tools, or vehicle or musical instrument)
Defense Bonuses: +2 to Fortitude Defense, +1 to Reflex Defense.
Skills: Choose two from among Acrobatics, Animal Handling, Athletics, Computer Use, Galactic Lore, Initiative, Insight, Intimidate, Medicine, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· (a) one set of Light armor of choice or (b) blaster rifle (or bowcaster if proficient) with two extra power cells/clips or (c) two blaster pistols, each with an extra power cell or (d) a blaster carbine and blaster pistol, each with an extra power cell
· (a) heavy blaster pistol with an extra power cell or (b) an advanced melee weapon with an extra power cell
· (a) two simple weapons or (b) martial weapon
· Comlink, short ranged plus (a) field kit or (b) utility belt.
TALENTS
ARMOR SPECIALIST TALENT TREE
Armor Mastery: When wearing medium armor, you can add up to 3, rather than 2, to your Reflex defense, if you have a Dexterity or Intelligence bonus of 16 or higher. Also when wearing Heavy Armor you can now add 1 to your Reflex Defense if your Dexterity or Intelligence is 12 or higher. Finally, while wearing light and medium armor doesn’t impose Disadvantage on your Dexterity (Stealth) check (if it normally would). Prerequisite: Armor Defense, Second Skin.
Armored Defense: When calculating your Reflex Defense, you may add ½ your Heroic bonus (round down) + the Armor Reflex Score, or your Heroic bonus, whichever is higher. You must be proficient with the armor that you are wearing to gain the benefit. Prerequisite: Second Skin.
Juggernaut: While you are wearing heavy armor, any bludgeoning, weapon energy, piercing, and slashing damage that you take is reduced by 4 points. Prerequisite: Armored Defense, wearing heavy armor.
Second Skin: While wearing armor that you are proficient with, your armor bonus to Armor Reflex Score and equipment bonus to your Fortitude Equipment Defense are each increased by +1.
BRAWLER TALENT TREE
Expert Grappler: You have Advantage on your Strength (Athletics) skill check to start a grapple. Once they are grappled you also have Advantage on your attack rolls against the target and you can do so with one hand (leaving the other free).
Gun Club: You can swing a gun in melee combat much more effectively then others. It acts as a club if a pistol or a greatclub if a rifle (used two handed). Also if using a rifle mounted with a bayonet or vibrobayonet, you treat both the blade and the rifle butt attacks as light melee weapons (i.e. see Two-Weapon fighting 5th ed. pg. 195. Normally a pistol does 1d4 and a rifle or carbine does a 1d6).
Melee Smash: You deal +1 point of damage with all melee attacks.
Riposte: When a creature misses you with a melee attack, you can use your Reaction to make a melee attack against that creature.
Stunning Strike: If you successfully hit an opponent with a melee attack, you can spend a Bonus Action. Roll your attack modifier again (same bonuses as the original attack) vs. the target’s Fortitude defense. If you succeed, the target is Stunned until the end of your next turn. Prerequisite: Melee Smash.
Unbalance Opponent: You are skilled at keeping your opponents off balance in melee combat. During your round, you use a Bonus action and designate one opponent that is no more than one size category larger or smaller then you. That opponent doesn’t get to add his Strength or Dexterity bonus on attack rolls when targeting you (if the target has a penalty, he still suffers that penalty). The opponent’s modifiers still apply to damage. You can use this talent against a different opponent each round if you spend a bonus action. Prerequisite: Expert Grappler.
COMMANDO TALENT TREE
Battle Analysis: On your round, you can use a Bonus action and know which allies and opponents that you can see who are at least half of their maximum total hit points. Also you gain a +1 Insight bonus to your attack rolls against any one target that you can see until the start of your next turn.
Cover Fire: When you make a ranged attack with a pistol or rifle, you and all allies within 12 meters of you that you can see, gain ½ Cover bonus (5th ed. pg. 196) until the start of your next turn. Allies must remain with 12 meters of you to gain bonus but you do not need to see them for them to benefit. Prerequisite: Battle Analysis.
Demolitionist: You have Advantage to use Tools (Explosives) checks to place explosive devices and explosives set by you do +2 dice of damage. You can take this talent multiple times, each time you due, explosives that you set do an additional +2 dice of damage, the effects stacks (up to double damage)
Draw Fire: You can distract opponents and convince them that you are the most tempting (and dangerous) target in the area. As a Bonus action on your round make a Charisma (Intimidate) check verses all opponents that you can see. If the check exceeds any opponent’s Will Defense, those opponents are at a Disadvantage when targeting ‘ranged’ attacks against anyone but you until the start of your next turn.
Harm’s Way: Once per round, you may use a Reaction to shield an adjacent ally from attacks, taking the damage and suffering the ill effects in your ally’s stead. Until the start of you next turn, any attack made against a protected ally affect you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made.
Indomitable: As a Reaction, you can instantly recover from the Reeling condition unless it is persistent. You must complete a long rest before you can use this talent again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest.
Tough as Nails: You can push yourself beyond most others. You gain your heroic level plus your Constitution modifier in temporary hit points. You cannot gain temporary hit points from this talent again until you have finished a short or long rest.
WEAPON SPECIALIST TALENT TREE
Devastating Attack: Whenever you make a successful attack against a target, you treat your target’s Damage Threshold as if it were 5 points lower when determining the result of your attack results. Prerequisite: Proficiency with weapon you are using.
Weapon Specialization: Chose a single exotic weapon or weapon group, which you are proficient. You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different exotic weapon or weapon group. Prerequisite: Weapon Focus in chosen exotic weapon or weapon group.
Bonus Feats: Acrobatic Strike, Action Surge, Armor Proficiency (heavy), Athlete, Bantha Rush, Brawler, Burst Fire, Brutal Critical, Careful Shot, Charger, Charging Fire, Crush, Deadly Aim, Defensive Duelist, Disarming Strike, Distracting Strike, Double Attack, Double Tap, Dual Weapon, Duel Weapon Mastery, Durable, Exotic Weapon Proficiency, Extra Second Wind, Far Shot, Feinting Attack, Goading Attack, Improved Critical, Improved Defense, Improved Damage Threshold, Improved Mobility, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Pack Tactics, Parry, Pin, Pistoleer, Point Blank Shot, Power Attack, Precise Shot, Pushing Attack, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Sniper, Superior Critical, Survivor, Throw, Throwing Expert, Toughness, Trip, Triple Attack, Vehicle Combat, Weapon Focus, Weapon Proficiency, Whirlwind Attack
Multiclassing: When mutliclassing, characters get their highest classes Defensive Bonus (i.e. a Noble who multiclass to a Jedi would have +1 to Fortitude and Reflex Defense and +2 to Will Defense). Otherwise, per 5th ed. with the following updates…
Multiclass Prerequisites
Jedi – Wisdom or Charisma 13+
Noble – Intelligence or Charisma 13+
Scoundrel – Dexterity or Intelligence 13+
Scout – Constitution or Wisdom 13+
Soldier – Strength or Dexterity 13+
Proficiency and other Bonuses Gained
Jedi – Weapon proficiency (Lightsaber) or Force Sensitivity feat (player’s choice; but to take levels in Jedi requires the character to have the Force Sensitivity feat. If the character does not already have it, then they must take it to multiclass into Jedi), One skill of your choice.
Noble – Two skills of your choice, One tool kit of choice, One language of choice.
Scoundrel – One skill of your choice, One tool proficiency of your choice (either Forgery, Security or Slicer tool kit), Point Blank Shot feat.
Scout – One skill of your choice, Shake-It-Off feat.
Soldier – Two weapon proficiency of choice, Light armor[/sblock]
[sblock=BACKGROUNDS]
Most of the backgrounds found in the Player’s handbook can be reworked/renamed to fit into the Star Wars setting. Any changes are as follows (anything not changed, use as listed). Also note that skill choice is a bit open so that you can choice a different one(s) if it better fits your character background.
ACOLYTE
Skill Proficiency: Insight and either Religion or Supernatural (player’s choice)
Equipment: A holy symbol or Jedi icon (some trinket of the order, gifted to you when you entered the order), a prayer book or datapad, vestments common for the order, one set of common clothing, a credstik with 300 credits.
CHARLATAN
Equipment: A set of fine cloths, a disguise kit, tools of the con of your choice, a credstik with 300 credits.
CRIMINAL
Tool Proficiency: One game set, either an electronic kit or a slicer kit.
Equipment: One of either electronic or slicer tool kit, one set of common clothing, a credstik with 300 credits.
ENFORCER (new): Law-enforcement and bounty hunters
Skill Proficiency: Gather Information, Intimidate
Tool Proficiency: Either an electronic kit or mechanical kit
Language: one of choice
Equipment: One datapad and four datachips with various wanted and criminal information of local area, a trinket or trophy taken from a criminal you captured or killed, one set of either an enforcer uniform or combat camo suit, a credstik with 300 credits.
Feature: Track Criminals: You know how to find criminals and/or those with bounties on their heads. If you have access to the Hypernet or spend an hour asking around and hanging out in a local area where bounties are offered or at a law enforcement station, you can find any number of bounties offered in the area and any high-value wanted criminals data-files. You also know how to talk to bounty hunters an local law enforcement personal and they tend to treat you at least as an equal in most situations (unless you have done something to hurt your reputation in this field). In some situations you can recruit low a ranking bounty hunter or law enforcement personal to aid you in some related task.
Suggested Characteristics: Depending you the Criminal or Soldier background as a guild for these traits.
ENTERTAINER
Equipment: A musical instrument (one of your choice), the favor of an admirer, a credstik with 300 credits.
FOLK HERO
Tool Proficiency: One type of artisan’s tools or mechanical tools (choice one), one type of vehicle (speed or swoop)
Equipment: One set of tools (same as tool proficiency), a set of common clothing, a credstik with 200 credits on it.
GUILD ARTISAN (often called Craftsmen or Guildsman)
Tool Proficiency: One type of artisan tools or other basic tool set (electronic, mechanical, but nothing illegal)
Equipment: A set of tools (same as tool proficiency), a datapad, a set of travelers’ cloths, a credstik with 300 credits.
VARIANT – GUILD MERCHANT (called Merchant): part owner of a cargo transport or trade goods store. Rather than Tool Proficiency you can take any one Vehicle proficiency instead.
HERMIT
Skills: Medicine and either Religion or Supernatural (player’s choice)
Tool Proficiency: Medicine kit or herbal kit
Equipment: A datapad full of notes from your studies and meditations, an all-weather cloak, a set of common clothing, a credstik with 100 credits.
NOBLE (Renamed Royalty or Executive)
Equipment: One set of fine travel wear, a signet ring or holo-nobility displayer, a credstik with 500 credits.
OUTLANDER
Equipment: A datamap reader, a utility belt, a set of traveler’s clothes, a credstik with 200 credits.
SAGE (often called Scholars and Scientists)
Skills: Galactic Lore, plus one of either Computer Use, Nature, Religion or Supernatural.
Equipment: A datapad with up to 10 datacards with various subjects on them, a set of common clothes, a credstik with 200 credits.
SAILORS (renamed Space Hands): Sailors are fairly rare but if the character wants to start as one they can, or they can considered themselves a space hand with the following modifiers…
Skill Proficiency: Athletics, Computer Use
Tool Proficiency: One basic tool kit of choice (nothing illegal normally), one Vehicle of choice
Equipment: A set of tools (same as your basic tool set), a utility belt, a luck charm trinket, a set of common clothing, a credstik with 200 credits.
Feature: Ship’s Passage: as normal but for starship passage.
SOLDIER (Renamed Warriors, Troopers etc.)
Tool Proficiency: One type of gaming set, Vehicle (speeder, tracked or walker)
Equipment: An insignia of rank, a trophy from a defeated enemy, a set of gaming (same as proficiency), a set of common clothes, a credstik with 200 credits.
URCHIN
Tool Proficiency: Disguise kit, and either a security kit or slicer kit (player’s choice)
Equipment: A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits. [/sblock]
[sblock=SKILLS AND TOOLS]
STRENGTH
Athletics: includes things like Climbing, Jumping and Swimming. See 5th ed. pg. 175-6 for most uses. Star Wars uses meters instead of feet, when using Special Types of Movement (5th ed. pg. 182)…
Long Jump you cover a number of meters equal to 1/3 (round to the nearest) your Strength if you moves at least 4 meter on foot immediately before the jump. With a Strength (Athletics) test, for every 4 you make your roll by add another meter to the distance you can long jump. With a standing long jump your distance is halved.
High Jump: you can jump up one meter + one meter for every 2 Strength point modifiers you have if you moved at least a 4 meter on foot immediately before the jump. To see how far you can reach, you can extend your arms up to a high equal to 1½ your height in meters.
Also using…
Variant: Encumbrance (5th ed. pg. 176): but with the following multipliers – you are encumbered if you are carrying more than your Strength times 3 in kg of weight. You are heavily encumbered if you are carrying more than your Strength times 6 in kg of weight.
DEXTERITY
Acrobatics: per 5th ed. pg. 176-7. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. The DC is equal to the target’s Reflex Defense +2 or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature of any size without causing an Opportunity attack if your check equals the target’s Reflex Defense. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check equal to one target’s Reflex Defense to gain the Disengage action as a Bonus action instead.
Initiative (new): Your Dexterity (Initiative) check is used for determining initiative. Also in some cases, a character could use this Dexterity (Initiative) check in place of Wisdom (Insight) to react to a combat bluff, etc.
Sleight of Hand: per 5th ed. pg. 177
Stealth: per 5th ed. pg. 177
CONSTITUTION
None
INTELLIGENCE
Computer Use (new): Your Intelligence (Computer Use) skill is use and program computers. You can also reprogram and update or erase a droids memory banks. Proficiency with this skill also provides proficiency with Binary Language for free.
Galactic Lore (renamed History): per 5th ed. pg. 177
Investigation: per 5th ed. pg. 178
Nature: per 5th ed. pg. 178. Includes life sciences and understand of various worlds’ fauna and flora.
Religion: per 5th ed. pg. 178
Supernatural (renamed Arcana): per 5th ed. pg. 177. Covers the Force and other mythical forces.
WISDOM
Animal Handling: per 5th ed. pg. 178
Insight: per 5th ed. pg. 178
Medicine: per 5th ed. pg. 178
Perception: per 5th ed. pg. 178
Survival: per 5th ed. pg. 178
CHARISMA
Deception: per 5th ed. pg. 178
Gather Information (new): The Charisma (Gather Information) ability is used when getting a lay of the land, finding out who’s who and where you might find those sentient are whom don’t want to be found. Generally it takes around an hour of asking questions in most civilized areas to make a check.
Intimidate: per 5th ed. pg. 178
Performance: per 5th ed. pg. 178
Persuasion: per 5th ed. pg. 178
Use the Force (new): You draw upon the Force to help you recover from injuries, gain special insight or preform remarkable acts. You must have the Force Sensitivity feat to use this skill.
Activate Force Power: You make a Charisma (Use the Force) to use a Force Power. The use of this skill generally does not requires an action (unless otherwise specified).
Force Trance: As an Action that takes your entire round (no bonus or reaction Actions, no movement) you can enter a Force Trance with a Charisma (Use the Force) skill DC 10. In this state you remain fully aware of your surroundings and can end the trances as a Reaction. If you remain in the trance for 3 consecutive hours, you emerge from the trance as if you had taken a long rest (with all the benefits). You many gain this benefit only once per 24 hours as normal. If you wish to go longer periods within a Force Trance you may, and while in this trance you can go ten time as long as normal without food and water (so 30 plus Constitution modifier times 3, minimum +0 days without food and up to 10 days on one gallon or water, or two gallons in a hot environment). You only require 1/10 the normal oxygen (or your normal atmosphere).
Move Light Object: As a Reaction, you can use the Force to telekinetically lift and move a relatively light object that you can see. A successful DC 10 Charisma (Use the Force) skill check allows you to move an object weighing up to 5kg a distance of 10 meters in any direction. You can’t really use this as an attack or manipulate it past 10 meter distance.
Search Your Feelings: As an Action you can make a DC 15 Charisma (Use the Force) skill check to determine whether a particular action will yield a favorable or unfavorable result to you in the immediate future (10 minutes or less). Each time you use this ability before your next long rest increases the DC by +5. After a long rest the DC resets to 10.
Sense Force: You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 kilometer. A relative, companion or close friend in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a Charisma (Use the Force) check DC 15 you can determine the distance and general direction of the disturbance. As an Action you can make a Charisma (Use the Force) check to sense any other “active” Force Users out to a range of 100 kilometers if you meet or exceed their Will Defense score. If you beat their Will Defense by +5 with your check you also gain how many, approximate distance and direction from you and whether you’ve meet them before or not. Another Force User within the range can automatically try and conceal her presences from you by making an opposed Charisma (Use the Force) check if she equal or exceeds your check, you do not sense her as a Force user.
Sense Surroundings: As a Bonus action you can make a DC 15 Charisma (Use the Force) check to ignore light and heavy obscure due to light conditions, fog, and heavy foliage. Increase the DC to 18 verses dense foliage.
Telepathy: As an Action you can send a telepathic call, single thought or emotion to one creature. Against an unwilling creature you must exceed their Will Defense. The creature must have an Intelligence of 3 or great but does not need to speak or understand your language, but you have to have at least casual knowledge or the being. Make a Charisma (Use the Force) check DC vs. a DC 10 if you can see the creature, DC 15 if the subject is on the same planet as you are. Increase this to DC 20 if in the same system, 25 in in the same region or quadrant of the galaxy and a DC 30 if in a different region or quadrant of the galaxy.
TOOLS SKILLS
TOOL SETS
Artisan Tools – this is only a partial list found in 5th ed. pg. 154 but includes most common forms of tools that people use to make works of art or to create items made of the material. Basically they work the way they do as listed in 5th ed. ed. except there is no alchemy supplies.
Disguise Kit – Bag or pouch of cosmetics, hair dyes, and small props to let you create disguises of your own specie (or near) (Cost 250, Wt. 2kg).
Electronics Kit – Electronic tool set that is required to do most electrical repairs to a droid, vehicle or starship. Miniaturization and universal tooling have been this manageable for personal carrying them, etc. (Cost 250, Wt. 5kg)
Explosives - Know how to set and disarm explosives. Cost and weight varies. Timer sets cost 100 credits, Wt. 1kg and are Military.
Forgery Kit – An electronic forgery kit will allow one to forger computer ID’s and other documents that can fool scanners and other electronic security devices. (Cost 250 credits, Wt. 1kg)
Gaming Sets – there are various types as follows…
*Card set – various card games that are not Sabacc. (Cost 1 credit, Wt. none)
*Dejarik set – popular holographic fighting game board. (Cost 100 credits, Wt. 5kg)
*Dice set – various dice games, common on lower tech worlds where hologaming is not popular. (Cost 1 credit, Wt. none)
*Holoboth projector – a non-portable booth/kiosk in which patrons can experience a three-dimensional hologram of their choosing. It is meant to immerse a gamer in their environments, but they also have a reputation of being used in less reputable forms of entertainment. (Cost 5,000 credits, Weight 100kg)
*Sabacc set – a popular card game played throughout the galaxy. (Cost 1 credit for a standard deck, but can get more expensive depending on features and various you want to play, Wt. none)
Herbalist Kit – as 5th ed. pg. 154 although you cannot create potions of healing (Cost 30 credits, Wt. 2kg)
Mechanics Kit – Mechanical tool set that is required to do most mechanical repairs to a droid, vehicle or starship. Miniaturization and universal tooling have been this manageable for personal carrying them, etc. (Cost 250, Wt. 5kg)
Medical Kit – Medical kits are advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. If the user is trained in Wisdom (Medicine) they are trained to use a Medical kits. A fully stocked Medical kit has units of supplies for 10 uses. The kits have a variety of uses, each requiring the use of a character's action and one unit of supplies:
· Grants Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can be restored in this way again.
· Grant up to six creatures (including the healer) Advantage on their Hit Dice rolls during a short or long rest.
· Attempt surgery in the field requiring at least one hour of work and at Disadvantage. DCs are variable but usually start at 15.
· Attempt to cure a disease or neutralize a poison (DC varies). This may also require more than one action of work (various by poison and disease).
(Cost 600, Wt. 10kg. Restocking a medical kit costs 10 credits and wt. 0.5kg per expended use of supplies).
Musical Instrument – in the Star Wars setting there are literally thousands of different musical instruments on every inhabited planet.
Navcomputer – this is a non-portable computer mounted in most starships that have hyperdrive systems (they can also be mounted into an astromech droid and used in many Starfighters with hyperdrive systems but no navcomputer). The cost and weight are included in starship or droid cost.
Slicer Kit – This kit is used to help slice past computer security protocols. With it a hacker can add his proficiency bonus to his Intelligence skill when attempting to bypass a computers security. They are of course illegal for most people to own. (Cost 750 credits, Wt. 1kg, illegal).
Surgical Kit – Portable, specialized medical gear to preform surgeries and cybernetic implant. With this you can perform Intelligence (Medicine) surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours) (Cost 1,000 credits, Wt. 20kg)
Security Kit – Specialized tools for bypassing electronical and mechanical locks. It includes electronic components and dedicated sensor devices. It is illegal for anyone who doesn’t have the proper permit, such as law enforcement personal, to own one. (Cost 750 credits, Wt. 1kg, Illegal)
VEHICLES
Speeders – These types of vehicles include speeder cars, barges and airspeeders,
Swoops – Includes swoop bikes and racers.
Tracked – Rare, but all tracked style vehicles.
Walkers – Includes all legged vehicles (two or more legs)
Watercraft – Includes sailing ships, submersible
Spacecraft – This includes both Starfighters and light freighters, any non-capital starship.
Capital Ships – this includes all Capital class starships, both military and civilian. [/sblock]
[sblock=FEATS]
Note that for any Feat that boosts a characters basic unarmed damage, if the character already posses some level of unarmed damage boost, increase the damage by one set (i.e. a Transdoshan starts with unarmed damage of a d4. If he takes the Brawler feat it increases to a d6. If he later takes Martial Arts it increase to a d8, etc.)
Acrobatic Strike, Prerequisite: Proficiency with Dexterity (Acrobatics). If you succeed moving past or through an opponent’s space with a Dexterity (Acrobatics) check, your next melee Attack Action against this opponent has Advantage.
Action Surge, Prerequisite: Heroic level 2. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. Once you have used this feat, you must finish a short or long rest before you can use it again.
Actor: You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made other creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked.
Armor Proficiency (Heavy), Prerequisite: Proficiency with Armor (Medium). You gain proficiency with heavy armor.
Armor Proficiency (Light): You gain proficiency with light armor.
Armor Proficiency (Medium), Prerequisite: Proficiency with Armor (Light). You gain proficiency with medium armor.
Athlete: When you are prone you only require 2 meters of movement (instead of ½ your movement speed) to stand up. You can make a running high jump or running long jump after only moving 2 meters, rather than the normal 4 meters.
Bantha Rush, Prerequisite: Strength 13+. After making a successful melee attack against an opponent up to one size category larger then you, you can choose to move the opponent 2 meters in any direction as a Bonus Action. You cannot use bantha rush on an opponent with a Move of 0 (like from being grappled or restrained) and you can’t move your opponent into a solid object or into another creature’s fighting space.
Brawler: You are proficient with improvised weapons and your unarmed strike uses a d4 for damage. Also when you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a Bonus Action to attempt to grapple the target if you have one hand free.
Burst Fire, Prerequisite: Strength 13+, Weapon Proficiency (Heavy Weapons). When using a ranged weapon capable of autofire mode, you may fire a short burst as a single attack against a single target. You take a -5 penalty to your attack roll. If the attack hits you add +2 dice of damage (for example a weapon that deals 3d10 damage would instead deal 5d10 damage). These effects do not stack with extra damage provide by Careful Aim, Deadly Aim or Double Tap feats. Firing in burst expends five shots and can only be done with a weapon that has at least 5 shots of ammo remaining.
Brutal Critical, Prerequisite: Improved Critical, Character level 5. You roll one additional weapon damage die when determining the extra damage for a critical hit.
Careful Shot, Prerequisite: Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you Attack roll and Damage result.
Charger: If you move at least 4 meters in a straight line immediately before taking this Bonus Action, you gain +1d (weapon damage) bonus damage to the attack’s damage roll with a successful melee attack.
Charging Fire, Prerequisite: Character level 4. When you take the Dash Action, you can take an Attack Action at the end of your movement as a Bonus action if you are making a ranged attack this turn.
Crush, Prerequisite: Pin. If you successful pin an opponent with a grappling attack, you can immediately deal bludgeoning damage equal to your unarmed damage or natural weapon damage, whichever is greater, as a Reaction.
Cutting Words: You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, you can spend a Bonus action and make a Charisma (Persuasion) or Charisma (Intimidate) (player’s choice) skill check vs. one target’s Will Defense that can see and hear and also understand you. If you meet or exceed it, that creature is at Disadvantage on its next Attack roll (but only one if it can attack multiple times).
Cybernetic Surgery, Prerequisite: Proficiency with Wisdom (Medicine), Surgery Expertise. You can install cybernetic prosthesis on living beings. The surgery requires a medical facility and at least on hour of uninterrupted work with a DC 15 Wisdom (Medicine) check. A failure generally only results in lost time, but a natural 1 causes a persistent Reeling condition on the subject until a surgery is used to remove it. You can attempt to install cybernetics onto yourself but you are at a Disadvantage with your check.
Danger Sense: You have an uncanny sense of when things nearby aren’t what they should be. Any effects that you cannot see such as from a trap is at a Disadvantage against you. Also one unseen attack a round does not gain an Advantage against you. You can’t be blinded, deafened or incapacitated to gain these benefits.
Deadly Aim: Prerequisite: Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your range damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus any lower than your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Burst Fire, Careful Aim or Double Tap feats.
Defensive Duelist, Prerequisite: Dexterity 13+. When you are wielding a finesse weapon with which you are proficient and another creature hit you with a melee attack, you can use your Reaction to add your proficiency bonus to your Reflex Defense for that attack, potentially causing the attack to miss.
Disarming Strike, Prerequisite: Intelligence 13+. When you strike a creature with a melee weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength Ability check DC vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet.
Distracting Strike: When you hit a creature with a weapon attack, you can spend Reaction to distract this creature, giving your allies an opening. The next attack roll against this target by an attacker other then you has Advantage if the attack happens before the start of your next turn.
Double Attack, Prerequisite: Character level 5. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Double Tap, Prerequisite: Strength 13+. Before you make a ranged attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll and fire two quick shoots. If the attack hits, you deal +1 die of damage with the attack. This action uses two ammo from the weapon and can only be performed if the weapon has sufficient ammo remaining. You cannot use this feat with the extra damage from Burst Fire or Deadly Aim feat.
Dreadful Rage, Prerequisite: Rage species trait. While you are raging you gain Resistance to bludgeoning, weapon energy, piercing, and slashing damage.
Dual Weapon, Prerequisite: Dexterity 13+. You gain a +1 to your Reflex Defense while you are wielding two separate melee weapons in each hand. You can use any two one-handed weapons fighting even when the one-handed melee weapons you are using are not light. You can also draw or stow two one-handed weapons when you would normally be able to stow or draw only one a round.
Duel Weapon Mastery, Prerequisite: Dexterity 15+, Duel Weapon feat. When wielding two one-handed weapons you now get to add the ability modifier to damage with the bonus attack.
Durable, Prerequisite: Constitution 13+. You have Advantage on any Hit dice rolls spend during a rest (short or long) and when you use your Second Wind (see Healing and Houserules on Second Wind). Also you may re-roll any 1's that come up on these rolls.
Exotic Weapon Proficiency: Chose one exotic weapon, such as a bowcaster or atlati, and you now gain proficiency bonus with that weapon.
Extra Rage, Prerequisite: Rage species trait. You can rage one additional time before you take a long rest. You can take this feat multiple times, each time you take the feat, you can rage one additional time per long rest.
Extra Second Wind You can take an additional Second Wind before your next long rest, instead only requiring a short rest to renew the feature for one additional time that day. You can take this feat multiple times, each time you take the feat, you can regain the use of Second Wind an additional time after competing an additional short rest. A non-heroic character can take this Feat, allowing them to use the Second Wind, once per long rest.
Far Shot, Prerequisite: Point Blank Shot. Attacking at long range doesn’t impose Disadvantage on your weapon ranged attack rolls.
Feinting Attack, Prerequisite: Intelligence 13+. Using a Bonus action on your Attack, you choice one creature within your 2 meters of you. You have Advantage on your next attack (but only one attack) verses this target and if you hit, you add your Intelligence bonus to damage. You can only use this ability a number of time equal to your Intelligence modifier before you must complete a short or long rest.
First Aid, Prerequisite: Proficiency with Wisdom (Medicine). You are good at patching up your allies in the middle of a fight. This feat allows a character to use their Action to attempt a Wisdom (Medicine) check on behalf of an adjacent creature afflicted with the Reeling or Stunned Conditions. If the check meets or exceeds the DC of the original affect, one of the conditions is removed. If the check exceeds the DC by 5, both conditions are removed (if the creatures is suffering from both). This feat adds two additional capabilities to the medical kit, costing one unit of supplies per application for the first capability. First a character with this feat may use an Action and immediately heal a stabilized creature (one not making death saves) 1d6+4 HPs, plus an additional number of HPs equal to the treated creature's Hit Dice maximum plus the healer's Intelligence or Wisdom modifier (healer's choice). A creature may only benefit from this last use once before taking a short or long rest. Second, while using a Medical Kit to stabilize an dying creature, if the healer's skill check results is 20+, not only is the creature restored to 1 HP and no longer unconscious, that creature is also healed by the same amount as listed above.
Force Boon, Prerequisite: Force Sensitivity feat. Your maximum number of Force Points per level increases by three and you gain three additional Force Points each time you level. Also you can spend two Force Dice a round instead of only one.
Force Sensitivity, Prerequisite: cannot be a droid. You can access Force abilities and powers and can make Charisma (Use the Force) skill checks (whether you are proficient with the skill or not). Note that when you take this feat, that whatever Class you belong to, one of your skill choices is always Use the Force. Also when you class allows you to pick a Talent you can instead pick a Force Talent (see The Force).
Force Training, Prerequisite: Force Sensitivity feat. You add 4 Force Powers to your suite. You can add the same power more than once to allow you to use it again before a Short Focus (see the Force). You can take this feat more than once, each time granting you 4 additional Force powers.
Force Warrior, Prerequisite: Force Sensitive. You use the Force to strength your resolve in battle. You now have Advantage on Constitution checks to maintain your Concentration on a Force Power when you take damage.
Goading Attack: You can attempt to goad it into focusing their attacks on you. With a successful melee attack, you can spend a Bonus action and make a second attack roll at the same bonuses vs. the target’s Will Defense. If you succeed, any attacks by the target against any target that is not you are at Disadvantage until the end of your next turn.
Improved Critical, Prerequisite: Character level 3. Your weapon attacks score a critical hit on a roll of a 19 or 20.
Improved Defense: You gain a +1 bonus to your Fortitude Defense, Reflex Defense, and Will Defense.
Improved Damage Threshold: You increase your damage threshold by 5, and you gain a +1 bonus to your Constitution checks to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by 5 and you add +1 bonus to your Constitution check to recover from the Reeling Condition.
Improved Mobility, Prerequisite: Dexterity 13+, Mobility You speed increases by 4 meters, and when you take the Dash Action, difficult terrain doesn’t cost extra movement on that turn. Finally, all creatures that can make opportunity attacks against you, do so with Disadvantage so long as you moved at least 4 meters this round.
Linguist: You learn four additional languages of your choice. You can take this feat multiple times, each time learning four additional languages. Also any time you encounter a language that you do not know, you can make an Intelligence DC 20 check and you understand and communicate at a basic level. Each additional time you take this feat adds +2 to this roll.
Lunging Attack: When making a melee weapon attack on your turn, you can spend a Bonus action and increase the reach of your weapon by 2 meters and you gain +1 to your Reflex defense vs. melee attacks until the start of your next round. You can also attack past an ally between yourself and a target, so long as it is in melee with your ally.
Maneuvering Attack: When you hit a creature with a weapon attack, you can spend a Reaction to move one of your comrades into a more advantageous position. Chose a friendly ally whom can see and hear you and understand you; that creature can use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Martial Arts: Your unarmed strike uses a d4 for damage and you gain a +1 bonus to your Reflex Defense.
Martial Arts Expert, Prerequisite: Martial Arts, Character level 3. Your unarmed strike uses a d6 for damage and you gain an additional +1 bonus to your Reflex defense (stacks with Martial Arts). Also your unarmed strikes now count as light weapons (for actions like Two Weapon fighting 5th ed. pg. 195).
Martial Arts Master, Prerequisite: Martial Arts, Martial Arts Expert, Character level 8. Your unarmed strike uses a d8 for damage and you gain an additional +1 bonus to your Reflex Defense (stacks with Martial Arts & Martial Arts Master).
Medic, Prerequisite: Wisdom 13+, Proficiency with Wisdom (Medicine). You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls also gain an additional number of HPs equal to½ healer's Character level (round up) + healer's Intelligence or Wisdom modifier (healer's choice) for each Hit Dice spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can restore expended Hit Dice to a single creature. This requires a DC 10 check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20 or higher. A creature must complete a long rest before they can benefit from this use again.
Menacing Attack: When you hit a creature with a weapon attack, you can spend your Bonus action to attempt to frighten the target. Roll your attack bonus again (at any penalty or bonuses that you got from the attack, including Advantage or Disadvantage), and if you meet or exceed the target’s Will Defense, it is Frightened of you until the end of your next turn. If the target is equal to or exceeds your level, it can spend a Force Point as a Reaction to ignore this condition.
Melee Defense, Prerequisite: Intelligence 13+. If you are wielding a weapon you are proficiency with you can use your Proficiency bonus to attack instead to try and fend off attacks. Before your attack roll, lowering your Proficiency bonus, you increase your Reflex Defense by a like amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +2 bonus to your Reflex Defense) but only verses melee attacks. You can’t lower you attack bonus any lower then you proficiency bonus, and these penalties and bonuses last until the start of your next round.
Mighty Swing, Prerequisite: Strength 13+. When using a melee weapon that you are proficient with, you can spend a Bonus Action on your Attack Action to make a powerful attack with your weapon. With a successful hit, you deal +1 die of damage with your attack. If you have multiple attacks, this only applies to one of your attacks (your choice but before you roll attack). You cannot combine this damage with the Power Attack feat.
Mobility, Prerequisite: Dexterity 13+. If you make a melee attack vs. a creature, you don’t provoke opportunity attacks from that creature until your next turn, whether you hit or not.
Pack Tactics: You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.
Parry, Prerequisite: Strength 13+. As a Reaction, you can substrate 1d10 + your Strength modifier + your Character level from any one melee attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to ‘parry’ the attack). Note that you cannot use this feat against lightsabers unless your melee weapon can also parry lightsabers.
Pin: If you succeed on a grappling attack (5th ed. pg. 199), not only does the target subject to the Grappled Condition but the target also gains the Restrained Condition (5th ed. pg. 292) until the end of your next turn.
Pistoleer, Prerequisite: Proficiency with pistols. Being within 2 meters of another creature doesn’t impose disadvantage on you ranged attacks made with a pistol. Also when take the Attack action while using a pistol you can use a Bonus action to attack with a loaded pistol. Note that you can gain the benefits of this feat when using a carbine weapon, with the stock folded (see Equipment).
Point Blank Shot: You gain +1 to attack rolls and damage rolls with ranged weapons against opponents within normal range.
Power Attack, Prerequisite: Strength 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your melee damage roll by a twice the amount (i.e. lowering proficiency bonus to attack by -2 gains +4 bonus to melee damage). You can’t lower you attack bonus any lower than your base proficiency bonus, and these penalties and bonuses last until the start of your next round. You cannot combine this bonus damage with the Mighty Swing feat.
Precise Shot, Prerequisite: Point Blank Shot. You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one more of your allies without suffering Disadvantage on these attacks.
Quick Draw: You can draw or stow any number of weapons one handed weapons on your action, instead of normally only being able to draw or stow one.
Reckless Attack, Prerequisite: Character level 2. You can throw aside concern for defense to attack with fierce determination. When you make your first melee attack on your turn, you can decide to attack recklessly. Doing this grants you Advantage on melee weapon attack rolls using Strength during his turn. But all attacks against you have Advantage until the start of your next turn.
Relentless Rage, Prerequisite: Rage species trait, Character level 10. Your rage keeps you fighting despite grievous wounds. If you drop to 0 hit points while you are using your Rage trait, make a DC 10 Constitution check. If you succeed you instead drop to 1 hit points. Each time you use this feature after the first time, increase the DC by 5. When you finish a short or long rest, the DC resets at 10.
Shake it Off, Prerequisite: Constitution 13+. You make your recover vs. the Reeling condition at the beginning of your round, not at the end. If you fail you can still use your action to try and recover on your turn with Advantage. If you make it you are no longer at Disadvantage to your attack, skill and ability checks this round. If you fail this roll you are still at Disadvantage to your attack, skill and ability checks next round, but you still make your recovery roll again at the beginning of your round.
Sharper Words, Prerequisite: Cutting Words, Character Level 5. You are really good at insulting people or causing them to become flustered with your words. On your action, as a Bonus action, you can make a Charisma (Persuasion) or Charisma (Intimidation) (player’s choice) to distract or fluster a group up to 24 meters distance from you that you can see and whom can see and hear and understand you. Make one skill check, and compare it to each enemy within your area of affect. If it meets or exceeds any enemies' Will Defense within the area, they are at a Disadvantage to all Attack rolls until the start of your next turn. Note that if any of those within the area of affect are equal to or greater than your level, they gain a +5 to their Will Defense against this affect and anyone can spend a Force Point to ignore it if they choice as a Reaction.
Sidestep, Prerequisite: Dexterity 13+. As a Reaction, you can substrate 1d10 + your Dexterity modifier + Character level, from any one ranged attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to sidestep the attack)
Silver Tongue, Prerequisite: Proficiency with Charisma (Deception). A natural born liar you have Advantage on any Charisma (Deception) tests when telling a lie (which is mostly what Deception is for after all).
Skill Expertise, Prerequisite: Proficiency with Skill, Tool, Musical Instrument or Vehicle. You gain your Proficiency bonus twice with this skill, tool, instrument or vehicle. You can take this feat multiple times, it applies to a different skill, tool, instrument or vehicle that you are proficient with each time.
Skill Proficiency: You gain your Proficiency bonus with a skill, tool, musical instrument or vehicle that you are not trained with. You can take this feat multiple times, each time gaining Proficiency with a new, previously untrained skill, tool, instrument or vehicle.
Sniper, Prerequisite: Far Shot, Point Blank Shot, Precise Shot. If you take the Aim Maneuver and a -2 penalty to your Reflex defense until the start of your next turn, your weapon range is twice the listed value (i.e a Blaster Rifle has a range trait of 60/600 so with sniper it becomes 120/1,200). You also now ignore ¾ Cover to target's Reflex Defense (along with ½ Cover).
Strong in the Force: When you spend a Force Point to adjust the result of an attack, ability or skill check, you roll 1d8+1, instead of 1d4 +1. Also you can spend two Force Points in a round instead of only one.
Superior Critical, Prerequisite: Improved Critical, Character level 12. You weapon attacks score a critical hit on a roll of an 18 through 20.
Surgical Expertise, Prerequisite: Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a normal roll (i.e. not at a Disadvantage) in a non-facility environment with a medical kit.
Survivor: Prerequisite: Character level 18, Constitution 13+. You attain the pinnacle of resilience in battle. At the start of each of your turns, you retain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Tech Specialist, Prerequisite: Proficient with tools or item that you wish to modify. You are allowed to modifier or update or make custom modifications to a weapon, armor, droids, devices or vehicle. The GM will set the DC but generally a simple bonus like a +1 or such is a DC 15, etc.
Throw Opponent, Prerequisite: Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 2 meters beyond your reach and takes bludgeoning damage equal to your unarmed attack damage.
Throwing Expert: Attacking at long range with a throw simple weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll. Also with a Bonus action you can throw one additional simple ranged weapon on your turn (if you have one in your off hand).
Toughness: You gain +1 hit point each level.
Trip: When you have successful hit a target with a melee attack you can use a Bonus Action to cause him to fall prone in the space he was occupying. This is a contested ability check of your Strength (Athletics) check vs. your opponents Strength (Athletics) or Dexterity (Acrobatics) check (they can choice which to use). If you win, you target falls prone. You cannot use the Pin and Trip feat in the same round.
Triple Attack, Prerequisite: Double Attack, Character level 11. You can attack three times, instead of once, whenever you take the Attack action on your turn.
Vehicle Combat, Prerequisite: Proficient with vehicle you are piloting or driving. When an attack that you can see hits a vehicle that you are in control of (piloting, etc.) with an attack, you can use your Reaction to halve the damage against your vehicle. You are also considered proficient with any of the vehicle weapons that you re piloting or driving.
Weapon Focus, Prerequisite: Proficiency with weapon. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.
Weapon Proficiency: Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.
Whirlwind Attack, Prerequisite: Dexterity 13+, Intelligence 13+, Melee Defense. This is a special kind of Area of Effect attack, affecting everyone within your reach; make one attack roll and damage roll, and apply the results to every target in range. Apply full damage to creatures you hit, or ½ damage to those that you missed.[/sblock]
[sblock=THE FORCE]
Mostly using basic ideas and such from Saga but…
DARK SIDE POINTS
Atoning: you may only sacrifice a Force Point right when they would gain a new level. All points that the character wishes to spend (and the GM allows) must be spend when the character first advances a level.
Regaining Force Powers: Spending a Force Point to return a power to your Force suite is a Reaction.
- If you roll a natural 20 on a Use the Force check to activate a Force Power, you regain all spent Force Powers at the end of your turn.
- The one minute concentration to regain all of your Force powers back is called a Short Focus. You can take that at the same time as taking a short or long rest.
NOTE – some Force Powers have Concentration, per 5th ed. pg. 202, except this is always a basic Constitution check (but with your Proficiency bonus if you have Force Sensitive feat). Otherwise the DC is the same (but a maximum DC 20).
FORCE POWERS
Battle Strike: You use the Force to enhance your battle prowess. Time: A Bonus Action, Target: Self, Duration: Concentration 1 minute (10 rounds)
Use the Force Check: the result determines the effect, if any…
DC 15: Gain a +1 Force bonus on attack rolls and deal an additional +1d6 points of damage on one successful attack a round.
DC 20: As DC 15, except that you deal an additional 2d6 points of damage on one successful attack per round.
DC 25: As DC 15, except that you deal an additional 3d6 points of damage on one successful attack per round.
Special: You can spend a Force Point on any one attack that hits and deal and additional +2d6 damage, but only for this one specific attack and only while Concentration on Battle Strike.
Dark Rage [Dark Side]: You use your anger to fuel you in combat. Time: A Bonus Action, Target: Self, Duration: Until the end of your next round.
Use the Force Check: the result determines the effect, if any…
DC 15: You gain a +2 rage bonus on melee attack rolls and melee damage rolls.
DC 20: As DC 15, but rage bonus increase to +4
DC 25: As DC 15, but rage bonus increase to +6
Special: While enraged you cannot use skills or perform tasks that require patience or concentration. Also if you wish you can spend a Force Point to extend the duration to last for as long as you wish, or until your next short or long rest (this does not require concentration).
Energy Resistance: You use the Force to protect you from damage caused by energy, sonic, fire, cold and electrical sources. Time: An Action; Target: You; Duration: Concentration 1 minute.
Use the Force check: The result of the check determines the affect, if any…
DC 15: You reduce the damage of all energy attacks by 5 points.
DC 20: You reduced the damage of all energy attacks by 10 points.
DC 25: You reduce the damage of all energy attacks by 15 points.
DC 30: You reduce the damage of all energy attacks by 20 points.
Special: You can spend a Force Point to use this power as a Reaction.
Farseeing: You gain a vague, momentary impression of events happening around a particular being in some distance place. Time: 1 minute (Ritual, concentration); Target: One creature you know or have met before; Duration: Instant.
Use the Force Check: If your check result is less than the target’s Will Defense, you gain no information (including whether the target is alive or dead) and you cannot use this Force power against the same target until you have taken a Long rest. If you check equals or exceeds the target’s Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing and any strong emotions it is presently feeling. A dead target has a Will Defense of 25 for purposes of this power.
Special: If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target’s surroundings, as well as other creatures and objects within 12 meters of it.
Fear [Dark Side, Mind-Affecting]: You summon the power of the dark side of the Force to instill fear in your enemies. Time: Bonus Action; Target: One creature with 24 meters and who you can see; Duration: See below.
Use the Force check: If you equal or exceed the target’s Will Defense, the target gains the Frightened condition against you. Furthermore, if you exceed the target’s Will Defense by the DC listed below, additional effects are applied…
DC 15: The target cannot take Reactions or Bonus Action until the end of your next turn.
DC 20: As DC15, plus the target’s Move is reduced by half until the end of your next turn.
DC 25: As DC20, plus the target is at a Disadvantage for all actions it takes, not just those against you, until the start of your next turn.
Special: When you successfully use this power on a target, you can spend a Force Point to impose an -2 penalty to all the target’s Defenses until the end of your next turn.
Force Disarm [Telekinesis]: You disarm an opponent by using the Force to pull the weapon from his grasp. Time: An Action; Target: One target within 24 meters and you can see; Duration: Instant.
Use the Force Check: If you Use the Force skill check exceeds the target’s Reflex Defense +/- his Strength modifier, you disarm them. If you check is successful, you may choose to let the item drop to the ground in the target’s space or have the item fly into you hand if you have nothing in at least one hand.
Special: If you successfully disarmed a target, you may spend a Force Point to damage or destroy the targets item instead. The item suffers damage equal to your original Charisma (Use the Force) skill result.
Force Grip [Telekinesis]: You use the Force to choke or crush you enemy (NOTE that while this power is not a Dark Side power it is very borderline. Consider its use a Minor Transgression except in certain situations where it could be used for the betterment of others; i.e. someone is holding a gun to a hostages head, etc.). Time: An Action; Target: One target within 24 meters and you can see; Duration: Concentration (no normal limit, but see below).
Use the Force Check: If you’re Use the Force check exceeds the following DC, the basic affect listed is used (note there are extra affects if the roll also exceeds the target’s Fortitude defense)…
DC 15 – target suffers 2d6 points of bludgeoning damage. If the Charisma (Use the Force check) also exceeds the target’s Fortitude Defense, the target is considered Grappled
DC 20 – target suffers 4d6 points of bludgeoning damage. If the Charisma (Use the Force check) also exceeds the target’s Fortitude Defense, the target is considered Restrained
DC 25 – target suffers 6d6 points of bludgeoning damage. If the Charisma (Use the Force check) also exceeds the target’s Fortitude Defense, the target is considered Paralyzed.
Special: You can maintain concentration on this power for as long as you wish, but you must make a new Charisma (Use the Force) skill check each round and the condition of the target can be affected each round depending on the DC result achieved. Unlike normal concentration, it requires an Action to maintain this power. If the target of your Force Grip is larger than Medium size add a size modifier to the Fortitude Defense against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25. You can spend a Force Point and increase your damage by 2d6 for one round.
Force Lighting [Dark Side]: You blast an enemy with a deadly arcs of Force energy. Time: An Action; Target: One target within 12 meters and you can see; Duration: Instant.
Use the Force Check: If you check hits the target’s Reflex Defense, the target suffers 8d6 points of force lightning damage. If the same check also exceeded the target’s Fortitude Defense, it also suffers the Reeling condition (if it did not already because of the amount of damage). If the check misses the Reflex Defense then the target suffers ½ damage and does not suffer the Reeling
Condition unless the damage done would normally cause it too.
Special: If you succeed in causing the target to suffer from the Reeling condition with your original check, you can spend a Force Point and cause the target to suffer the Stunned condition for one round. The target loses the Stunned condition (but not the Reeling condition) at the end of your next turn.
Force Scream [Dark Side]: You create an intense sonic scream, amplified by the Force. Time: An Action; Target: All creatures within 24 meters that can hear you; Duration: Instant.
Use the Force check: Compare the result of the target’s Fortitude Defense. If the check result equals or exceeds the target’s Fortitude Defense, the target sustains damage as determined by the result of your Use the Force check.
DC 15: The target takes 1d6 points of Force sonic damage this round and the target’s damage threshold is reduced by -5 until the end of your next turn.
DC 20: As DC 15, except the target takes 2d6 Force sonic damage.
DC 25: As DC 20, except the target takes 4d6 Force sonic damage.
Special: If the target of your Force Scream is larger than Medium size add a size modifier to the Fortitude Defense against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
Force Slam [Telekinesis]: You pound one or more creatures with the Force. Time: A basic Action; Target: All creatures within 12 meters cone (5th ed. pg. 204); Duration: Instant.
Use the Force Check: Compare the results to each target’s Fortitude Defense. Success results in the targets suffering 4d6 points of force bludgeoning damage and being knocked prone. If the result is less than the target’s Fortitude Defense they suffer ½ damage and are not knocked prone.
Special: You can spend a Force Point and deal and additional 2d6 bludgeoning damage to all creatures in the area. If you had also hit their Fortitude Defense they are pushed back 1d4x2 meters after being knocked prone (if you want them to). If the target of your Force Slam is larger than Medium size add a size modifier to the Fortitude Defense against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
Force Stun [Mind Affecting]: You can call upon the Force to overload an enemy’s senses. Time: An Action; Target: One target within 24 meters and you can see; Duration: Instant.
Use the Force Check: If you equal or exceed the Target’s Will Defense, the target suffers from the Reeling conditions (and recovers normally).
Special: If you hit your target’s Will Defense, you can spend a Force Point and the target suffers the Stunned condition for one round. The target loses the Stunned condition (but not the Reeling condition) at the end of your next turn.
Force Thrust [Telekinesis]: You can push a target away from you. Time: A Bonus Action; Target: One target within 24 meters and you can see; Duration: Instant.
Use the Force Check: As the Shove a Creature but you use your Charisma (Use the Force) instead of Strength (Athletics) and if you succeed, you push the target back 4 meters, plus 2 meters for every three you beat their check. If they slam into something or fall, they suffer 1d6 damage per 4 meters of forced movement.
Special: If you spend a Force Point, your power affects everyone in a 6 meter sphere (5th ed. pg. 204) around you (you are not affected by the power). They all must make Strength (Athletics) or Dexterity (Acrobatics) vs. your Charisma (Use the Force) check or be pushed away from you. If the target of your Force Thrust is larger than Medium size add a size modifier to their Strength (Athletics) check not (but not Dexterity/ Acrobatics) vs. the power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
Mind Trick [Mind-Affecting]: You use the Force to alter a target’s perceptions or plant a suggestion in its mind. Time: An Action; Target: One target within 24 meters and you can see and who has at least a 3 or higher Intelligence score; Duration: Instant.
Use the Force Check: If you equal or exceed the target’s Will Defense, you may choose one of the following effects…
--You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check even if the target is normally aware of you.
--You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.
--You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see. If the target is higher level then you then the affects last only until the beginning of the target’s next action. Otherwise the target is affect until the end of you next action. This is a fear affect.
Move Object [Telekinesis]: You telekinetically move a target with the Force. Time: An Action; Target: One target within 24 meters and you can see; Duration: Concentration (no normal limit, but see below)
Use the Force Check: The result of you check determines the maximum size of the target that you can lift. If you have successful moved something you can move it up to 12 meters a round, so long as it within 24 meters of you and that you can see it. If the target is a creature that resists your attempt, your Charisma (Use the Force) check must also exceed the target’s Will Defense. You can hurl the target at (or drop it on) another target in range, but you must make a separate Charisma (Use the Force) check and exceed the target’s Reflex Defense. Both targets take damage determined by you check result…
DC 15: Move object up to Medium size (deal 2d6 points of bludgeoning damage)
DC 20: Move object up to Large size (deal 4d6 points of bludgeoning damage)
DC 25: Move object up to Huge size (deal 6d6 points of bludgeoning damage)
DC 30: Move object up to Gargantuan size (deal 8d6 points of bludgeoning damage)
Special: You may maintain your concentration on the target of your move object to continue to move it round to round, but if you deal damage with the power, you cases to be able to maintain it.
If you use move object against a hovering or flying target, the target oppose your Charisma (Use the Force) check with a grapple check as a Reaction (see vehicles and starships). If the target wins you are unable to move the target or affect it.
You may spend a Force Point to increase the maximum size of the object by one category and deal and additional 2d6 bludgeoning damage (maximum size Colossal for 10d6 damage). Alternatively you could spend a Destiny Point and increase the size of the object by three categories and deal an additional 6d6 bludgeoning points of damage (maximum size Colossal/Cruiser for 14d6 damage).
Negate Energy: You spontaneously negate a single attack that deals energy weapon damage, such as from a lightsaber or blaster. Time: Reaction; Target: One attack made against you that deals energy damage; Duration: Instant
Use the Force check: If the result of your check equals or exceeds the damage dealt by any type of energy, that attack is negated and you take no damage. If the check result is less than the amount of damage dealt you fail to negate the attack and take the damage as normal.
Special: You must be aware of the attack to negate it, if you are successful, you can spend a Force Point to regain a number of hit points equal to the damage of the negated attack, up to a maximum of our full normal hit points.
Rebuke: You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator. Time: Reaction; Target: One Force power directed at you; Duration: Instant.
Use the Force check: If the result equals or exceeds the check result of the power directed at you, you harmless redirect it and suffer no ill effects.
Special: If you successful rebuke a Force power spend a Force Point and reflect it back at its originator. The originator may attempt to rebuke the power as well against you Charisma (Use the Force) rebuke check.
Sever Force [Light Side]: You can block another Force-Users access to the Force, preventing him from spending Force Points and making it difficult for him to use Force Powers. Time: An Action; Target: One Force-using creature with a Dark Side Score of 1 or higher that is within 24 meters and that you can see; Duration: Instant but see below.
Use the Force check: If your check equals or exceeds the targets Will Defense, the effect (if any) are determined by your check result…
DC 20: The target cannot spend Force Points for a number of hours equal to its Dark Side score.
DC 25: As 20, plus the target suffers the Reeling condition (recovers normally) each time it uses a Force power in the same time frame.
DC 30: As 25, plus the target suffers the Stunned condition for one round and then is still suffering from the Reeling conditions (recovers normally) each time it uses a force power in the same time frame.
Special: This Force power has no effect on targets with a Dark Side score of 0. If you spend a Force Point the duration changes to days per Dark Side score. Alternatively, you can spend a Destiny Point to increase the duration to a number of weeks per Dark Side score.
Surge: The Force enables you to jump great heights and distances as well as move quickly. Time: A no-time/free action; Target: Self; Duration: Instant but see below.
Use the Force check: the result of the check determines the affect, if any…
DC 10: You gain +10 Force bonus on Strength (Athletics) check when making a high or long jumping (note that taking no movement does not half the normal distance) and your speed is increased by 4 meters until the beginning of your next turn.
DC 15: You gain +20 Force bonus on Strength (Athletics) check when making a high or long jumping (note that taking no movement does not half the normal distance) and your speed is increased by 8 meters until the beginning of your next turn.
DC 20: You gain +30 Force bonus on Strength (Athletics) check when making a high or long jumping (note that taking no movement does not half the normal distance) and your speed is increased by 12 meters until the beginning of your next turn.
Special: You can spend a Force Point and increase your bonus to Strength (Athletics) for jumping and leaping by an additional +10 and your speed increase another 4 meter and affects last until the end of your next turn.
Valor [Light Side]: You call upon the strength of the Force, reaching out to your ally and sharing your strength with them. Time: An Action; Target One ally within 24 meters; Duration: Concentration (one minute).
Use the Force check: The result of the check determines the affect, if any…
DC 15: The target gains a +2 bonus to their Will Defense against mind-affecting and fear affects.
DC 20: As DC15, except the bonus is +4
DC 25: As DC15, except the bonus is +8
DC 30: As DC15, except the bonus is +12
Special: You can spend a Force Point when you activate this power to have this bonus apply against all effects that target Will Defense (not just mind-affecting and fear affects).
Vital Transfer [Light Side]: You use your own life force to heal another living creatures. Time: An Action; Target: One creature that you are touching; Duration: Instant.
Use the Force check: The result of your check determines the effect, if any…
DC 15: the target heals hit points equal to 2 x its character level.
DC 20: the target heals hit points equal to 3 x its character level.
DC 25: the target heals hit points equal to 4 x its character level.
Special: Each time you use vital transfer you take half as much damage as you healed (round down). You can spend a Force Point to avoid taking any damage when you use this Force power or you can also remove one persistent condition that the target is suffering.
FORCE TALENTS
ALTER TALENT TREE
Disciplined Strike: Whenever you use a Force power that has a cone or sphere effect (such as Force Slam), you may exclude a certain number of target from the effects of the power. The number of targets that you may exclude in this manner is equal to your Wisdom modifier (minimum 1).
Illusion: As an Action, you can spend a Force Point to create an illusion that seems perfectly real to anyone who views it. You designate the form and complexity of the illusion and well as the size and location and use a Charisma (Use the Force) skill check. When a creatures views the illusion, compare the results to your skill check to the creature’s Will Defense; if you check results exceeds it’s Will Defense, it believes the illusion is real. Any physical interaction with the illusion (such as touching it, passing through it, or shooting it with a blaster) immediately reveals the true nature of the illusion and the creature is no longer deceived. This illusion last for a number of minutes equal to your heroic level. This illusion size also affects your base Charisma (Use the Force) skill check – the penalties are -1 for a Huge illusion, -2 to a Gargantuan illusion, -5 for a Colossal illusion and -10 for a Colossal (frigate) or larger illusion. This is a mind-affecting effect. Prerequisite: Mind trick power.
Telekinetic Power Talent: Whenever you roll a natural 20 on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use that power again immediately as a free action.
Telekinetic Savant Talent: As a Reaction, you may return one Force power with the [telekinetic] descriptor to your suite without spending a Force Points. You must complete a short or long rest to be able to use this power again. You may select this talent a number of times, each time you select it, you may use this talent one additional time before requiring a short or long rest.
Telepathic Link: You form an enhanced telepathic link with a willing ally with the Force Sensitive feat as a Bonus Action. The link is maintained until you choose to remove it (no action or concentration required). As long as you remain within one kilometer of your target, you and the target can communicate telepathically as if speaking. You may also use a Force Power from the target’s suite of power (if the target consents), or you may allow the target to use one of your Force Powers. You both must complete a short rest to use this ability again. You may only have one telepathic link active at a time. Prerequisite: Trained in Charisma (Use the Force).
CONTROL TALENT TREE
Beast Master: Against creatures with an Intelligence of 3 or lower, you may use the mind trick Force Power against them. You could also spend a Force Point and impose the Charmed condition onto one creature within 12 meters of you with and whom you can see. You can maintain this ability with Concentration for as long as you wish so long as you take no hostile actions against the creature.
Damage Resistance: You can spend a Force Point as an Action and you gain Resistance (5th ed. pg. 194) to all damage for one minute (10 rounds). This requires no concentration but it cannot be maintained after the minute (but you can spend another Force Point to gain the affects for another minute).
Equilibrium: On you turn you can use your Action and spend one Force Point to instantly remove all of the following non-persistent Condition that you are presently suffering – Blinded, Charmed, Deafened, Frightened, Poisoned, Reeling and Stunned (see New Conditions). This also removed one level of Exhaustion.
Force Focus: As an Action, you make a Charisma (Use the Force) check DC 15. If you succeed, you regain one spent Force Power of your choice.
Force Recovery: Whenever you use your second wind, you also regain a number of additional hit points equal to 1d6+ your Wisdom modifier per Force Point you have remaining (maximum 10d6, minimum 1d6). Prerequisite: Equilibrium.
DARK SIDE TALENT TREE
You must have a Dark Side Score of 1 or higher to select talents from this tree. If you Dark Side Score is ever reduced to 0, you lose access to all talents in this tree until your score increases.
Power of the Dark Side: You allow your hatred to fuel your attacks. Whenever you spend a Force Point to modify an Attack roll, you also add the result to your damage total if you hit. However, doing so increases your Dark Side Score by 1 (until your score equals your Wisdom score).
Dark Presence: You fill your opponents with fear. As an Action, you grant yourself and all allies within 12 meters that you can see a +2 Force bonus to all defense until you take a short or long rest, or use a Short Focus to regain spent Force Powers back. It also ends if you are Incapacitated or knocked to 0 hit points. Affected allies that move out of this range or that you cannot see loss these bonus. Prerequisite: Charisma 13+, Power of the Dark Side.
Revenge: Whenever an ally of equal or higher level than you is killed or reduced to 0 hit points, that you can see, you gain a +2 Force bonus on attack and damage rolls until you take a short or long rest or use a Short Focus to regain spent Force powers back. These bonuses do not stack if more than one ally is killed or you are reduced to 0 hit points during this time. Prerequisite: Dark Presence, Power of the Dark Side.
Swift Power: You can use a power that normally take an Action as a Bonus action instead. You must complete a long rest before you can use this talent again. Prerequisite: Power of the Dark Side.
SENSE TALENT TREE
Force Perception: You can make a Charisma (Use the Force) skill instead of Wisdom (Perception) or Wisdom (Insight) or Intelligence (Investigation) check to avoid surprise encounters, notice hidden enemies or finding hidden clues, sensing deception or sensing influence in a target. If you have Advantage with any of these skills, you also have Advantage with your Charisma (Use the Force) skill when making checks in these situations.
Force Pilot: You can use your Charisma (Use the Force) check instead of any Vehicle skill modifier for any flying vehicle (airspeeder, starship and capital starship).
Forcesight: You may spend a Force Points to reroll a Dexterity (Initiative) check, keeping the better of the two rolls. If you roll a natural 20 on this Dexterity (Initiative) check, you immediately regain the Force Point spent to active this talent. Prerequisite: Force Perception.
Gauge Force Potential: By focusing on one specific creature that you can see, you can gauge how strong in the Force it is. This is an Action and requires a Charisma (Use the Force) check. If the check meets or exceeds target’s Will Defense, you know whether or not it has Force Sensitivity feat, you know how many Force powers it knows (but not which ones) and you know how many Force Points it has currently. Prerequisite: Force Perception.
Visions: Whenever you use the farseeing Force power, you can spend a Force Point as a Bonus action to see into the target’s past or future instead of the glimpsing the target’s present. You declare how far into the target’s past or future you wish to look, up to a maximum of 1 year per your character level. Any information gained about the target’s future is subject to change, etc. Prerequisite: Force Perception, farseeing.
FORCE TECHNIQUES
Force Point Recovery: Once between long rests, you can spend an Action and regain 1 spent Force Point that you had recently used (not before your last long rest though). You can take this technique more than once, allowing you to regain additional spent Force Points (as above).
Force Power Mastery: You gain Advantage when activating one Force Power that you know. You can take this technique more than once, applying the mastery to a different known power.
Improved Force Trance: At the end of 3 consecutive hours you regain one additional Hit Dice (that you can immediately spend) and each Hit Dice you spend during this rest ads ½ (round down) your level to the total hit points healed..
Improved Move Minor Object: You can now move a small item well enough to use it in combat. You may take an Attack action and attempt to strike any target within 30 meters, rolling your Charisma (Use the Force) skill verse the target’s Reflex Defense. If you succeed your attack does 2d6 + your Wisdom or Charisma modifier in bludgeoning damage (counts as a ranged attack).
Improved Sense Force: It only requires a Bonus action (instead of an action) when attempting Charisma (Use the Force) skill to sense other active Force Users.
Improved Sense Surroundings: Is now a free action, allowing you to make an attempt every round that you wish. Also, while ‘active’ your Passive Perception does not suffer from obscured conditions listed under Sense Surroundings.
Improved Telepathy: Whenever you use telepathy you have Advantage with your Charisma (Use the Force) check. You can also now send a short sentence or two and 'sense' the basic feelings and attitude of the recipient.
FORCE SECRETS
Devastating Power: When using a Force power that deals damage, you can spend a Force Point to increase the power’s damage dice by 50% (round up, minimum +1d).
Distant Power: When using a Force power that has a range expressing in meters, you can spend a Force Point to multiple the range by 10 (if you have Force Boon or Strong in the Force you can spend two to increase the range to anywhere in the same star system). This Force Secret does not remove the ‘sight’ requirement.
Quicken Power: You can spend a Force point on any power that requires an Action to make it require a Bonus action instead. If it requires a Bonus action a Force point means that it is a free/no time action.
Shaped Power: You can spend a Force point and double the area-of-affect in meters and you can shape it such that it does not affect a number of targets in the area of your choice equal to your Wisdom score (minimum 1).[/sblock]
[sblock=EQUIPMENT, Weapons & Armor]
New Properties
Autofire – these weapons can fire an Area of Affect (see new Combat Conditions rules below) attack by expelling 10 rounds. It cannot use this attack form if the weapon does not have 10 rounds.
Autofire only – these weapons are only allowed to fire the 10 shot autofire (or a short 5-shot burst fire, if the wielder has the feat)
Double Weapons – some weapons are lethal on both ends. Treat these weapons as two light weapons (see Two Weapon Fighting 5th ed. pg. 195).
Fixed – a fixed weapon must be mounted onto a vehicle or onto a semi-portable tripod (a tripod for a heavy weapon weights 20kg and cost 500cr. It take 3 rounds to set up a tripod before it can be fired).
Ion damage – these types of weapons are not as affective against living creatures. Versing a living being, the weapon does ½ (round down) damage. Against droids, machines and vehicles it does full damage. Also droids and vehicles suffer a -5 to their Wound Damage Threshold verses this type of damage.
Reload – as DMG, requires an Action or a Bonus action, player’s choice, to reload a spent clip or power cell. If there is no number before the cell listing then it should be changed or recharged between adventures. If it is listed as ‘each’ than each round takes one Action or Bonus action to reload.
Stun Damage – some weapons that can do stun damage. These weapons are listed as Stun Setting and due their listed base damage (adding in all normal modifiers) and they can result in Reeling, etc. effects but it cannot result in death (although the GM may rule that a damage effect that would have resulted in death instead imposes a Persistent condition on the target; recovery depending on GM description). Targets recover all lost damage caused by the stun setting after a short rest (one hour). If the target takes a Second Wind or uses a Medpac to recover hit points in combat like situation, they double the affect if applied to stun (only) damage.
Some melee weapon have a stun setting in addition to their normal damage. These weapons can do both damage at the same time if the wielder wises (i.e. station police with stun baton could strike someone with the baton, doing the best 1d6 damage, plus 2d6 for the stunning effect. Damage modifiers from Abilities and Heroic levels are only added once in these cases. Or they could only do one or the other type of damage; their choice.)
ADVANCED MELEE WEAPONS
Electrostaff: COST 300cr, DMG 2d6 bludgeoning & energy WT. 2kg, PROPERTIES Restricted. As quarterstaff when “off”; double weapon, reload (power cell), stun setting damage 2d6 (this weapon can ‘parry’ ligtsabers).
Force Pike: COST 500cr, DMG 2d8 bludgeoning & energy, WT. 8kg, PROPERTIES Restricted. As pike when “off”; double weapon, heavy, two-handed, reach, reload (power cell) stun setting damage 2d8 (this weapon can ‘parry’ ligtsabers).
Power Gloves: COST 600cr, DMG unarmed damage +1d6 energy, WT. 1kg, PROPERTIES Finesse, light, reload (power cell).
Vibrodagger: COST 200cr, DMG 2d4 piercing, WT. 0.5kg, PROPERTIES As dagger when “off”; finesse, light, reload (power cell), throw (range 10/20).
Vibroblade: COST 250cr, DMG 2d6 piercing, WT. 1kg, PROPERTIES Licensed. As shortsword when “off”; finesse, light, reload (power cell).
Vibrobayonet: COST 350cr, DMG 2d8 piercing, WT. 1kg, PROPERTIES Licensed. As spear when “off” and mounted onto rifle, otherwise treat as a vibrodagger or dagger; reload (power cell), two-handed
Viboax: COST 500cr, DMG 2d10 slashing, WT. 6kg, PROPERTIES Restricted. As halberd when “off”; heavy, reload (two power cells), two-handed.
EXOTIC MELEE WEAPONS
Atlati: COST 50cr, DMG 2d4 bludgeoning, WT. 1.5kg, PROPERTIES: Rare. Loading, thrown (range 30/90).
Cesta: COST 100cr, DMG 2d6 bludgeoning, WT. 2kg, PROPERTIES: Rare. Heavy, loading, thrown (range 30/90), two-handed.
LIGHTSABERS
Lightsaber: COST 2,500cr, DMG 2d8 slashing & energy, WT. 1kg, PROPERTIES Rare. Finesse, light, ignores hardness of items, reload (special power crystal), (considered a heavy weapon for small creatures).
Lightsaber, double: COST 3,000cr, DMG 2d8 slashing & energy, WT. 2kg, PROPERTIES Rare. Double weapon, finesse, light, ignores hardness of items, reload (special power crystal) (considered a heavy weapon for small creatures).
Lightsaber, short: COST 7,000cr, DMG 2d6 slashing & energy, WT. 0.5kg, PROPERTIES Rare. Finesse, light, ignores hardness of items, reload (special power crystal).
SIMPLE MELEE WEAPONS (EXTRA)
Combat Gloves: COST 50, DMG Unarmed damage +2 bludgeoning, WT. 0.5kg, PROPERTIES Finesse, light.
Stun Baton: COST 50cr, DMG 1d6 bludgeoning, WT. 1kg, PROPERTIES Light, reload (power cell), stun setting damage 2d6.
EXOTIC RANGED WEAPONS
Flamethrower: COST 1,000cr, DMG 3d6 fire, WT. 7kg, PROPERTIES Military. Ammo (area of effect: 12-meter cone), reload (10 power cell), two-handed.
Bowcaster: COST 1,500cr, DMG 3d10 energy, WT. 8kg, PROPERTIES Licensed, Rare. Ammo (range 60/600), heavy, reload (6 clip), two-handed.
HEAVY RANGED WEAPONS
Blaster cannon: COST 3,000cr, DMG 3d12 energy, WT. 30kg, PROPERTIES Military. Ammo (range 100/1,000), fixed, reload (10 power cell).
Blaster, E-Web repeating: COST 8,000cr, DMG 3d12 energy, WT. 40kg, PROPERTIES Military. Ammo (range 100/1,000), autofire only, fixed, reload (200 power cell).
Blaster, heavy repeating: COST 4,000cr, DMG 3d12 energy, WT. 20kg, PROPERTIES Military. Ammo (range 100/1,000), autofire only, fixed, reload (50 power cell).
Grenade Launcher: COST, 500cr DMG Special, WT. 5kg, PROPERTIES Military. Ammo (range 100/1,000), heavy, reload (6 grenades), two-handed (uses grenades damage, properties except for the launcher's range).
Missile Launcher: COST 1,500cr, DMG 6d6 energy, WT. 10kg, PROPERTIES Military. Ammo (range 100/1,000), area of affect (4-meter sphere), heavy, reload (1 missile), two-handed.
PISTOLS
Blaster pistol: COST 500cr, DMG 3d6 energy, WT. 1kg, PROPERTIES Restricted. Ammo (range 40/160), light, reload (100 power cell), stun setting.
Blaster pistol, heavy: COST 750cr, DMG 3d8 energy, WT. 1.5kg, PROPERTIES Military. Ammo (range 40/160), reload (50 power cell), stun setting.
Blaster pistol, holdout: COST 300cr, DMG 3d4 energy, WT. 0.5kg, PROPERTIES Illegal. Ammo (range 40/160), light, reload (6 power cell).
Blaster pistol, sporting: COST 300cr, DMG 3d4 energy, WT. 1kg, PROPERTIES Licensed. Ammo (range 40/160), light, reload (100 power cell), stun setting.
Ion Pistol: COST 250cr, DMG 3d6 ion, WT. 1kg, PROPERTIES Licensed. Ammo (range 40/160), light, reload (50 power cell).
RIFLES
Blaster carbine: COST 900, DMG 3d8 energy, WT. 2.5kg, PROPERTIES Restricted. Ammo (range 60/600 or without stock 40/160), autofire, folding stock, reload (50 power cell), stun setting (NOTE – without folding stock costs 850 credits).
Blaster, light repeating: COST 1,200cr, DMG 3d8 energy, WT. 6kg, PROPERTIES Military. Ammo (range 60/600), autofire only, heavy, reload (200 power cell), two-handed.
Blaster rifle: COST 1,000cr, DMG 3d8 energy, WT. 4.5kg, PROPERTIES Restricted. Ammo (range 60/600), autofire, heavy, reload (75 power cell), stun setting, two-handed.
Blaster rifle, heavy: COST 2,000cr, DMG 3d10 energy, WT. 6kg, PROPERTIES Military. Ammo (range 60/600), autofire, heavy, reload (30 power cell), stun setting, two-handed.
Blaster rifle, sporting: COST 800cr, DMG 3d6 energy, WT. 4kg, PROPERTIES Licensed. Ammo (range 60/600), reload (50 power cell), stun setting, two-handed.
Blaster rifle, sniper: COST 1,500cr, DMG 3d10 energy, WT. 6kg, PROPERTIES Military. Ammo (range 60/600), heavy, reload (30 powercell), sniper scope*, stun setting, two-handed.
Ion rifle: COST 800cr, DMG 3d8 ion, WT. 4kg, PROPERTIES Restricted. Ammo (range 60/600), heavy, reload (100 power cell), two-handed.
*This electronic sniper scope is mounted for the sniper blaster rifle. With the "aim" maneuver shots out to 600m are not at disadvantage and the weapon's range is extends to 1,200m (range 601-1,200m is at disadvantage).
SIMPLE RANGED WEAPONS
Energy ball: COST 20cr, DMG 2d8* energy, WT. 0.25kg, PROPERTIES Licensed, Rare. Light, one-use, thrown (range 10/30). NOTE that an energy ball can be thrown with a Atlati or Cesta (range 30/90) but then it also gain the Ammo and Loading properties (5th ed. pg. 147).
Grenade, frag: COST 200cr, DMG 4d6* slashing & energy, WT. 0.5kg, PROPERTIES Military. Area (4-meter sphere), light, one-use, throw (range 10/30).
Grenade, ion: COST 250cr, DMG 4d6 ion, WT. 0.5kg, PROPERTIES Restricted. Area (4-meter sphere), light, one-use, thrown (range 10/30).
Grenade, smoke: COST 100cr, DMG – (Heavy Obscure, for 1 minute/10 rounds), WT. 0.5kg, PROPERTIES Licensed. Area (8-meter sphere), light, one-use thrown (range 10/30).
Grenade, stun: COST 250cr, DMG – (4d6 stun), WT. 0.5kg, PROPERTIES Restricted. Area (4-meter sphere), light, one-use thrown (range 10/30).
Thermal detonator: COST 2,000cr, DMG 8d6* energy, WT. 1kg, PROPERTIES Illegal. Area (8-meter sphere), light, one-use, thrown (range 10/30).
* if the damage from this weapon meets or exceeds a target’s Damage Threshold, the target is knocked prone.
ARMOR
ARS = Armor Reflex Save, FORT = Fortitude Equipment Bonus.
Light Armor
Blast Helmet and Vest: COST 500, ARS 11+ Dex or Int modifier, FORT +1, STEALTH normal, WT. 3kg.
Battleframe: COST 3,500cr, ARS 11+ Dex or Int modifier, FORT +0, STEALTH normal, WT. 10kg. Properties – This is a light frame that can be worn underneath normal clothing. When powered on it grants the wearer a +2 equipment bonus to his base Strength score (but only if proficient with Light Armor) and allows him to carry up to his Strength score (adjusted with the suit) time 4kg before he is encumbered and Strength times 8 for heavy encumbrance. The suit runs on two power cells.
Flight suit, padded: COST 2,000cr, ARS 12+ Dex or Int modifier, FORT +2, STEALTH Disadvantage, WT. 5kg. Properties – sealed vs. vacuum conditions with 10 hours of life support.
Duraweave Jacket: COST 3,000cr, ARS 12+ Dex or Int modifier, FORT +1, STEALTH normal, WT. 3kg. Properties – made to look like a normal jacket.
Combat Jumpsuit: COST 1,500cr, ARS 13+ Dex or Int modifier, FORT +2, STEALTH normal, WT. 8kg.
Flight suit, armored: COST 4,000cr, ARS 13+ Dex or Int modifier, FORT +3, STEALTH Disadvantage, WT. 10kg. Properties – sealed vs. vacuum conditions with 10 hours of life support.
Scout Trooper Armor: COST 5,000cr, ARS 14+ Dex or Int modifier, FORT +2, STEALTH normal, WT. 9kg. Properties – Basic suit provides Advantage on any Constitution checks vs. inhaled toxins or causes Disadvantage for toxins attacking the wearer. Imperial Stormtrooper scout armor increases the cost by 2,000 credits and adds the following basic features – adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free commlink.
Medium Armor
Ceremonial Armor: COST 5,000cr, ARS 14+ Dex or Int modifier (max 2), FORT +3, STEALTH normal, WT. 14kg.
Combat Spacesuit: COST 7,500cr, ARS 14+ Dex or Int modifier (max 2), FORT +3, STEALTH Disadvantage, WT. 16kg. Properties – sealed vs. vacuum conditions with 10 hours of life support.
Trooper Armor: COST 6,000cr, ARS 15+ Dex or Int modifier (max 2), FORT +3, STEALTH Disadvantage, WT. 13kg. Properties – Basic suit provides Advantage on any Constitution checks vs. inhaled toxins or causes Disadvantage for toxins attacking the wearer. Imperial Stormtrooper armor increases the cost by 2,000 credits and adds the following basic features – adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free commlink. Other models include Snowtrooper Armor (cost 18,000cr) provides full protects vs. freezing and cold environmental conditions and Sandtrooper Armor (cost 18,000cr) provides full protection vs. hot and desert environmental conditions along with extra water.
Corllian powersuit: COST 10,000cr, ARS 15+ Dex or Int modifier (max 2), FORT +3, STEALTH Disadvantage, WT. 20kg. Properties – When powered on it grants the wearer a +2 equipment bonus to his base Strength score (but only if proficient with Medium Armor) and allows him to carry up to his Strength score (adjusted with the suit) time 4kg before he is encumbered and Strength times 8 for heavy encumbrance. The suit runs on four power cells.
Battle armor: COST 7,000cr, ARS 16+ Dex or Int modifier (max 2), FORT +3, STEALTH Disadvantage, WT. 16kg.
Heavy Armor
Armored Spacesuit: COST 12,000cr, ARS 18, FORT +3, STEALTH Disadvantage, WT. 35kg. Properties – sealed vs. vacuum conditions with 10 hours of life support.
Battle armor, heavy: COST 15,000cr, ARS 20, FORT +4, STEALTH Disadvantage, WT. 30kg.[/sblock]
[sblock=Other Equipment]
See Saga for full description of the following devices...
COMMUNICATION DEVICES
Comlink: Short-range comlinks (50cr, Wt. 0.1kg) have a range of 50km or low orbit and can be built into helmets and armor for hand-free options for an additional 50cr. Long-range comlinks (250cr, Wt. 1kg) have a range of 200km or high orbit and requires a small packed sized com-set. For double the cost they can be miniaturized for write sized units (500cr, Wt. 0.1kg). Encryption imposes disadvantage on Computer Use or Splicer checks to intercept transmissions for ten times the cost. Video Capability have 2D imagines in additional to audio for twice the cost. Holo-Capacity have 3D holo projector in addition to audio for five times the cost.
Pocket Scrambler: scrambles outgoing messages imposing disadvantage on any Computer User or other tool use check to detect and intercept messages (400cr, Wt. 0.5kg)
Vox Box: can hold any number of pre-programmed phrases in Basic (or any other one common language of choice). How long it takes to communicate with the device depends on how complex the saying (200cr, Wt. 0.1kg)
COMPUTER and STORAGE DEVICES
Code Cylinder: Provides access to restricted areas, coded to the device (500cr, Wt. 0.1kg).
Datacards (blank 10): simple storage device used with a computer or data reader (10cr, Wt. 0.1kg).
Datacard (various subjects): Grant advantage on Intelligence or Wisdom check on specific subjects, GM determines cost (100-1,000cr. Wt. nil)
Datamap Reader: a dedicated pad with pull out flexible map board (200cr, Wt. 0.5kg)
Datapad: hand held personal computer (1,000cr, Wt. 0.5kg)
Holoprojector, personal: handheld personal hologram projector (1,000cr, Wt. 0.5kg)
DETECTION and SURVEILLANCE DEVICES
Electrobinoculars: Allows users to see out to the horizon or into low orbit (1,000cr, Wt. 1kg)
Glow Rod: 12m radius or 60m beam (5cr, Wt. 1kg)
Fusion Lantern: double glow rod (25cr, Wt. 2kg)
Recording Unit: storage devices for hundreds of hours’ worth of data. Audiorecorder: sound recorder (25cr, Wt. 0.1kg). Holorecorder hologram sound and visual recorder (100cr, Wt. 0.1kg). Videorecorder sound and 2D video recorder (50cr, Wt. 0.1kg)
Sensor Pack: portable scanning device. Advantage on Wisdom (Perception) checks out to 1km range (1,500cr, Wt. 9kg)
LIFE SUPPORT
Aquata breather: 2 hour air supply while underwater (350cr, Wt. 0.2kg)
Breath mask: atmosphere filter up to one hour Immunity to inhaled toxins before filter must be replaced (200cr, Wt. 2kg). Atmosphere filter pack of 10 (25cr, Wt. 1kg)
Flight Suit: one-piece coveralls and helm grants +2 fortitude defense vs. pressure and has 10 hours of life support. Wearer is at disadvantage with Dexterity (Stealth) checks (1,000cr, Wt. 3kg)
Space Suit: bulky sealed coveralls that provide vacuum life support for 24 hours. Wearer is at disadvantage with Dexterity (Stealth) checks (500cr, Wt. 15kg).
MEDICAL GEAR
Bacta tank (empty): When full, advantage on all Wisdom (Medical) checks and Surgery tool kit. Also after long rest regain all lost Hit Points and Hit Dice Requires 300 liters of bacta liquid to operate (100,000cr, Wt. 500kg). Bacta, 1 liter (100cr, Wt. 2kg).
Cybernetic prosthesis: replacement limbs. With more than three “prosthesis” barer takes full damage from ion attacks. Also -1 to Charisma (Use the Force) for each “prosthesis” (although each Dark Side point cancels a -1 penalty) (1,500cr +500cr surgical cost, Wt. varies).
Medpac: one-use pack with two functions. First if applied to a dying individual it automatically stabilized them (grant 3 death saves). Second, a non-incapacitated individual regains 1d8+2 hit points (at a rate of one hit point a round). Each time a medpac is used to heal HP, it heals 2 less points (1d8 the second time, 1d8-2 the third, etc.). If the result is 0 or less, the user gains no additional benefits from a medpac until she complete a long rest. (100cr, Wt. 1kg).
SURVIVAL GEAR
All-temperature cloak: wrap around cloak imposes disadvantage on any heat or cold environmental attack vs. user (100cr, Wt. 1.5kg).
Chain (3 meters): can support 5 metric tons of weight (25cr, Wt. 2.5kg).
Field Kit: backpack with 2-liter canteen, and built-in water filter, sunshield roll-on, one week’s worth of food rations, two glow rods, and a breather mask with 24 filters. Also grants advantage with Wisdom (Survival) checks (1,000cr, Wt. 10kg).
Jet Pack: backpack short range flight pack. Activation is a bonus action. Grants a Flying Speed of 16 meters until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) check or fall. Can lift up to 200kg of weight (300cr, Wt. 20kg, replacement fuel cell 100cr, 10kg)
Liquid cable dispenser (15 meters): can support up to 560kg of weight (10cr, Wt. 0.2kg)
Ration pack: one days’ worth (5cr, Wt. 0.1kg)
Syntherope (45 meters): supports up to 760kg of weight (20cr, Wt. 2.5kg)
TOOLS
Binder cuff: come in small, medium and large creature size. Disadvantage on target’s Strength or Dexterity opposed check vs. a +10 bonus that has advantage (50cr, Wt. 0.5kg).
Energy Cell: for most non-weapon hand-held devices (10cr, Wt. nil)
Fire extinguisher: heavy obscured when used (50cr, Wt. 3kg).
Mesh tape: 30m worth (5cr, Wt. 0.5kg).
Power Generator: can power up to gargantuan vehicle for 1 day or one “power-pack” for a heavy weapon (750cr, Wt. 15kg).
Power pack/cell: for backpack size devices or hand held weapon cell power (25cr, Wt. 0.1kg).
Power recharger: can recharge power packs and energy cell in about 4 hours, up to 100 recharges (100cr, Wt. 1kg).
Utility belt: 3-days’ supply of food rations, a medpac, a spare power pack, a spare energy cell, a glow rod, a short-range comlink, a liquid cable dispenser with small grapple hook, a couple of extra spare, empty pouches (can hold up to 0.5kg each) (500cr, Wt. 4kg).
WEAPON AND ARMOR ACCESSORIES
Bandolier: 12 slots that can hold up a light weapon or ammo power cell or single piece of equipment weighing up to 0.5kg each (100cr, Wt. 2kg)
Helmet package: +2 to Wisdom (Perception) checks, low-light vision, and hands-free comlink (4,000cr, Wt. 1kg)
Holster, concealed: Disadvantage on other’s Wisdom (Perception) check (50cr, Wt. 0.2kg)
Holster, hip (25cr, Wt. 0.5kg)
Targeting Scope: with “Aim” maneuver, no disadvantage to range weapon attack roll and can double the long range distance, but at this range, attack roll is at disadvantage (100cr, Wt. 0.2kg). Enhanced low-light adds low light vision (+1,000cr, Wt. +1kg)
OTHER
Diplomatic Kit: a backpack or formal travel pack includes a datapad, a medpac, a set of fine formal wear clothing, a short-range comlink, a fusion lantern, a week’s worth of good tasting ration food packs (1,000cr, Wt. 10kg).
One-year universal passenger ticket: A credstik that is good for passage on all legal passenger starships and accepted by most tramp freighter captains that take on passengers. Good for up to one year of continues use (5,000cr, Wt. nil).
Restraining Bolt & Control rod: With the bolt attached to a droid, it allows the holder of the control rod to use an Action and automatically impose the Paralyze condition onto the droid. It requires an action and Tools (Electronics) DC10 to install onto a helpless or willing droid. Otherwise the droid must first be Grappled and increases to DC20 (500cr, Wt. 1kg each part)
[/sblock]
[sblock=ADDITIONAL SITUATIONAL/COMBAT MODIFIERS]
As Star Wars takes place in a fantasy science fiction setting it requires a few new rules to cover some new situations.
Area of Effects (5th ed. pg. 204): In Saga instead of having saving throws, the attacker attempts to “hit” with an Area of Effect attack, doing full damage with a success verses target’s Reflex Defense and ½ damage if the attack roll fails. Certain feats and talents can further negate or lower this damage.
Aid Another: as per 5th ed. but also now there are some conditions where a ‘unit’ can be aided or aid each other. For large jobs, such as mechanics on a Star Destroyer, its’ not one lowly worker trying to fix something but a group working together. Normally they are not considered to be ‘aiding’ each other but the best one of the group makes the skill check.
Aim: if the attacker does not move on her turn (Move 0), she can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When she doesso, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aiming has noeffect on full cover.
Autofire: Some military weapons are capable of firing multiple shots at one time. Any ranged weapon with the autofire property can be set to or off of autofire counts as your one weapon interaction on your turn. You cannot draw and modify a weapons setting in the same turn without the Quick Draw feat or using a Bonus action (some weapons are autofire only, listed under the property. These weapons can only fire on autofire mode). Autofire is a type of Area of Effect possibly hitting all targets in a 4 meter by 4 meter area that the attacker can chose at any point up to the range of the weapon. The attacker makes a single weapon ranged Attack roll at -5 penalty to hit and compares the result to the Reflex Defense of every creature in the area of effect. Creatures hit take full damage and creatures missed take half damage (if the attack got at least a 10 on his attack roll). Autofire consumes ten shots and can only be used if the weapon has 10 shots remaining.
Special: If an attacker spend a Bonus action and take no movement on his turn (Move 0), he can "brace" with the autofire weapon and only suffer a -2 to their weapon ranged Attack roll.
NOTE that when firing a weapon with Autofire, the attacker normally does not add any bonuses (for attacking or damage) from most feats and do not get to add their Dexterity modifier to damage (they still add their ½ Heroic level to damage).
Damage: per Saga pg. 145, add ½ Heroic level (round down) to all damage totals. [/sblock]
[sblock=VEHICLES AND STARSHIPS]
I am not going to change lots of the info here. Mostly changing what is found in the Saga rules in order for it to work with 5th ed. rules.
VEHICLE SIZE (Saga pg. 166): still using the vehicle size as a penalty to the Vehicle’s Reflex Defense, Initiative and Vehicle Operation checks.
ATTACK BONUS (Saga pg. 167): Proficiency bonus of gunner (if applied) + vehicle’s intelligence modifier
WEAPON RANGES (Saga pg. 168): For character scale, double Point Blank “squares” to equal the number of Meters range for “normal” ranged attacks and then double the “squares” for the maximum of Long Range as the Meters range for Long Range (attacks at Disadvantage; i.e. Turboblasters have a Range of 2,400/12,000 meters, etc.). Space scale remains the same and reflects an arbitrary big number, but Normal Range is the Point Blank listed, and Long Range is the maximum Long Range listing (i.e. an Ion Cannon has a Range of 2/20, etc.).
DEFENSE (Saga pg. 168)
Reflex Defense = 10 + vehicle’s Dexterity bonus + size modifier + armor bonus. If the operator of the vehicle is proficient with the vehicle, then she may add ½ (round down) of her Heroic Defense Bonus (heroic level/4, round up +1)
Damage Threshold = 10 + vehicle’s Strength modifier + size modifier (i.e. Large +5, Huge +10, Gargantuan +20, Colossal +50, Colossal/Frigate +100, Colossal/Cruiser +200, Colossal/Station +500) [For vehicles listed in the book, Fort Defense is just 10 + vehicle’s Strength modifier, but it’s not really used for anything but determining Damage Threshold so no real reason to list it IMO]
Vehicles that suffer their Damage Threshold from one attack gain the Reeling Condition and all actions taken by the crew suffer the affects this condition for any tasks on the vehicle’s systems (piloting, shooting, repair, etc.).
Vehicles already suffering the Reeling Condition who again take damage equal to exceeding its Damage Threshold acquires the Stunned Condition. The crew may still be able to act, but the vehicle cannot move under its only control, can make not attacks with vehicle based weapons, etc. This last one round while the vehicles systems reboot and then it starts operating again, but it is still suffering from the Reeling Condition until ‘repaired’. Any actions the crew attempts against or with the vehicle’s systems, while the vehicle is Stunned, are at a Disadvantage.
To recover the ship make a Strength ability check vs. 1/2 damage (as with normal creatures) vs. a DC of 10 or 1/2 the damage. Unlike normal creatures this DC can exceed 20.
At zero hit points, the vehicle is out of control and is no longer functioning. All the crew can do it attempt to fix it or abandoned it. If in space or in a hostile environment the vehicle starts venting atmosphere, and the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has ten rounds). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its damage threshold, it is destroyed. In addition, all of the vehicle’s occupants take half damage from the attack.
CREW QUALITY
Untrained: Attack Bonus +0, Checks Bonus +0
Normal: Attack Bonus +2, Check Bonus +2
Skilled: Attack Bonus +4, Check Bonus +5
Expert: Attack Bonus +6, Check Bonus +9
Ace: Attack Bonus +8, Check Bonus +12
Attack bonus assume Proficiency, Ability Modifiers and any Feats or Talents, Check bonus assume the same but also include Skill Expertise.
SPECIAL VEHICLE COMBAT RULES
Area of Effect: on Starship scale, these are treated as area attacks against one vehicle only UNLESS specifically notes in weapons description that it effects at starship scale spaces.
Autofire: on Starship scale assumes attack against one target (but otherwise use the Autofire rules, it just affects only one target). Airspeeders and Starfighters can make a special ‘Attack Run’ (see below) in which they affect targets in a 4-meters wide line and up to 20-meters length long (the vehicle’s attack penalty is equal to ½ the length of the run, minimum 10-meters or -5). Note with Attack run this attack is at Advantage, and with normal Area of Effect attacks, all targets in the area suffer full damage on a hit and half damage on a miss.
Collisions: Work fairly close to Saga pg. 173, except were revised below (see Ramming). Mobile Hazards have the same Attack bonus as listed vs. the target’s Reflex Defense.
Ion Damage: As with Droids and other devices, vehicles with Ion Vulnerability suffer a -5 to their Damage Threshold vs. Ion damage (some military grade vehicles are hardened verses this type of damage and do not suffer the -5 penalty). But Ion damage does not have as lasting affects as other damage. When making repairs, a success doubles the amount of damage that a mechanic (or mechanic team) restores.
Missile and Torpedoes: If the gunner of a missile or torpedo spends an Action before firing such a weapon, the gunner makes a special Attack against the target. If he is successful the missile or torpedo is “locked” onto the target. The gunner can maintain this ‘weapons lock’ for as many rounds as he wishes, so long as he does not try to weapons lock another target. Firing a weapon with ‘missile lock’ means that if the gunner misses on his Attack roll, the next round the missile or torpedo can again tries to attack the target with the same Attack roll bonus (with a -2 penalty). If this second attack misses then the missile or torpedo self-destructs harmlessly.
Out of Control: An out of control vehicle (one that is Stunned or has 0 hit points remaining) is no long under control of the vehicle operator. Land vehicles tend to move in the same general direction they were moving before being disabled, the first round at whatever speed it was traveling the previous rounds, and half speed each round after that. If there are any obstacles in the way it make crash into them (see Collisions). Spacecraft generally act the same way in space, moving forward in the same general heading it was on before. A flying vehicle in a gravity well at the time it becomes disabled immediately falls 150 meters plus another 300 meters for every rounds until it either hits the surface or is reactivated. Resolve falling damage as normal, and all passengers and crew suffer ½ this damage.
Tractor Beams: Work something like Grapple (5th pg. 195) but on a much larger scale. Starships have their Grapple bonus listed in their builds and can only grapple a target the same size or smaller. If the tractor beam ship wins, the target has a special form of Restrained Condition, in that its speed is reduced to 0, but that beam can force move the grappled target without moving themselves or ending the grapple (Moving a Grappled Target). Generally it moves the target 20 meters a round that it is grappled (or one Starship scale one space a round).
VEHICLES IN COMBAT (Updated for 5th ed.)
Attack with Vehicle Weapons (Capital Ships): Capital Ship weapons are designed for long-range bombardment against large or immobile targets, and have a difficultly tracking very small enemies. When attacking a target less then Colossal size, a vehicle that is Colossal (frigate) size or larger takes a -20 penalty on its attack rolls. Point-defense weapons are specifically designed to attack smaller targets and do not suffer this penalty.
Attack Run (Vehicle Operator Only): As an Action you can move up to the vehicle speed (minimum 2 spaces or ½ speed) in a straight line through unobstructed terrain towns your target and make an attack with a vehicle weapon(s) at the target at the end of your movement. This attack is at Advantage, but any attacks against your vehicle also have Advantage until the start of your next turn.
Dash (Vehicle Operator Only): As an Action you can move your vehicle up to its listed Maximum speed. Per round, take the KP/H as meters per round (i.e. an AT-AT that Dashes moves 60 meters as its Action). Non-piloting crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
Dogfighting (Vehicle Operator Only): As an Action, the pilot of an airspeeder or Starfighter can initiate a dogfight against an enemy ‘nearby’ airspeeder or Starfighter. Make a Vehicle skill check at -2 opposed by the enemy’s Vehicle skill check. If you success, you and the target vehicle are engaged in a dogfight.
Consequences of Dogfighting: Vehicles engaged in a dogfight must select the dogfighting action on every turn, and cannot move out of their current “area” until one disengages. While engaged in a dogfight you cannot attack targets outside the dogfight.
Firing into a Dogfight: Other vehicles firing into a dogfight are at Disadvantage (unless the gunner has the Precise Shot feat)
Attacking in a Dogfight: Vehicle operators make Opposed Vehicle operation skill checks (this is part of the movement of the vehicle as they fly around each other trying to get into the best position). The operator that wins may make attack rolls as normal this turn, while the loser is at Disadvantage for all attacks this round.
Disengaging from the Dogfight: A vehicle that wishes to exit a dogfight must take a Bonus action and win an opposed Vehicle operation skill. If successful the operator ends the dogfight and can move its speed as normal. If the operator fails, you remain in the dogfight this round and you automatically lose the ‘Attacking in Dogfight’ test for superior position.
Opportunity Dogfights: If an enemy Starfighter tries to move through your space or an adjacent space (spaceship scale) you may attempt to initiate a dogfight as a Reaction. If successful, the enemy Starfighter must stop moving.
Fly Defensively (Vehicle Operator Only): As an Action, you concentrate more on protecting your vehicle then hurting your enemies. You as the operator cannot make any attacks until the start of your next turn (except Reactions). All attacks made by your vehicle are at Disadvantage until the start of your next turn, but all against your vehicle are also at Disadvantage. The vehicle operator must have proficiency in the vehicle she is operating in order to gain this bonus. Capital ships cannot take this action except against other capital ships (and then they are at a Disadvantage attacking smaller craft also).
Increase Vehicle Speed (Vehicle Operator Only): If the operator is proficient with the vehicle he is operating, you can attempt to push the vehicles speed past its normal limits. As a Bonus action, make a DC 15 Vehicle skill check. If successful you increase the base Speed of your vehicle by 50% for that round. If you get over a DC 20 you double the vehicle’s speed. A failed roll results in the vehicle acquiring the Reeling Condition.
Raise or Lower Shields (System Operator Only): As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s systems.
Ram (Vehicle Operator Only): As an Action, a vehicle operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space and the ram is treated as an Area of Effect (5th ed. pg. 204). You can use your vehicle to ram just about anything including another vehicle, a creature a structure.
Make a Vehicle operation skill check at Disadvantage against the target’s Reflex Defense. If the check is successful, your vehicle, the target and all passengers about the vehicles involved in the collision take Collision Damage (see above). Assuming your vehicles is operating and you are alive you continue the rest of your movement past the target space. If the check fails, your vehicle and the target suffer ½ damage as to all passengers involved and your vehicles moves the next unoccupied space and stops (end of your turn).
Ramming Speed: If you vehicle was able to take the Dash action before entering the target’s space, double the damage caused by the collision.
Avoid Collision (Vehicle Operator Only): At any time your vehicle is subject to a collision, if you see the attacker, you can spend a Reaction and make a Vehicle operation check DC 10 + the reserve size of the vehicle attempting to ram you (Large size DC is 11, Colossal size is a DC 20). If you succeed, all target’s involved take ½ damage if the attack was successful and no damage if the attacked failed. You cannot avoid a collision if you are intentionally ramming a target.
Recharge Shields: With an Action, a crew for the ship can attempt a Tools (Electrical) DC 15 to increase the vehicle’s current shield rating by 5, up to the vehicle’s normal maximum.
Repair: A damaged vehicle can be repaired, with time. If reduced to 0 hit points that also took more then its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair a non-destroyed vehicle (one reduced down to 0 hit points), a crew can work on it for one hour and make a Tools (Mechanic) check DC 10 + the reverse of the Vehicle size penalty (i.e. a Large vehicle is at DC 11, a Colossal vehicle is DC 20). A success repairs 1d8 + your tools proficiency bonus. If the vehicle is suffering any conditions these apply to the skill check.
Jury-Rig: You can attempt to make short-term repairs to a destroyed vehicle or make install some condition (like seal a room on a starship that is venting atmosphere). Increase the DC by +5, but you only need a number of rounds equal to the ½ the reverse of the Vehicles size penalty (round up; i.e. a Large vehicle would require one round, a Colossal vehicle would require five rounds). The vehicle will acts as if Reeling for a number of rounds equal to ½ your character level (round up) or the condition that you installed last for the same number of hours. At the end of this time the vehicle or condition ends (but you can keep trying to jury-rig it to keep it limping along).
Reroute Power: A crew set (on smaller vehicles and starships this can be one person, on capital ships it is large numbers of crew) can attempt to spend a number of Actions equal to the Size Penalty of the vehicle (large vehicles need 1 round, Colossal vehicles require 10 rounds) to remove the Reeling condition. At the end of the time they must make a Tools (Mechanic) or (Electronics) check verses 10 + the reverse of the Vehicle size penalty (i.e. a Large vehicle is at DC 11, a Colossal vehicle is DC 20). Success removes the Condition from the ship. A crew can try and jury-rig the repairs in ½ (round down, minimum 1 round) the time, but the DC increases by +5. Failure at jury-rigging causes the vehicle to suffer the Stunning Condition for one round.
VEHICLE DESCRIPTIONS
Most of the information found in the Saga chapter on vehicles is fine, except to change the following…
Initiative is the Crew Quality check number minus the vehicles size modifier.
Perception should just use Crew Quality Check number. Otherwise this is the Vehicles’ Operator’s or Sensor Operator’s Perception skill.
Speed for non-spaceships double base Speed listed as the vehicles base walk Speed in meters. Max. velocity is the speed (in km/h) that the vehicle is moving with the Dash maneuver. Starship scale remain the same number. In these cases the Dash action simply means the vehicle moved its starship scale speed twice.
Flat-footed is not used, ignore.
DR is considered Hardness and reduces all damaging attacks by listed amount.
Ignore Base Attack,
Fighting Space, is not used, ignore.
Base Attack is now figure either through Crew Quality attack bonus plus the Vehicle’s Intelligence modifier or the gunner’s.
Skills are based on Crew Quality minus size penalty for operating Vehicle (type)
Area Burst or Effect, etc. multiple the number by 2 for the number of meters that the attack affects. [/sblock]
[sblock=PRESTIGE CLASES]
Levels – this is the maximum number of levels the class has and can be taken. Most are limited to 10 levels but a few have only 5 levels.
ACE PILOT
Requirements
Minimum Heroic Level: 5th
Proficiency: Vehicle (Spacecraft)
Feats: Vehicle Combat
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Reflex Defense, +2 class bonus to Fortitude Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the ace pilot selects a talent. This talent may be from the Expert Pilot or Gunner talent trees or from the Spacers talent tree (see Scoundrels in base classes).
Vehicle Dodge: You now how to avoid damage in a vehicle. Apply a dodge bonus to the Reflex Defense of any vehicle that you are piloting equal to your one-half you Ace Pilot class level, round down (so +1 to +5).
EXPERT PILOT TALENT TREE
Elusive Dogfighter: When engaged in a dogfight, an enemy pilot engaged in the same dogfight suffers an additional -5 to his attack rolls if you won that rounds Vehicle Operators check for ‘Attacking in a Dogfight’ (along with making attacks that round at a Disadvantage, see Vehicles and Starships section on Actions).
Full Throttle: You are at Advantage with your Vehicle operation checks when attempting to ‘Increase Vehicles Speed’’ (see Vehicles and Starships section on actions).
Juke: When an attacker that you can see hits a vehicles with an attack, you can use a bonus action to halve the attack's damage against you.
Keep it Together: When a vehicle you are operating takes damage that would cause it to suffer either a Reeling or Stunned Condition, you can use your Reaction to ignore this affect until the end of your next turn. You must complete a short or long rest before you can use this talent again.
Relentless Pursuit: When you are initiating a ‘Dogfight’ (see Vehicle and Starship actions) you have Advantage on your Vehicle operation check vs. the enemy vehicle to force one.
Vehicle Evasion: If the vehicle you are operating is hit by an Area of Effect attack, it takes half damage if the attack hits and no damage if the attack misses your vehicle. You cannot use this ability when your vehicle is stationary, stunned or disable.
GUNNER TALENT TREE
Dogfighter Gunner: While your vehicle is engaged in a dogfight, you are not at a Disadvantage on rounds where the vehicle operator lost the opposed operators check when ‘Attacking in a Dogfight’, if you are not the vehicles operator. Prerequisite: Expert Gunner.
Expert Gunner: You gain a +1 bonus on attack rolls and a +1 on damage rolls per die of weapon damage, made when using a vehicle weapon.
Quick Trigger: Whenever an enemy vehicle moves out of your space or adjacent space (for Starship scale) you may make a single Opportunity weapons attack against the vehicle as a Reaction. Prerequisite: Expert Gunner.
System Hit: Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the Stunned Condition instead of the normal Reeling Condition, onto it (recovers normally). Prerequisite: Expert Gunner.
BOUNTY HUNTER
Requirements
Minimum Heroic Level: 5th
Proficiency: Survival
Talents: at least two from the Awareness (Scout), or Misfortune (Scoundrel) or Commando (Soldier) talent trees (can mix and match if you wish)
Levels: up to 10 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +4 class bonus to Reflex Defense, +2 class bonus to Fortitude Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the bounty hunter selects a talent. This talent may be from the Bounty Hunter talent trees, or the Awareness (Scout), Misfortune (Scoundrel), or Commando (Soldier) talent trees.
Familiar Foe: By observing your enemy in combat, you know how to defeat him more easily. If you spend an Action observing an opponent in combat, you gain a bonus on your attack rolls against that specific target and a bonus to your Reflex Defense from attacks made by this specific opponent equal to one-half your Bounty Hunter class level, round down (+1 to +5). The effects last until you take your next short or long rest. You cannot use this ability until after your opponent has acted during the combat. You cannot gain the bonus of this talent again until after you next short or long rest.
BOUNTY HUNTER TALENT TREE
Hunter’s Mark: If you take the aim maneuver you can spend a Force Point to also ‘mark’ the target. For the remained of that combat (or until you next rest or if you are Incapacitated or reduced to 0 hp) if one of your ranged attacks that hits the target and do at least 1 pt. of damage, it acquires the Reeling condition. (recovers normal).
Hunter’s Target: As a Reaction, you designate an opponent that you can see. There after once per round, when you succeed on a melee or range attack against that opponent you gain a bonus on damage rolls equal to your Bounty Hunter class level. The bonus ends at your next rest or if you are Incapacitated or reduced to 0 hit points. You must complete a short or long rest to use this talent again. Prerequisite: Hunter’s Mark.
Notorious: Your skill as a bounty hunter is known throughout the underworld, even on fringe worlds. You have Advantage on Charisma (Intimidate) checks.
Nowhere to Hide: You have Advantage on Charisma (Gather Information) checks when looking for specific individuals or targets with bounties on their heads.
Relentless: Any effect originating from opponent whom is under your Hunter’s Target talent that would normally cause you to suffer a Reeling or Stunned condition, instead these attacks do not cause these conditions. Prerequisite: Hunter’s Mark, Hunter’s Target.
Ruthless Negotiator: You have Advantage on Charisma (Persuasion) checks (or any other Charisma check) when haggling over the price of a bounty or similar job. Prerequisite: Notorious
CRIME LORD
Requirements
Minimum Heroic Level: 5th
Proficiency: Deception, Persuasion.
Talents: at least one from the Fortune (Scoundrel), Lineage (Noble) or Misfortune (Scoundrel) talent trees
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Will Defense, +2 class bonus to Reflex Defense
Talents: At 1st level and every level thereafter, you select a Talent. The talent must be selected from the Infamy or Mastermind talent trees or the Influence (Noble) talent tree.
Command Cover: You can use your allies to shield you from harm. You gain a +1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your crime lord level, round down (+1 to +5)
INFAMY TALENT TREE
Inspire Fear I: Your infamy and reputation are such that any opponent whose level is equal to or less than your character’s level takes a -1 penalty on attack rolls and opposed skill check made against you, as well as Charisma (Use the Force) check made to activate Force Powers that target you. This is a mind-affecting feat effect.
Inspire Fear II: As Inspire Fear I, but the penalties increase to -2. Prerequisite: Inspire Fear I
Inspire Fear III: As Inspire Fear I and II, except that now not only do the opponents suffer these penalty to all rolls, but once a round, you can impose Disadvantage on one of these checks (the Crime Lord gets to decide which one). Prerequisite: Inspire Fear I, Inspire Fear II
Notorious: Your skill as a crime lord is known throughout the underworld, even on fringe worlds. When you are not in disguise or undercover, you have Advantage on Charisma (Intimidate) checks.
Shared Notoriety: When your minions invoke your name, others take note. If you have minions (see below) then have Advantage on Charisma (Intimidate) checks when they mention you. Prerequisite: Attract Minion, Notorious
MASTERMIND TALENT TREE
Attract Minions: You attract a loyal minion. The minion is a non-heroic character with a class level equal to ¾ of your character level, round down. You may select this talent more than once, gaining another minion. Your minions raise in levels as you do (at ¾ your level).
Impel Ally I: You can spend a Reaction to grant one ally that can see and hear you to also spend a Reaction and move up to his normal speed immediately. If you want you can also spend your Bonus and normal Action in a round granting up to two additional allies this same ability.
Impel Ally II: You can spend your Bonus and grant one ally that can see and hear you the ability to take an extra Action of any type on her next turn. The ally must use this extra Action on her next turn of the opportunity is wasted. Prerequisite: Impel Ally I.
ELITE TROOPER
Requirements
Minimum Heroic Level: 5th level (or 7th non-Heroic level)
Proficiency: Light and Medium Armor
Feats: Martial Arts I or Point Blank Shot
Talents: at least one from the Armor Specialist, Commando or Weapons Specialist talent trees (Soldiers).
Levels: up 10 levels.
Hit Dice: 1d12 (or 7) + Constitution modifier
Defense Bonuses: +4 class bonus to Fortitude Defense, +2 class bonus to Reflex Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the elite trooper selects a talent. This talent may be from the Weapon Master Talent tree or the Commando (Soldier) or Camouflage (Scout) talent trees.
Delay Damage: Elite troopers are the toughest individuals in the galaxy. An elite trooper can use a Reaction and choose to delay the effects of a single damaging attack, ability or effect used against him. The damage or effect does not take hold until the end of his next round. The elite trooper can use this ability again after completing a short or long rest.
Damage Reduction: While wearing any kind of armor, damage from all attacks are reduced by one-half your elite trooper class level, round down (1 to 5 points). This stacks with the Juggernaut talent, but only while wearing heavy armor.
WEAPON MASTER TALENT TREE
Advance: Veteran troopers know how to move in combat. As a bonus action you can take a Dash or Disengage action and your base move speed is +2 meters.
Controlled Burst: Your penalty when making an autofire attack or using the Burst Fire feat is reduced to -2. In addition, if you brace (see new combat modifiers) with an autofire only weapon you have no penalty on your attack roll.
Exotic Weapon Mastery: You are considered proficient with all exotic weapons.
Ferocity: Elite troopers can be ferocious fighters. As a Bonus action, add +1 weapon die to all your attacks in one round. You must complete a short or long rest to use this ability again. The Elite Trooper can take this Talent multiple times, allowing them to use this Talent again before complete a short or long rest.
Glory: Many elite troopers fight for honor & glory. When you reduce an opponent to 0 HP, your next attack roll is with Advantage. You must complete a short or long rest to use this ability again. The Elite Trooper can take this Talent multiple times, allowing them to use this Talent again before complete a short or long rest.
Greater Weapon Focus: Choose one exotic weapon or weapon group. You gain a +1 bonus on attack rolls with this chosen exotic weapon or weapon group (except lightsabers). This bonus stacks with the bonus granted by the Weapon Focus feat. You may select this talent multiple times, each time it is selected it applies to a different exotic weapon or weapon group. Prerequisite: Proficiency with weapon you are using, Weapon Focus feat with chosen exotic weapon or weapon group.
Greater Weapon Specialization: Choose one exotic weapon or weapon group (except lightsabers). You gain a +2 bonus on damage rolls with this choose exotic weapon or weapon group. This bonus stacks with the bonuses granted by the Weapon Specialization talent. You may select this talent multiple times, each time it is selected it applies to a different exotic weapon or weapon group. Prerequisite: Proficiency with weapon you are using, Greater Weapon Focus talent and Weapon Focus feat with chosen exotic weapon or weapon group, Weapon Specialization talent with chosen exotic weapon or weapon group.
FORCE ADEPT
Requirements
Minimum Heroic Level: 5th
Proficiency: Use the Force
Feats: Force Sensitivity
Talents: Any one Force Talents.
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Will Defense, +2 class bonus to Reflex Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the force adept selects a talent. This talent may be from the Dark Side Devotee, Force Adept, or Force Item talent trees.
Force Technique: At every even-number level (2nd, 4th, 6th, etc.) in force adept you gain one Force Technique.
DARK SIDE DEVOTEE TALENT TREE
Channel Aggression: Any time you attack a target with Advantage, you may spend a Force Point after a successful attack and deal additional damage to the target equal to 1d6 per force adept class level (max 10d6).
Channel Anger: You let your anger swell into a rage. As a Bonus action you can spend a Force Point and gain a +2 rage bonus on melee attack rolls and melee damage rolls for a number of rounds equal to 5 + your Constitution modifier. At the end of this duration you gain one level of Exhaustion. While raging you cannot use skills or abilities that require patience or concentration. Prerequisite: Channel Aggression.
Crippling Strike: Whenever you score a critical attack roll, you also reduce the target’s speed by half (if you score a critical on the same target again then their Move is reduced to 0 or crawling only). This is a persistent condition that lasts until the target has been fully healed (back to maximum hit points). Prerequisite: Channel Aggression.
Embrace the Dark Side: Whenever you use a Force Power with the [dark side] descriptor you can use a Bonus action to gain Advantage on your Charisma (Use the Force) check with this power. Upon choosing this talent you can no longer use Force powers with the [light side] descriptor. Prerequisite: Channel Aggression, Channel Anger.
FORCE ADEPT TALENT TREE
Force Power Adept: You are skilled at using a particular Force power. Select one Force power you know. When using that Force Power you have the option of spending a Force Point to gain Advantage on your Charisma (Use the Force) check (and then adding the Force die result to the end of either die results). You may select this talent multiple times, each time it applies to a different Force power.
Force Treatment: You can make a Charisma (Use the Force) check instead of a Wisdom (Medicine) check for stabilizing etc. and you gain the benefits of a Medical kit without having one.
Fortify Body: The Force shields you against ailments. You are now immune to disease, poisons, toxins and radiation. You also take 1/2 damage from all 'energy-form' Force powers (i.e. Force Lightning, etc.) Prerequisite: Equilibrium
FORCE ITEM TALENT TREE
Attune Weapon: You can spend a Force Point to attune a melee weapon. Attuning a weapon takes an Action, but it remains attuned to you thereafter so long as you 'interact' with it at least once a day. From that point forward, whenever you wield the attuned weapon you gain a +1 force bonus on attack rolls. This bonus works for you alone. This weapon also gains the property allowing it to ‘parry’ lightsabers.
Empower Weapon: You can spend a Force Point to empower a melee weapon. Empowering a weapon takes an Action, but it remains empowered to you thereafter so long as you 'interact' with it at least once a day. From that point forward, whenever you wield the empowered weapon it deals one additional weapon die of damage. This bonus works for you alone. This weapon also gains the property allowing it to ‘parry’ lightsabers.
Force Talisman: You may spend a Force Point to imbue a weapon or some other portable object with the Force, creating a talisman that provides protection to you. Creating the talisman takes an Action. While you wear or carry the talisman on your person you gain a +1 Force bonus to your defenses (Reflex, Fortitude and Will). You may only have one Force Talisman active at any given time, and if your Force Talisman is destroyed or lost you may not create another until after a long rest.
Greater Force Talisman: As Force Talisman above, except now your Talisman also grants a +1 Force bonus too all of your ability and skill checks. Prerequisite: Force Talisman.
FORCE DISCIPLE
Requirements
Minimum Heroic Level: 10th
Proficiency: Use the Force
Feats: Force Sensitivity
Talents: Any two talents from the Dark Side Devotee, Force Adept or Force Item talent tree.
Force Powers: Farseeing
Force Techniques: Any one
Levels: up to 5 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +6 class bonus to Will Defense, +3 class bonus to Reflex Defense
Indomitable: You are immune to mind-affecting effects.
Prophet: Each time you gain a level in this class, you receive +2 additional Force Points (over what you would normally get for your level). In addition, you may sacrifice these extra Force Point after gaining a class level. If you choice to do so you instead receive a prophetic vision from the Force. The content of this vision is instantaneous and determined by the GM
Talents: At every odd-number levels (1st, 3rd and 5th) the force disciple selects a talent. This talent may be from any Force Adept or basic Force Talent tree.
Force Secret: You have glimpsed an eternal truth through your contemplation of the Force. At 2nd level and every Force Disciple level after that you gain one Force Secret.
GUNSLINGER
Requirements
Minimum Heroic Level: 5th
Proficiency: Pistol
Feats: Point Blank Shot, Precise Shot, Quick Draw.
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Reflex Defense, +2 class bonus to Will Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the gunslinger can select a talent. This talent may be selected from the Gunslinger talent tree or the Fortune (Scoundrel) or Awareness (Scout) talent trees.
Trusty Sidearm: Gunslingers gain a bonus on damage rolls equal to one-half, round down, their gunslinger class level when wielding a pistol. This damage is in addition to the character’s usual heroic level bonus to damage and from feats or talents such as weapon specialization.
GUNSLINGER TALENT TREE
Debilitating Shot: If you aim before making a range attack, you can spend a Bonus action and if your attack hits, you automatically impose the Reeling condition onto the target (recovers normally) in addition to normal damage.
Deceptive Shot: Select one target that you can see and is within 12 meters. You can spend a Bonus action and make a Charisma (Deception) check. If your check meets or exceeds the target’s Will Defense you have Advantage against the target with ranged weapon attacks until the start of your next turn.
Improved Quick Draw: If you are carrying a pistol (either in your hand or holstered) you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised (roll initiative as normal for when this attack happens). If you are not surprised you can make a single weapon ranged attack at the very beginning of the surprise round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This only applies to the surprise or first round of combat. After that you react normally on your initiative.
Knockdown Shot: If you aim before making a ranged attack, you can spend a Bonus action and if your attack hits, you knock the target prone in addition to dealing normal damage. You can’t use this talent to knock down targets that are up to two sized categories larger then you are.
Quick Shot: Whenever you take the Attack action to make a weapon attack with a pistol, you can attack one additional time, instead of once, on your turn. This stacks with Double and Triple attack.
Ranged Disarm: You can disarm an opponent using a range attack. When you strike a creature with a ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength check DC vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet. Prerequisite: Intelligence 13+.
Trigger Work: You take no penalty on weapon ranged attack when using the Double-Tap feat.
JEDI KNIGHT
Requirements
Minimum Heroic Level: 5th
Proficiency: Lightsabers, Use the Force
Feats: Force Sensitivity
Special: You must have built your own lightsaber (see Jedi) and you must be a member of the Jedi tradition.
Levels: up to 10 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +2 class bonus to Fortitude Defense, Reflex Defense, and Will Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the Jedi Knight can select a talent. This talent may be selected from the Duelist or Lightsaber Form talent trees, or from the Armored Specialist (Solider) or any of the Jedi talent trees.
Force Technique: At every even-number level (2nd, 4th, 6th, etc.) in Jedi knight you gain one Force Technique.
DUELIST TALENT TREE
Force Fortification: As a Reaction, you can spend a Force Point to negate a critical hit score against you and take normal damage instead. You can spend this Force Point even if you have already spent a Force Point this round.
Greater Weapon Focus (lightsaber): You gain a +1 bonus on melee attack rolls with lightsabers. This bonus stacks with the bonus granted by Weapon Focus (lightsaber) feat. Prerequisite: Weapon Focus (lightsaber)
Greater Weapon Specialization (lightsaber): You gain a +2 bonus on melee damage rolls with a lightsaber. This bonus stacks with the bonus grants by Weapon Specialization (lightsaber). Prerequisite: Greater Weapon Focus (lightsaber), Weapon Focus (lightsaber), Weapon Specialization (lightsaber).
Rapid Attack (lightsaber): Whenever you take the Attack action to make a weapon attack with a lightsaber, you can use your Bonus action to make another melee attack with the same bonuses or penalties of your base melee attacks.
Severing Strike: When you deal damage with a lightsaber that is equal to or greater then both the target’s current hit points and the target’s damage threshold, you can choose to use this talent. Instead of dealing full damage, you instead deal half damage and the target automatically gains the Stunned condition. In addition you sever one of the target’s arms at the wrist or elbow joint or one of the target’s legs at the knee or ankle joint (your choice). Severing part of an arm puts the target at Disadvantage for Strength and Dexterity skill and ability checks. Severing part of a leg knocks the target prone, reduces the target’s speed by half and imposes Disadvantage for Strength and Dexterity skill and ability checks. These effects are persistent, although a target can learn to somewhat compensate and lose the Disadvantage on skills and ability checks that can be performed one handed (GM’s call). Otherwise the only way to remove these persistent conditions is with a cybernetic replacement.
LIGHTSABER FORM TALENT TREE
Ataru: When using a lightsaber as a Finesse weapon (Dexterity modifier for attack and damage) you gain a +2 bonus on damage rolls with a lightsaber, +4 if using it two-handed.
Djem So: When a creature hits you with a melee attack and you are wielding a lightsaber, you can spend a Force Point and use your Reaction to make an immediate melee attack against the creature.
Jar’Kai: When you use the Lightsaber Defense talent you gain an additional +2 deflection bonus to your Reflex Defense when you are wielding two lightsabers. This stacks with the bonuses you gain from Lightsaber Defense and Niman. Prerequisite: Lightsaber Defense, Niman.
Juyo: You may spend one Force Point and designate a single enemy that you can see. Until your next short or long rest, the first attack roll each round against this opponent is at Advantage. You can designate a new target of this talent after a short or long rest. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, heroic level 10.
Makashi: When wielding a single lightsaber in one hand, you gain a +2 deflection bonus to your Reflex Defense. This bonus stacks with the bonus you gain from Lightsaber Defense. Prerequisite: Lightsaber Defense.
Niman: When wielding a lightsaber you gain a +1 bonus to your Fortitude, Reflex and Will Defense. This stacks with the bonus you gain from Lightsaber Defense.
Shien: Whenever you redirect a deflected blaster bolt you do so with Advantage on the ranged attack roll. Prerequisite: Deflect, Redirect Shot
Shii-Cho: When wielding a lightsaber in both hands, and you have already used your Reaction to re-direct a blaster bolt, you can re-direct on additional bolt that has missed you before the start of your next turn. Prerequisite: Deflect, Redirect Shot
Sokan: When making Dexterity (Acrobatics) checks, treat all rolls 9 or less as if you had rolled a 10. Additionally, when you tumble through a space occupied by an enemy it is not considered difficult terrain. Prerequisite: Acrobatic Recovery.
Trákata: By harnessing the unique characteristics of a lightsaber you can catch an opponent off guard by quickly shutting off and reigniting the blade. When wielding a lightsaber you may spend your Bonus action to make a Charisma (Deception) check vs. one opponents Will Defense. If you meet or exceeded it, until the start of your next turn all of your attacks against this opponent have Advantage. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, heroic level 12.
Vaapad: When attacking with a lightsaber you damage increases by one weapon damage die (standard lightsaber does 3d8 damage, short 3d6 damage, etc.). Prerequisite: Juyo, Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, heroic level 12.
JEDI MASTERS
Requirements
Minimum Heroic Level: 10th
Proficiency: Lightsaber, Use the Force
Feats: Force Sensitivity
Force Techniques: Any one
Special: You must be a member of the Jedi Order.
Levels: up to 5 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +3 class bonus to Fortitude Defense, Reflex Defense and Will Defense.
Fearless: You are immune to fear effects.
Serenity: You may enter a brief meditative state as an Action. You may remain in this trance as long as you wish, and you are still aware of your surroundings. Upon emerging from the trance as a Bonus action you first attack roll or Charisma (Use the Force) check made is considered to be a natural 20.
Talents: At every odd-number levels (1st, 3rd and 5th) the Jedi master selects a talent. This talent may be from Duelist talent tree or any Force talent tree.
Force Secret: You have glimpsed an eternal truth through your contemplations of the Force. At 2nd level and every Jedi Master level after that you gain one Force Secret.
OFFICER
Requirements
Minimum Heroic Level: 5th
Proficiency: Initiative
Talents: At least one talent from the Leadership (Noble) or Commando (Soldier) talent tree.
Special: Must belong to an organization with a military or paramilitary division.
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Will Defense, +2 class bonus to Reflex Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the officer can select a talent. This talent may be selected from the Military Tactics talent tree or the Leadership (Noble) or Commando (Soldier) talent trees.
Command Cover: You can use your allies to shield you from harm. You gain a +1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your officer level, round down (+1 to +5).
Share Talent: At every even-number level in officer, choose a talent that you already possess. The talent you select must be under the Influence (Noble), the Inspirational (Noble) the Commando (Soldier) or the Military Tactics talent tress. As a Bonus action you can impart the benefits to one or more allies, effectively granting this talent (even if they don’t meet the prerequisites). An ally must be within 20 meters of you and be able to see and hear you to gain the talent. Once gained the benefits last until the ally’s next short rest. You can share the talent with a number of allies equal to one-half, round down, your officer level. Each time you gain the ability, it applies to a different talent. A 10th level officer has five different talents that she can share with up to five allies at a time. You must complete a long rest to regain the use of this ability (if you have multiple shared talents one long rest regains the use of all of them).
MILITARY TACTIC TALENT TREE
Assault Tactics: As a Bonus action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear you and understand you, deal an additional +1d6 points of damage on to the target with each successful melee or ranged attack, until the start of your next turn. This is a mind-affecting effect.
Deployment Tactics: You use your tactical knowledge to direct allies in battle. As a Bonus action you and all allies who can see, hear and understand you gain a +1 competence bonus on attack rolls that are made with Advantage or a +1 dodge bonus to Reflex Defense against Opportunity attacks, your choice (but everyone gains the same bonus), until the start of your next turn. This is a mind-affecting effect. If you have the Born Leader talent (Nobles) or the Battle Analysis talent (Soldier) the bonus granted by this talent increases to +2.
Field Tactics: You know how to use existing terrain to the best advantage. If you use your Bonus action, you and all your allies whom can hear and understand you within 20 meters improve any Cover bonus they gain by +2 (5th ed. pg. 196, but also see Houserules). This bonus last until the start of your next turn. This is a mind-affecting effect. Prerequisite: Deployment Tactics.
One for the Team: As a Reaction, you can choose to take one-half or all of the damage dealt to an adjacent ally from a single attack. Similarly, as a Reaction, an adjacent ally can choose to take one-half or all of the damage dealt to you by a single attack (even if he does not have this talent). Prerequisite: Deployment Tactics.
Outmaneuver: An officer has learned to counter the tactics of his enemies. As an Action, enemies that you can see lose all competence, insight and morale bonuses on attack rolls, as well as any dodge bonus to Reflex Defense until the start of your next turn. If one or more officers can see, the highest level one you they can attempt an opposed Charisma (Persuasion) check. If her check is higher than yours, your attempt to outmaneuver your enemies fails. Prerequisite: Deployment Tactics, Field Tactics.
Shift Defense I: As a Bonus action you can take a -2 penalty to one defense (Reflex, Fortitude or Will) and gain a +1 competence bonus to another defense until the start of your next turn.
Shift Defense I: As a Bonus action you can take a -5 penalty to one defense (Reflex, Fortitude or Will) and gain a +2 competence bonus to another defense until the start of your next turn. Prerequisite: Shifting Defense I
Shift Defense III: As a Bonus action you can take a
-5 penalty to two defense (Reflex, Fortitude or Will) and gain a +5 competence bonus to the remaining defense until the start of your next turn. Prerequisite: Shifting Defense I, Shifting Defense II
Tactical Edge: You can use Assault Tactics, Deployment Tactics or Field Tactics requiring no action on your turn, provided you have the talent in question.
SITH APPRENTICE
Requirements
Minimum Heroic Level: 5th
Proficiency: Lightsaber, Use the Force
Feats: Force Sensitivity
Dark Side Score: Your Dark Side Score must be equal to your Wisdom score. If your Dark Side Score even becomes less than your Wisdom score you loss access to all class features granted by this class (including talents) until your Dark Side Score again equals your Wisdom score.
Special: You must be a member of the Sith tradition.
Levels: up to 10 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +2 class bonus to Fortitude Defense, Reflex Defense, and Will Defense
Talents: At evert odd-number levels (1st, 3rd, 5th, etc.) the sith can select a talent. This talent may be selected from the Sith talent tree, the Duelist or Lightsaber Form (Jedi Knights) talent trees, or from the Armored Specialist (Solider) or Lightsaber Combat (Jedi) talent trees.
Force Technique: At every even-number level (2nd, 4th, 6th, etc.) in sith apprentice you gain one Force Technique.
SITH TALENT TREE
Cloud Thoughts: You impose Disadvantage on all Wisdom (Insight) checks and Charisma (Use the Force) mind-affecting power checks targeting you and also to avoid Force detection (as Clear Mind).
Dark Healing: You can spend a Force Point to heal wounds by drawing the life energy from another creature within 12 meters of you. You use an Action and you must succeed on a ranged attack roll (that you are considered proficient with). If the attack roll equals or exceeds the target’s Fortitude Defense, you deal 1d6 points of damage per sith class level to the target and heal the sith an equal amount. If the attack fails, there is no effect.
Dark Scourge: You have dedicated your life to wiping out the Jedi Order and your hatred of them knows no bounds. Against anyone with Jedi levels, who are not ‘Consumed by Darkness’ (see Houserules), you gain a +2 dark side bonus to your attack and damage rolls vs. them.
Dark Side Adept: Force powers that are strongly tied to the dark side flow through you more easily. You gain a +2 Force bonus to your Charisma (Use the Force) skill check to activating any power with the [dark side] descriptor.
Force Deception: You can use your Charisma (Use the Force) check instead of your Charisma (Deception) check modifier.
Improved Dark Healing: You dark healing ability improves such that the range increases to 24 meters and even if the attack roll fails the target take half damage while you heal an equal amount. Prerequisite: Dark Healing
Wicked Strike: When you score a critical hit with a lightsaber you may spend a Force Point and automatically impose the Stunned condition to the target. They recover at the start of your next turn. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent.
SITH MASTER
Requirements
Minimum Heroic Level: 10th
Proficiency: Lightsaber, Use the Force
Feats: Force Sensitivity
Force Techniques: Any one
Dark Side Score: Your Dark Side Score must be equal to your Wisdom score. If your Dark Side Score even becomes less than your Wisdom score you loss access to all class features granted by this class (including talents) until your Dark Side Score again equals your Wisdom score.
Special: You must be a member of the Sith tradition.
Levels: up to 5 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +3 class bonus to Fortitude Defense, Reflex Defense and Will Defense.
Fearless: You are immune to fear effects.
Talents: At evert odd-number levels (1st, 3rd and 5th) the sith master selects a talent. This talent may be from the Sith talent tree (Sith Apprentice), or any Force talent tree.
Temptation: You are adept at using Dun Möch, an ancient and vile technique for tempting other to tap into the dark side of the Force. As an Action, make a Charisma (Persuasion) check vs. a single target that you can see. If you equal or exceed their Will Defense the target is filled with fear and anger, briefly giving into the dark side. If the spend a Force Point before the end of your next turn, it must either add 1 point to its Dark Side Score or add the Reeling Condition and it is overcome with doubt and remorse. If the target spends a Destiny Point before the end of your next turn it instead must add 1d4+1 points to its Dark Side Score or add the Stunned Condition (this lasts until the start of you next turn).
Force Secret: You have glimpsed an eternal truth through your contemplations of the Force. At 2nd level and every Sith Master level after that you gain one Force Secret. [/sblock]
[sblock=GM Section]Creating Non-Heroic characters, Creatures and Constructs.
NONHEROIC CHARACTERS
Game Rule Information
Hit Dice: at each level non-heroic characters gain 1d4 hit points + constitution modifier.
Force Points: Non-heroic character do not gain Force Points
PROFICIENCIES
Armor and Weapons: Simple Weapons plus one either of Martial Weapons, Pistol, Rifle, Heavy Weapons, or Light Armor
Skills and Tools: Any two of choice
Backgrounds: gain one of the skills, tools and languages for a basic backgrounds (for Droids use their Degree as their background and pick one of their listed ones).
Non-Heroic characters gain normal Proficiency bonuses for their level, Feats (at 1st, 3rd, 5th, etc.), and Attribute bonuses (at 4th, 8th, etc.) as normal.
Non-Heroic character have 16 points (13 points for Droids) to assign to attributes, as there are no standard templates, although if you want to assign one use the following – 12, 12, 12, 10, 10, 10 (or 12, 12, 11, 10, 10 for droids).
BEASTS AND CONSTRUCTS (DROIDS)
Use the rules Size (pg. 274) from Saga for attribute modifiers but from 5th ed. for the Hit Dice type. Also see Houserules above for Damage Threshold updates. Stealth modifiers are ½ (round up) the listed bonus or penalty.
Use the rules for Natural Armor (very dependent on the individual creature) and Natural Weapons (see size for base damage based on the creature’s size. This is for ‘base’ attacks. Predator creatures can increase the die type of these attacks by at least one (some fearsome or alpha predator should increase the amount by two dice steps).
Species Traits
Airborne: creatures have advantage on Dexterity (Initiative) skill checks.
Aquatic: creatures cannot drown in water. Also they have advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the creature treats these rolls at if they rolled a 10. They also gain Low-Light Vision (see Species notes about)
Arctic: creatures have advantage on Wisdom (Perception) and (Survival) skill checks but only in cold/artic environments.
Desert: creatures have advantage on Wisdom (Perception) and (Survival) skill checks but only in hot/desert environments.
Subterranean: creatures have advantage on Wisdom (Perception) rolls. They also have darkvision minimum of 60 meters. [/sblock]
For the first character set I would like to use the Array from page 13 in the PHB 5th, but a bit tougher, instead 15, 14, 13, 12, 11, and 10. If you really want to use the Point Buy you can but you still only get 27 points to spend on your attributes. Per Saga, everyone starts with a Feat at first level and then add a class (that grants you a Talent). You don’t need to have the Saga rules except for other equipment and vehicles but we can work that out as we go also.
The game will be set a few months after the signing of the Treaty of Coruscant. The galactic republic has been divided into half between the Republic and the Sith Empire.
The player characters are a band of young heroes whom have been tasked with helping stop a possible massacre on the Mid-Rim World of Dathomir (note that this is pre-Nightwitch days by a couple of thousand years). The republic is trying to stop the slaughter of the native species, the Kwi by mercenaries hired by the miners under Czerka Corporation (an intergalactic corporation, very powerful and wide reaching at this time). The miners have been using the Kwi as domesticated animals and beasts of burdens as they did not know they were sentient. The Kwi are very primitive and their form of communication is so bizarre and complex that no one recognized it as a form of speech. Recently though the miners discovered a new deposit of industrial crystals in one of the many heavily forested mountain ranges and set up mining camps there. Then the Kwi started attacking these camps (with spears and bows) and Czerka brought in bounty hunters and mercenaries to “deal with the problem”. About then, members of the Republic Survey Corps discovered that the Kwi were sentient and have sent back urgent messages requesting help.
With the present state of the Republic in shambles do their war with the Sith Empire and the Shacking of Coruscant, they don’t have the resources to deal with such a minor world out on the Rim and have hired the heroes to deal with it. A Jedi padawan would be sent along as part of their trails and tests to becoming a Jedi. Others would be sent for various reasons. The Republic has hired a tramp freighter to transport the group to Dathomir and back but the ship will have little to no weapons and its pilot will not risk it in any kind of combat...
The present Heroes are…
Cal Domaru, a Human Scout/Bounty Hunter (Naturalist) and doctor (played by Forged Fury)
This Gand, a Gand Soldier/Elite Trooper/Jedi (Tech Sage) and scholar (played by Binder Fred)
Kacela Nejis, a Twi’lek Jedi Knight (Acolyte) (played by Shayuri)
Jinahna Daru, a Human ex-mercenary Fringer/Jedi/Force Adept (Scout/Mercenary) (played by Sezarious)
Jor Dan, a Miraluka Jedi/Force Adept (Acolyte?) (played bytglassy)
The lost but not forgotten...
Reks Seviir, a Human Jedi (Acolyte) (played by Trogdor199)
Some good background information on the setting can be found with the following vidoes…
Star Wars: The Old Republic Mini-Movies
And Old Republic Timeline
The IC thread is Here
The Rogues Gallery thread is Here
The Rules...
[sblock=BASIC HOUSERULES/5th ED. UPDATES]
Character Levels, Heroic Levels and Class Levels: all characters (not just Heroic characters) gain the following – base Proficiency Bonus, Bonus Feat at 1st level, then another bonus Feat every 3 levels (3rd, 6th, 9th, etc.), and Attribute Bonus +1 to two different Attributes every 4 levels, starting at 4th (4th, 8th 12th, etc.). All characters (heroic and non-heroic) gain these bonuses as they advance in levels (overall levels or total of all levels). The five base Heroic Classes (Jedi, Noble, Scoundrel, Scout, and Soldier) each gain the following – a Talent every odd level (1st, 3rd, 5th, etc.) and a Bonus Feat every even level (2nd, 4th, 6th, etc.). Prestige Classes are slightly different, see Prestige Classes below, but they add to the characters overall level for proficiency bonus, extra feats and attribute boosts. Heroic levels improve Defense Scores and grant Force Points, along with allowing access to Talents and Bonus Feats.
Proficiency Bonuses, Trained Skills and Base Attack Bonus: Characters gain a Proficiency bonus based on their level for all Weapons they have Proficiency in and Trained Skills per D&D 5th ed.
Unless specified elsewhere, the DC in that I am using are from 5th ed. Player’s Handbook pg. 174
Skill Focus: instead treated as the Expertise (add your proficiency bonus twice). See Feat (Skill Expertise). It can apply to any skill, tool, musical instrument or vehicle that you are proficient.
Defense Scores: instead of Saves, I am still using the Defensive Scores from Saga, except now they are determined as follows: 10+ (Heroic Classes Proficiency bonus*) + Class Bonuses (use the highest class bonus if Multiclass) + Attribute Modifier. Note that for Reflex Defense Bonus, if you are wearing Armor you use the Armor Reflex Score (ARS), not your Heroic Classes Proficiency bonus. Also using D&D 4th ed. Save Throw ideas - Fortitude Defense use the best of Strength or Constitution modifier, Reflex Defense use the best of your Dexterity or Intelligence modifier, and Will Defense use the best of your Wisdom or Charisma modifier.
*What this means is that Non-Heroic/Heroic multiclass characters only count their Heroic class levels for what their proficiency bonus is (i.e. a Non-Heroic 4/Jedi 2 would have a proficiency bonus of +3 but their heroic proficiency bonus would only count as level 2 for Defense score bonuses, so only +2).
Re-Rolls: any Race or Class that says that you can re-roll a skill now means that you have Advantage with that skill or ability roll.
Advantages and Disadvantages: instead of Circumstance Bonuses & Penalties, now use Advantage (roll 2 d20, take the best) and Disadvantage (roll 2 d20, take the worst)
Bonuses: There are still bonuses from various talents and feats, but as normal, same bonus "types" do not stack for the same thing (i.e. if you have a Force bonus to attack and will defense you can't get an insight bonus to attack, but you could get one to damage). Types include circumstance, equipment, insight, force, moral or rage. Some bonuses are listed simply as a bonus, and these do stack.
Free Actions: I still refer to some actions as "free action". These are just actions that you can take on your turn that require neither you action nor your movement.
Talents, Feats and Skills: I am using mostly using 5th ed. Skills but renaming a couple, adding additional ones and some new usage. Talents and Feats are mix the Saga ones along with 5th ed. Class Abilities and Feats (somewhat rebalanced).
Weapon Proficiency: Using Simple and Martial Weapon divisions from 5th ed. and characters can purchase any normal weapon from the Player’s Handbook pg. 149 (divide the weights by two for simplicity to get kg. and gold piece cost = credit cost, a 1:1. All other properties and features as normal).
Force Points: Per Star Wars Saga on how many characters have; bonus, now the base adds 1d4+1 to a single Attack, Skill or Ability roll. With the Strong in the Force Feat, the roll adds 1d8+1 with a little boost (see Feats).
Force Points can be used to add to any one single d20 attack, skill or ability check roll. You can only use one a round, and you can choice to 'roll' after you see the result of your d20 check. Some Force Powers also require the use of a Force Point, but again you can only spend one a round (unless otherwise stated through the power, or if you have Force Boon or Strong in the Force feats).
Force Powers: all of these are being reworked. Generally you make a Charisma (Use the Force) skill roll verse one of the target’s Defensive score while also matching or exceeding a base DC
Wound Conditional Track and Damage Threshold: now there is no tracker; instead, when damage meets or exceeds your Damage Threshold you suffer the Reeling Condition (see below). Your Wound Damage Threshold score is still your Fortitude Defense. Size has an impact on your score – Large +2, Huge +5, Gargantuan +10, Colossal +25.
New and Updated Conditions
Prone (Update): you are not at disadvantage when making a ranged attack with a rifle (or crossbow) when prone.
Reeling (New): you suffered a wound that has caused a great deal of pain and now is effecting your ability to react to danger around you.
· You suffer Disadvantage to all Attacks, Skills and Ability checks, except for rolls to recover from the Reeling condition itself.
· If you suffer from a Second Reeling affect (i.e. you are reeling and again take damage that exceeds your Wound Damage Threshold score), you are Stunned for one round (see 5th ed. Conditions). Afterward this round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.
· To recover from Reeling, you take a free/no time action at the end of your round, and attempt a Constitution or Wisdom (whichever is better; Droids roll either Strength or Wisdom) ability check + your Class bonus to Fortitude Defense vs. a DC 10 or ½ the Damage you suffered (round down, whichever is greater, but maximum DC of 20). If you succeed with your roll, you are no longer suffering the Reeling condition. If you fail, you still are suffering from the condition.
· If you chose, you can instead spend your action attempting to recover from Reeling. In this case your check is with Advantage.
· Vehicles are going to suffer from something similar (see Vehicles and Starships).
Cover: as 5th ed. pg. 196, but instead of giving bonus to Dexterity saves increase the target’s Reflex Defense vs. Area attacks, etc. by the same amount.
Firing into Melee Combat: When you target a foe with a ranged attack and when that target is in melee range with an ally your attack rolls is at disadvantage (just like making a ranged attack while in melee).
Slow Natural Healing: option found in DMG 5th ed. pg. 267. After a Long Rest you recover ½ your Hit Dice, round down (instead of round up; but still minimum 1 per Long Rest).
NOTE that, once per day, you also recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).
Passive Perception: per D&D 5th ed. see Hiding pg. 177, also probably using Passive Insight and Investigation for causal, “what you noticed without actively looking”
Dark Side Score and Falling to the Dark Side: I am mostly sticking with the basics on how you acquire Dark Side points but reworking some parts to fit with 5th ed.
Additional Rules – NOTE that both of these rule sections apply to player characters ONLY so that they can be tempted towards the Dark Side. NPC Heroic characters do not use these rules. Again heroes only.
Those characters with Force Sensitive feat are especially vulnerable to the call of the Dark Side of the Force. There are three basic conditions or levels of corruption for these individuals.
· Tempted by Darkness: A character with 1 Dark Side point but less than ½ (round down) her Wisdom score is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way…
(a) Whenever a character invokes Dark Fortune, they gain a +2 to the end result.
(b) A character can spend a Force Point and activate any non-Light side Force Power as a Bonus Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke this.
· Tainted by Darkness: A character with a Dark Side Score greater than ½ (round down) her Wisdom score but less than their Wisdom score has been tainted by the Dark Side of the Force. A Tainted character is more tempted to do evil to solve his problems. This character suffers the additional temptations listed above and also they gain a +2 to their Charisma (Use the Force) skill rolls with any Force Power with the [dark side] descriptor. They suffer a -4 to their Charisma (Use the Force) skill rolls with any Force Power with the [light side] descriptor.
Also now that a character has been tainted, his connections to others are restricted or hampered by his anger and fear. He suffers a Disadvantage with Wisdom (Insight) and Charisma (Persuasion) checks but an Advantage with Charisma (Deception) and (Intimidate) checks.
· Consumed by Darkness: A character with a Dark Side Score equal to his Wisdom Score has been consumed by Dark Side of the Force. This character should be considered an NPC and can no longer call on the Dark Side of the Force (see below). Characters who have been consumed by the Dark Side of the Force can no long Call on the Dark Side of the Force (see below) or due they gain the bonus to Charisma (Use the Force) checks with powers with the [dark side] descriptor and can no longer use any Force Power with the [light side] descriptor (if they have any such powers they are lost until the characters Dark Side Score drops below their Wisdom score).
Call on the Dark Side: The Dark Side of the Force is every tempting to all creatures of the Universe, not just for the Jedi or the Sith. Heroic characters who have not yet been Consumed by Darkness (see above) can call on the Dark Side of the Force to gain some additional benefits. Once you have fallen completely to the Dark Side you can longer be tempted as it were.
· Dark Fortune: When a heroic character spends a Force Point to increase a roll, he now has Advantage on this roll, taking the better of the two results. This increase the characters Dark Side Score by 1. Characters that have the Force Boon or Strong in the Force feats can instead have advantage on both Force Point rolls if they choice to spend two Force Points, but they also increase their Dark Side Score by 2 points.
· Dark Luck: As a Reaction, a heroic character can gain back one spent Force Point but in doing so the characters Dark Side Score is increased by 1.
· Dark Reserves: A heroic character could spend a Force Point and regain the use of her Second Wind ability, even if she has not completed a long rest. This increase the characters Dark Side Score by 1.
· Flight or Fight: A heroic character can spend a Force Point and gain one additional non-Attack action at any time. For example a soldier facing off against a charging hoard of Tusker raiders could spend a Force Point and take the Dash action before the Tuskers to get to him, thus moving out of their range. This increase the characters Dark Side Score by 1.
Second Wind: When a heroic character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to try and recover some. On your turn, you can use a Bonus Action and regain hit points equal to your highest Hit Die (if multiclassed) +/- Constitution modifier + you Heroic Character level. This does not count as spending a Hit Die to recover (as after a Short or Long Rest). Once you have used this ability, you must finish a long rest before you can use it again.
Measurements and Weights: use Saga as a basics, so convert any feet to meters and pounds to kilograms, etc. Generally a 5-foot space is now a 2-meter space (or in Saga while using a Grid, squares are 2-meters squares), divide pound weights by 2 (for simplicity’s sake), etc.[/sblock]
[sblock=SPECIES NOTES]
NOTE new Senses, in addition to those found on 5th ed. pg. 183.
Low-Light Vision: species with low-light vision can see perfectly fine in dim light. Species with Low-Light Vision can ignore Dim Light obscure.
Scent: some species have extremely refined sense of smell. Within a specified range (generally 20 meters), a creature with scent has the equivalent of Blindsight within their range (pg. 183). But note that the species must be able to use its sense of smell (so if they are wearing a filter mask or in a vacc suit, etc. they cannot benefit from scent). Also strong winds or overpowering smells can also lower or eliminate this ability.
HUMAN SPECIES TRAITS
Ability Score Modifier: Two different ability scores of your choice increase by +1.
Medium Sized and Speed: base 12 meters
Bonus Proficient Skill: You gain proficiency in one skill of your choice.
Bonus Feat: You gain one feat of your choice.
Languages: you can speak, read and write in Basic plus one additional language of choice.
BOTHAN SPECIES TRAITS
Ability Score Modifier: +2 to Dexterity, +1 to Intelligence or Charisma (player’s choice)
Medium Sized and Speed: base 12 meters
Iron Will: Bothans gain a +2 species bonus to their Will Defense.
Conditional Expertise: Bothans who are proficient with Charisma (Gather Information) gain Skill Expertise (Gather Information) as a bonus feat.
Languages: you can speak, read and write in Basic and Bothese
CEREAN SPECIES TRAITS
Ability Modifiers: +2 to Intelligence, +2 to Wisdom, -1 to Dexterity
Medium Sized and Speed: base 12 meters
Intuitive Initiative: Cereans have Advantage with Dexterity (Initiative) skill checks.
Conditional Expertise: a Cerean who is proficient with Dexterity (Initiative) gains the Skill Expertise (Initiative) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Cerean.
DEVARONIAN (from SWS Errata)
Ability Score Bonus: males +2 Dexterity, females +2 Intelligence or Wisdom (player’s choice)
Medium Sized and Speed: base 12 meters.
Conditional Expertise: Devaronians are master manipulators. A Devaronian proficient with Charisma (Deception) gains Skill Expertise (Deception) as a bonus feat.
Naturally Curiosity: Because of their natural curiosity, Devaronians are very attentive to small details that can reveal weakness. As an Action, make a Wisdom (Perception) check vs. a single targets Will Defense. If they succeed with this check they gain a +1 insight bonus on all attack rolls against this target. This lasts until the Devaronian’s next short or long rest. They can use this ability again after a short or long rest.
Automatic Languages: you can speak, read and write in Basic and Devaronese.
DUROS SPECIES TRAITS
Ability Modifiers: +2 to Dexterity, +2 to Intelligence, -1 to Constitution
Medium Sized and Speed: base 12 meters
Spacers: as natural spacers, Duros start with proficiency in Tools (Mechanic) and Vehicles (Spacecraft) for free.
Automatic Languages: you can speak, read and write in Basic and Durese.
EWOK SPECIES TRAITS
Ability Modifiers: +2 Dexterity, +2 Wisdom, -1 to Strength
Small Size: as a Small sized creatures, Ewoks gain a +3 size bonus to Stealth. However, their lifting and carrying limits are three-quarters of those of a Medium sized creature.
Speed: base speed of 8 meters
Primitive: Ewoks do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them.
Scent: at close range (within 20 meters)
Sneaky: Ewoks always have Advantage on Dexterity (Stealth) checks.
Conditional Expertise: Ewoks with proficiency in Wisdom (Survival) gain Skill Expertise (Survival) as a bonus feat.
Automatic Languages: you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.
GAMORREANS SPECIES TRAITS
Ability Modifiers: +2 Strength, +2 Constitution, -1 Dexterity
Medium Sized and Speed: base 12 meters
Primitive: Gamorreans do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them. However, due to their culture, all Gamorrean gains Proficiency (Martial Weapons) with martial melee weapons only (i.e. Battle Axes not Longbows, etc.)
Great Fortitude: gain a +2 species bonus to their Fortitude Defense.
Bonus Feat: Gamorreans gain the Improved Damage Threshold as a bonus feat at 1st level.
Automatic Languages: You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.
GUNGANS SPECIES TRAITS
Ability Modifiers: +2 to Dexterity, +2 to Constitution, -1 to Intelligence
Medium Sized and Speed: base 12 meters. They also have a Swim speed of 8 meters.
Expert Swimmers: Gungans always have Advantage when making Strength (Athletics) checks to swim. In addition, if the character rolls a 9 on this skill roll, he treats the check as if he had rolled a 10.
Hold Breath: a Gungan can hold his breather for a number of rounds equal to 25 times his Constitution score before suffering from any suffocation (5th ed. pg. 183).
Lightning Reflexes: Gungans gain +2 species bonus to their Reflex Defense
Low-Light Vision: Gungans can see perfectly fine in dim light conditions
Weapon Familiarity: Gungans gain Weapon Proficiency (Atlatl and Cesta) automatically.
Automatic Languages: you can speak, read and write in Basic and Gunganese.
ITHORIAN SPECIES TRAITS
Ability Modifiers: +2 Wisdom, +2 to Charisma, -1 Dexterity
Medium Sized and Speed: base 12 meters.
Iron Will: Ithorians gain a +2 species bonus to their Will Defense.
Bellow: as an Action, an Ithorian can open all four of its throats and emit a terrible subsonic bellow. The Ithorian makes an Attack roll with proficiency but with his Constitution modifiers to hit everyone in a 12-meter cone. Compare the results to all target’s Fortitude Defense in the cone. A successful hit deals 3d6 sonic damage, if the attack misses the target suffers ½ damage. Each use of this ability results in the Ithorian suffering from one level of Exhaustion (they recover as normal).
Survival Instinct: Ithorians have Advantage on Wisdom (Survival) skill rolls.
Conditional Expertise: Ithorians with proficiency in Intelligence (Nature) gain the Skill Expertise (Nature) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Ithorese.
KEL DOR SPECIES TRAITS
Ability Modifiers: +2 to Dexterity, +2 to Wisdom, but -1 to Constitution
Medium Sized and Speed: base 12 meters.
Keen Force Sense: Kel Dor have advantage on Charisma (Use the Force) skill checks made to search their feelings or when sensing the Force.
Low-Light Vision: Kel Dor can see perfectly fine in dim light conditions.
Special Equipment: Kel Dor suffer limitations outside their native atmosphere. Without protective goggles a Kel Dor is considered Blind (5th Condition pg. 290). Without an antitoxin breathing mask, a Kel Dor begins suffocating (5th ed. pg. 183). A replacement mask costs 2,000 credits (500cr on Dorin) and a year’s supply of filters costs 200 credits (50cr on Dorin). Kel Dor character begin play with these items at no cost.
Automatic Languages: you can speak, read and write in Basic and Kel Dor.
MON CALAMARI SPECIES TRAITS
Ability Modifiers: +2 to Intelligence, +2 to Wisdom, -1 Constitution
Medium Sized and Speed: base 12 meters and have a Swim speed of 8 meters.
Breathe Underwater: as amphibious creatures, Mon Calamari cannot drown in water.
Expert Swimmers: a Mon Calamari has advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the Mon Calamari treats the roll as a 10.
Low-Light Vision: Mon Calamari can see perfectly fine in dim light conditions
Conditional Expertise: Mon Calamari that are proficiency in Wisdom (Perception) gain Skill Expertise (Perception) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Mon Calamarian.
QUARREN SPECIES TRAITS
Ability Modifiers: +2 to Constitution
Medium Sized and Speed: base 12 meters and have a Swim speed of 8 meters.
Breathe Underwater: as amphibious creatures, Quarrens cannot drown in water.
Expert Swimmers: a Quarren has advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is less then a 9, the Quarren treats the roll as a 10.
Low-Light Vision: Quarren can see perfectly fine in dim light conditions
Conditional Expertise: adept traders, Quarren proficient in Charisma (Persuasion) gain Skill Expert (Persuasion) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Quarrenese.
RODIAN SPECIES TRAITS
Ability Modifiers: +2 to Dexterity
Medium Sized and Speed: base 12 meters.
Heightened Awareness: Rodian have advantage with Wisdom (Perception) skill rolls.
Low-Light Vision: Rodian can see perfectly fine in dime light conditions.
Conditional Expertise: Rodians proficient in Wisdom (Survival) gain Skill Expert (Survival) as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Rodese.
SULLUSTAN SPECIES TRAITS
Ability Modifiers: +2 to Dexterity
Small Sized: as small sized creatures, Sullustan gain a +3 size bonus to Stealth. However, their lifting and carrying limits are three-quarters of those of a Medium sized creature.
Speed: base 8 meters.
Darkvision: Sullustan have darkvision out to 20 meters.
Expert Climbs: Sullustan have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill check is a 9 or less, the Sullustan treats the roll as a 10.
Heightened Awareness: Sullustan have advantage with Wisdom (Perception) skill rolls.
Automatic Languages: you can speak, read and write in Basic and Sullustese.
TRANSDOSHANS SPECIES TRAITS
Ability Modifiers: +2 to Strength, +1 to Constitution
Medium Sized and Speed: base 12 meters
Darkvision: Transdoshans have darkvision out to 20 meters.
Limb Regeneration: A Transdoshan regrows a lost limb in 1d10 days, at the end of that time, all persistent penalties associated with the loss of a limb are removed.
Natural Armor and Claws: Transdoshans thick scaly skin provides a +1 natural bonus to their Reflex Defense. This bonus stakes with any other bonus to Reflex Defense (armor, class, etc.). Also Transdoshans have naturally sharp claws that do 1d4 + Strength damage (Transdoshans are always proficient with unarmed attacks. Note that any Talent or Feat that raises a Transdoshans unarmed damage to a d4 or higher, increase the damage by an additional die step)
Bonus Feat: rugged and resilient, Transdoshans gain the Toughness as a bonus feat.
Automatic Languages: you can speak, read and write in Basic and Dosh.
TWI’LEKS SPECIES TRAITS
Ability Modifiers: +1 to Dexterity, +2 to Charisma
Medium Sized and Speed: base 12 meters.
Deceptive: Twi’leks are gifted manipulators, and have advantage on Charisma (Deception) skill.
Great Fortitude: Twi’leks gain a +2 species bonus to their Fortitude defense.
Low-Light Vision: Twi’leks can see perfectly fine in dim light conditions.
Automatic Languages: you can speak, read and write in Basic and Ryl
WOOKIE SPECIES TRAITS
Ability Modifiers: +4 to Strength, -1 to Dexterity, -1 to Wisdom, -1 to Charisma
Medium Sized and Speed: base 12 meters.
Extraordinary Recuperation: Wookies add their Strength bonus to Hit Dice rolls to recover hit points (in addition to their Constitution modifier; from both a short or long rest). Wookies recover one additional Hit Dice back after a long rest (up to the max number they can have). Finally, each day, a Wookie can recover from up to two levels of Exhaustion with two Short rests.
Expert Climbers: Wookies are great climbs and have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, the Wookie treats the roll as a 10.
Rage: a Wookie can fly into a rage as a Bonus Action. While raging, the Wookie gains Advantage on Strength ability and skill check and gain a rage bonus on melee damage rolls equal to their proficiency bonus, but cannot use skills that require patience and concentration (most Dexterity, Intelligence, Wisdom and Charisma skills except Perception and Intimidate). This rage last a number of rounds equal to 5 + the Wookie’s Constitution modifier. At the end of the rage, the Wookie gains one level Exhaustion. A Wookie must complete a long rest before he can use this trait again.
Short Tempered: Wookies are well known for their short-tempers and have advantage on Charisma (Intimidate) skill.
Weapon Familiarity: Wookies with Weapons Proficiency (Rifle) are proficient with Weapon Proficiency (Bowcaster) for free.
Automatic Languages: you can understand, read and write in Basic (cannot speak it) and Shuriiwook. Wookies cannot speak other languages, but they can learn to understand them.
ZABRAK SPECIES TRAITS
Ability Modifiers: Two different ability scores of your choice increase by +1.
Medium Sized and Speed: base 12 meters.
Heightened Awareness: Zabrak have advantage with Wisdom (Perception) skill rolls.
Superior Defenses: Zabrak are highly adaptive and gain a +1 species bonus to all their Defenses scores.
Automatic Languages: you can speak, read and write in Basic and Zabrak.
A few more Species from different sources...
CATHAR SPECIES TRAITS (from Knights of the Old Republic Campaign Guide)
Ability Score Modifier: +2 to Strength (male cathars), or +2 to Dexterity (female cathars)
Medium Sized and Speed: base speed of 12 meters.
Natural Weapons: a Cathar has natural weapons sharp claws that does 1d4 + Strength or Dexterity (player’s choice) damage. Cathar are always proficient with these weapons and they are considered to have the Finesse and Light weapon properties (the Cathar can use the Two Weapon fighting rules 5th ed. pg. 195). Any feat or talent that increases a Cathar’s unarmed damage increases the damage by one additional step.
Cathar Instincts: a Cathar starts with proficiency in Strength (Athletics) for free.
Automatic Languages: you can speak, read and write Basic and Catharese.
DEVARONIAN SPECIES TRAITS (from the SWS Errata)
Ability Score Modifiers: males gain +2 to Dexterity and +1 to Charisma while females gain +2 to Intelligence and +1 to Charisma.
Medium Sized and Speed: base 12 meters
Conditional Expertise: Devaronians are maters manipulators and negotiators. A Devaronian proficient with Charisma (Persuasion) gain the Skill Expertise (Persuasion) as a bonus feat.
Naturally Curiosity: Because of their natural curiosity, Devaronians are very attentive to small details that can reveal weakness. As an Action, they can make a Wisdom (Perception) check vs. a single target's Will Defense. If they succeed with this check they gain a +1 insight bonus on all attack rolls against this target. This bonus lasts until the Devaronian's next short or long rest, and ends if he is Incapacitated or drops to 0 hp. The Devaronian can use this ability again after they take a short or long rest.
Automatic Languages: you can speak, read and write in Basic and Devaronese.
DUG SPECIES TRAITS (from the Clone Wars Campaign Guide)
Ability Score Modifier: +2 to Dexterity
Small Sized: as a small sized creature, Dug gain a +3 size bonus to Stealth. However, their lifting and carrying limits are three-quarters of those of a Medium sized creature.
Speed: base speed of 12 meters
Arboreal: Evolving in the great trees of Malastare, the Dug have Advantage on Athletic checks when climbing or jumping. Furthermore, if any of these skill checks is a 9 or less, the Dug treats these rolls at if they rolled a 10.
Automatic Languages: you can speak, read and write in Dug. Dug cannot speak other languages, but they can learn to understand them.
GRAN SPECIES TRAITS (from The Force Unleashed Campaign Guide)
Ability Score Modifier: +2 to Charisma
Medium Sized and Speed: base speed of 12 meters.
Darkvision: Grans have darkvision out to 20 meters.
Target Awareness: Grans start with proficiency in Wisdom (Perception) for free.
Triple Vision: a Gran can move up to ½ their speed and still benefit from the “Aim” maneuver (see New Situation/Combat rules, it still cost them a Bonus action).
Conditional Bonus Feat: a Gran with the Point Blank Shot feat gain the Precise Shot as a bonus feat.
Automatic Languages: you can speak, read and write Basic and Gran.
MIRALUKA SPECIES TRAITS (from Knights of the Old Republic Campaign Guide)
Ability Score Modifier: +2 to Intelligence
Medium Sized and Speed: base speed of 12 meters.
Force Sight: although blind, Miraluka can “see” through the Force. They act normally without taking on any of the Blinded conditions. They ignore all light and heavy obsurcement as if they had darkvision and they ignore ½ cover and threat ¾ cover as ½ cover (total cover still blocks sight). Miraluka can read and write as normal but they do not “see” in color although their Force sight does see subtle changes in how things “look” (their art makes no sense to non-Force users). Miraluka do not increase the DC of Charisma (Use the Force) checks made to Sense Surroundings against targets with dense foliage. The Miraluka gains the Blinded condition if the Force is suppressed somehow and against creatures that are “invisible” to the Force the creature also has the Invisible condition against the Miraluka.
Miraluka can use their Charisma (Use the Force) instead of Wisdom (Perception) when making perception skill checks if the character want (take the best of the two). Also they are allowed to use Charisma (Use the Force) if they are not proficient with the skill.
Minor Force Sensitive: even without the Force Sensitive feat, a Miraluka can take the Skill Proficiency with Charisma (Use the Force) skill (this also allows them to use the basics of the skill without proficiency but does not allow them to take the Force Boon, Force Powers or Strong in the Force feats without first taking the Force Sensitive feat).
Conditional Bonus Feat: Miraluka who are proficient with Charisma (Use the Force) gain the Skill Expertise (Use the Force) as a bonus feat.
Automatic Languages: you can speak, read and write Basic and Miralukese.
NAUTOLAN SPECIES TRAITS (from the Clone Wars Campaign Guide)
Ability Score Modifier: +2 to Constitution, -1 to Intelligence
Medium Sized and Speed: base speed of 12 meters and swim speed of 8 meters.
Breath Underwater as amphibious creatures, Nautolans cannot drown in water.
Expert Swimmers: Nautolan has Advantage on Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Nautolan treats these rolls at if they rolled a 10.
Low-Light Vision: Nautolan can see perfectly fine in dim light conditions.
Natural Resistance: The rubbery hide of a Nautolan means that they have Resistance (5th ed. pg. 194) to bludgeoning and Stun types of damage.
Pheromonal Sensor: Nautolan have Advantage on any Wisdom (Insight) checks.
Automatic Languages: you can speak, read and write Basic and Nautila.
SNIVVIAN SPECIES TRAITS (from the Knights of the Old Republic Campaign Guide)
Ability Score Modifier: +2 to Wisdom
Small Sized: as a small sized creature, Snivvian gain a +3 size bonus to Stealth. However, their lifting and carrying limits are three-quarters of those of a Medium sized creature.
Speed: base speed of 8 meters
Observant: Snivvians are highly aware of their surroundings, giving them special insight when dealing with others. Snivvians can use his Wisdom (Perception) check in place of a Charisma (Deception) or Charisma (Persuasion) skill checks.
Cold Resistance: the Snivvians’ thick skin provides protection from extreme colds. They have Resistance (5th ed. pg. 194) verses any cold damage and any attack with the cold descriptor are at a disadvantage against them.
Automatic Languages: you can speak, read and write Snivvian.
TOGRUTA SPECIES TRAITS (from The Force Unleashed Campaign Guide)
Ability Score Modifier: +2 to Dexterity, -1 to Constitution
Medium Sized and Speed: base speed of 12 meters.
Sneaky: Togruta have Advantage with Dexterity (Stealth) checks.
Spatial Awareness: Togruta can sense their surroundings using passive echolocation. Togruta has Blindsight out to 10 meters so long as they are not wearing a helmet or vacuum suit, etc. Something that could cover or block their horns.
Bonus Feat: evolving from pack hunters, Togruta gain the Pack Hunter feat as a bonus feat.
Automatic Languages: you can speak, read and write Basic and Togruti.[/sblock]
[sblock=DROID Characters]
As player character droids are NOT stock models and as such are created using the following rules. You can say you are an R2 unit and build them with most if not all of the stock mods and built in equipment but we are not creating characters using ‘standard’ models.
ALL DROID TRAITS
Note that droids do not start with a background, so their Degree provides their extra Skills, tools and languages. Personality features are fairly limited for new or newly memory wiped models, but player Droids can chose or ‘develop’ them as they adventure (all droids tend to develop strange personality quirks the longer they are in service without a memory wipe).
Ability Score Increase: none, see Degree
Age: Droids do not age nor are they born. Most newly created character droids will be fairly recently off the factory models. Droid parts can and due suffer from wear and tear but with proper maintenance can last a really long time
Size: Depends on the droids Degree and basic Model. Different sizes also have the following modifiers for droids – Small size: +3 Stealth, -3 Intimidate (if it can use them), -3 to Damage Threshold, Base Unarmed Damage 1d2. Medium size: no modifiers, Base Unarmed Damage 1d3. Large size: -3 to Stealth, +3 to Intimidate (if it can use them), +5 to Damage Threshold, Base Unarmed Damage 1d4. Huge size: -5 to Stealth, +5 to Intimidate (if it can use them), +10 to Damage Threshold, Base Unarmed Damage 1d6. Gargantuan size: -10 to Stealth, +10 to Intimidate (if it can use them), +20 to Damage Threshold, Base Unarmed Damage 1d8. Colossal size: -20 to Stealth, +20 to Intimidate (if it can use them), +30 to Damage Threshold, Base Unarmed Damage 1d10.
Speed: Again depends on size and model.
Behavioral Inhibitors: Droids (except for 4th degree droids) cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed or through inaction allow a sentient living being to be harmed. Furthermore, all droids must willing follow orders giving to them by their rightful owners, as long as those orders don’t require the droid to harm a sentient living being. Droids with the Heuristic processors mod, can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions. 4th Degree droids are free of these limitation but are also highly restricted in their movements and where the law allows them to go. Droid’s can also be fitted with a Restraining Bolt, that they cannot willing remove. With a bolt in place, a user with a hand held controller unit can automatically impose the Paralyzed condition onto a droid with an Action (see other Equipment). Even without a restraining bolt or periodic memory wipes, most droids operate according to a rigid set of guidelines. A droid’s core programming – the part of its memory that can’t be wipes – provides it with a strict instructions on how to react to common circumstances, most of which resolve around obedience, safety, ethics and morality.
Constructs: Droids are machines and as such do not have a Constitution score (and don’t get bonus Hit Points). This means that characters built they do not need to use any for their Con score, so with the array now only has 5 stats to assign from – 15, 14, 12, 11, and 10 or only have 24 points for their attributes if you use the point by. They do not have a Fortitude Defense score but they do have a Damage Threshold (any class bonus to Fortitude defense is applied to a Droids Damage Threshold). Droids roll the better of their Strength or Wisdom modifiers to recover from Reeling Condition. They are immune to disease and toxin poisons (both inhaled and injected), harmful atmosphere hazards (except corrosive ones) and do not need to breath, eat or drink water. They internal systems are not normally vacuumed sealed unless they take that mod. Droids only take ½, round down, damage from Stun weapons. However, droids take full damage from Ion damage and suffer a -5 to their Damage Threshold from ion damage.
Nonliving: In addition to being immune to environmental situations listed above they are also immune to mind-affecting effects (beneficial or penalizing) and fear affects. They have no connection to the Force and can take no Force talents, feats or skills.
Maintenance: Droids run off power instead of food and drink. Standard model droids are required to spend at least 4 continuous hours recharging after every 72 hours of continuous use (they can power down to save energy if no recharging is available). Otherwise they suffer the same effects as being Exhausted (5th ed., pg. 291), gaining one level for every 6 hours past the basic 72 hours of use. However they don’t die after acquiring six levels, they simply shut down and can suffer permanent damage to various systems by doing so. Every 4 hours of continuous recharging removes one level of this fatigue and a droid can spend as much time as it wishes to regain them all in one sitting (unlike meat-beings that can only recover a few a day).
Repair: Droids cannot heal hit points naturally (although hero droids can take Second Wind), nor can they gain temporary hit points from any talent or feat or ability. Droids must be repaired with a Tools (Mechanic) skill check, after one hour of work they have 1d4+ their heroic level + ½ the repairer’s level back in hit points. Workers can continue to making repairs on a droid as often as they wish to restore a droid back to full hit points. A droid can attempt to repair itself but its Tools (Mechanic) skill check is at a Disadvantage.
Memory: A droid’s proficiencies, feats and talents can be ‘reassigned’ with an Intelligence (Computer Use) skill check, allowing them to be reprogramed with different “Skill Sets” i.e. a Droid with Pistol weapon proficiency could be reprogramed, dropping this weapon proficiency and instead gain the Rifle proficiency or Skill Expertise in Dexterity (Initiative). The programmer must have access to a computer system with this new proficiency available or they can be purchased on the open market. Generally 500 credits for a basic knowledge, non-combat skill or tool proficiency and at least 1,000 credits for a weapon or armor proficiency or skills like Initiative, or Deception. A droid hero could use its own Intelligence (Computer Use) skill to try and reprogram itself but it is at a Disadvantage to do so. Droid’s subject to a complete memory wipe revert back to basic model and lose all levels and abilities gained (becoming a 1st level character again).
Shutdown: A droid that is shutdown is considered to be Unconscious, and can take no action. Shutting down a willing droid is an Action. Shutting down an unwilling droid is more difficult, requiring that it be at least Grappled, and requiring a Tools (Mechanic) check vs. the droid’s Will Defense as an Action. If the droid is Paralyzed (as one under a restraining bolt) or in other similar situations, this check is at an Advantage against them. Droids can shut themselves down and ‘reactive’ at a pre-determined time if they want, so long as someone else does not come along and impose additional conditions. When shut down a droid does not drain power and can extend the duration before it requires recharging. This takes a full round to reactive, where the droid can take no actions (including bonus and reactions) and its Move is 0 for that first round.
Skills: Droids normally cannot use any skill without being first being proficient in it except for Dexterity (Acrobatics), Strength (Athletics), and Wisdom (Perception). A droid with a heuristic processor and 4th degree Droids ignores these limitations.
Building a Droid Character: The follow system is for creating Heroic character droids, not stock droids. As with other character types, droids have points to assign to their stats. As the droid only have 5 stats to worry about; for the array assign from – 15, 14, 12, 11, and 10; or only have 24 points for their attributes if you use the point by. Then they choice their Degree level (see below). This grants them their basic ability modifiers, basic systems and proficiencies. They also have ‘additional mods’ that at character creation they can use to purchases upgrades and additional systems into their droid body for ‘free’. After character creation it costs money and time for the droid to upgrade their systems.
DROID DEGREES
1st Degree: Medical and Scientific Droids: These types of droids must exercise a great deal of independent thought and initiative and as such are built with a Heuristic Processor automatically.
Ability Score Modifiers: +2 to Intelligence, +2 to Wisdom, -2 to Strength
Basic Systems: Heuristic Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
Additional Mods: Two additional mods
PROFICIENCIES
Tools: Electronics set or Surgical set
Languages: Binary, Basic
Skills: Computer Use, plus one of the following – Galactic Lore, Investigation, Medicine, Nature or Religion.
2nd Degree: Astromech and Technical Droids
Ability Score Modifiers: +2 to Intelligence
Basic Systems: Basic Processor (0), Basic Probe Appendages (0), Wheeled Locomotion (0), one set of built in Tools set of choice (Electrical or Mechanical) (1), plus either another Tool set, a built in Navcomputer (1) or Tech Specialist feat (1)
Additional Mods: Four additional mods
PROFICIENCIES
Tools: Mechanic plus one additional one tool, game set or vehicle type of choice.
Languages: Binary, Basic (understand only, without a Vocabulatior, these droids cannot speak any other language, although they can learn to understand them)
Skills: Computer Use, Investigation
3rd Degree: Protocol and Service Droids
Ability Score Modifiers: +2 Wisdom, +2 Charisma, -2 Dexterity
Basic Systems: Basic Processor (0), Basic Translator Unit (1) Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
Additional Mods: Two additional mods
PROFICIENCIES
Tools: one of either Cooking set or one type of Gaming Set or Musical Instrument
Languages: Binary, Basic, plus translator unit modifiers.
Skills: Computer Use, Persuasion
4th Degree: Combat and Security Droids
Ability Score Modifiers: +2 to Strength or to Dexterity (player’s choice)
Basic Systems: Combat Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforce Structure (1)
Additional Mods: Two additional mods
PROFICIENCIES
Tools: one Vehicle of choice or Tool (Electronic) or Tools (Mechanical)
Languages: Binary, Basic (understand only, without a Vocabulatior, these droids cannot speak any other language, although they can learn to understand them)
Skills: Initiative, Perception
Weapons: Simple weapons plus one additional type of Advanced Melee Weapons, Heavy Weapons, Pistols, or Rifles (player's choice)
5th Degree: Labor and Utility Droids
Ability Score Modifiers: +4 Strength, -2 to Intelligence, -1 to Charisma
Large Size: 5th degree droids are almost always at least large size (some are even bigger). As such suffer a -3 size penalty to their Dexterity (Stealth) checks, but they can carry twice as much weight as a medium sized creature. They also gain a +5 size/equipment bonus to their Damage Threshold score.
Basic Systems: Basic Processor (0), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforced Structure (1)
Additional Mods: Four additional mods (one due to size)
PROFICIENCIES
Tools: One of either Tool (Electronic) or Tools (Mechanical)
Languages: Binary, Basic (understand only, without a Vocabulatior, these droids cannot speak any other language, although they can learn to understand them)
Skills: Athletics, Computer Use
BASIC MODS/SYSTEMS
Appendage
Basic Probe: Mod: 0. Few droids have no actual manipulators. The bare minimum is a probe that can push or pull objects. Probes suffer a -1 to unarmed damage based on the droids size.
Instrument: Mod: 0, Cost 200cr. Instruments are a step up from a simple probe. They might be designed to accomplish a specific task. Examples might be hypodermic syringes, etc. A few instruments are actually designed to clamp and thus hold objects, but are not fine manipulators.
Tool: Mod: 1, Cost 200cr + cost of basic tool set or weapon cost. Tool appendages are somewhat sturdier then instruments but generally cannot be use to pick up items. Weapon mounts are also considered tool appendages. Most hand held tool sets and weapons can be added to a droid in this fashion.
Grabbing Claw: Mod: 1, Cost 250cr. Claws are simple grabbing appendages allowing the droid to grab and pick up most items, but they are not use for fine instrument use like picking a lock or something similar. When attempting to grapple (if the droid is allowed to try), it has advantage on its Strength roll to grab ahold or maintain one.
Two Arms/Hands: Mod: 1, Cost 1,000cr. A droid is considered to have true hands if its gripping appendage includes at least three digits, one of which is opposable.
Communications: All droids are capable of emitting the sounds necessary to speak Binary, a language used by droids and computers to quickly transmit large amounts of information.
Vocabulatior: Mod: 1, Cost +500cr. The droid equipped with a speaker that enables it to emulate speech, rather than simply spouting machine code.
Locomotion
Stationary: Mod: +1 additional mod. No movement allowed by this droid. Depending on circumstance, maybe be pushed or pulled by others. Cannot use Strength (Athletics) at all.
Wheeled: Mod: 0. Base Speed 8 meters and difficult terrain uses 3 meters of move per square (instead of 2). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage. Also if the droid with wheels acquires any ability that allows them to ignore difficult terrain, then instead they now only suffer the basic penalties from difficult terrain.
Tracked: Mod: 0, Cost +1,000cr. Base Speed 8 and ignores the penalty for moving through difficult terrain on the ground (not in water, etc.). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage.
Two Legs: Mod: 1, Cost +1,000cr. Base Speed 8 meters.
Four Legs: Mod: 2, Cost +2,000cr. Base Speed 12 meters and ignores the penalty for moving through difficult terrain on the ground (not in water, etc.)
Wall-Walker: requires 4-Leg locomotion. Mods: 1, Cost +2,000cr. This droid acquires a Climb Speed of 6 meters and no longer is required to make Climb checks.
Hove/Replsuer Propulsion: Mod: 2, Cost +2,500cr. Base Speed 8 meters and ignores the penalty for moving through difficult terrain on the ground (but not water). Hovering droids use repluserlift technology to float slowly above the ground (within 3 meters). They can use their lifts to operate in water, but then normal difficulty terrain penalties apply. If they have claw or arm appendages, they can use Strength (Athletics) to make climb checks and they have advantage on these checks. Droids with this form of propulsion do not have any other form of locomotion.
Flying/Repluser Propulsion: Mods 3, Cost +10,000cr. Base Speed 24 meters and can reach low-orbit with flight systems. Droids with this form of propulsion do not have any other form of locomotion.
Additional Add-ons
Climbing Claws: Mod: 1, Cost +500cr. Claws designed to grip a surface can be added to a droid with Leg Walking locomotion system. They grant the droid advantage on Strength (Athletics) checks when climbing.
Increase Locomotion Speed: Mod: 1, Cost +500cr. Increases any one speed type (Ground, Fly, Swim, etc.) by +4 meters. Can be taken more than once, but for legged locomotion systems, you can only take this a maximum of 2 times.
Jet pack: Mod: 1, Cost +500cr. Similar to Jetpack. As a bonus action to Active, grants a Flying Speed of 16 meters until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) check or fall. Can lift up to 200kg of weight (replacement fuel cell 100cr, 10kg).
Magnetic Feet: Mod: 1, Cost +750cr. Electromagnetic grippers enable a droid to cling to a ship’s hell, even when the ship is moving at high speed. Only droids with walking, wheeled or tracked locomotion can have this mod.
Processor
Basic Processor: Mod: 0. Basic processors are not designed for creative thought or problem solving, and as such most droids interpret instructions and behavioral inhibitors very literally. Furthermore, basic processors are very limited in that the droid cannot perform most tasks that is was not programed for (i.e. see Skill checks above). Similarly, a basic processor does not allow a droid to wield or use any weapon, use any tool or drive any vehicles that it is not proficient with. And the droids behavioral inhibitors prevent it from harming sentient living beings altogether.
Combat Processor: Mod: 1, Cost +1,000cr. This basic processor has had its behavioral inhibitors removed. This allows the droid to try and cause harm to sentient living beings, and the droid is allow to use weapons that it’s not proficient with. It also can the following skills without requiring it to be proficient with them – Dexterity (Initiative) and (Stealth), and Charisma (Intimidate).
Heuristic Processor: Mods: 1, Cost +4,000cr. This type of processor allows the droid to learn by doing, usually without instructions. The droid is able to reason through several optional situations and tasks and formulate the best approach. Because of this a droid with a heuristic processor may use skills untrained, just as any other character and can use weapons, tools and vehicles that it is not proficient with. In addition, a droid with heuristic processor can creatively interpret its instructions, allowing it to complete tasks in manner that it deems appropriate. In some situations (GM’s call) a heuristic processor will also allow a droid to work around its behavioral inhibitor as long as it can justify the action. For example such a droid might justify harming another sentient if it would save additional life, etc. Over time a droid with a heuristic processor develops a unique personality based on experience. Because of this, memory wipes and restraining bolts are commonly used to ensure that a heuristic processor doesn’t allow the droid to stray too far from its intended purpose.
A droid can have both the Heuristic and a Combat Processor (uses 2 mods and costs 5,000cr.).
OTHER SYSTEMS
Armor Plating: Light Armor – Mod: 1, Cost +2,000cr (Armor Reflex Score 13 + Dex or Int modifier, Wt. 5kg). Medium Armor – Mod: 2, Cost +5,000cr (Armor Reflex Score 15 + Dex or Int modifier (max 2), Disadvantage to Stealth, +2 to Damage Threshold, Wt. 10kg). Heavy Armor – Mod: 3, Cost +10,000cr (Armor Reflex Score 19, Disadvantage to Stealth, +5 to Damage Threshold, Wt. 20kg). Droids can be equipment with built in armor that provides an armor bonus to Reflex defense just as normal armor does for a wearer. These armor require the droid to be proficient with its type to gain the full benefits as with normal armor. In all other regard tread droid armor and normal armor (see Defenses)
Built In Communicator: Mod: 1, Cost +100cr. (Short-range Comlink). Mod: 1, Cost: +250cr. (Long-range Comlink). These comlinks provide a droid with hands-free basic communications. They can include normal Comlink features at the base cost (see Equipment).
Back-up Battery: Mod: 1, Cost +500cr. A droid with a backup battery can operate twice as long as normal before requiring recharging (144 hours instead of 72). It still only requires 4 hours or continuous recharging to get back to full power (see Maintenance above)
Diagnostic Package: Mod: 1, Cost +500cr. Some droids are equipped to perform diagnostics, either as an aid to a technician or a general safety feature. The diagnostic package gives the droid advantage on Tools (Electronics) or (Mechanic) checks (pick one, or the droid can take this package twice to affect both skill checks).
Hidden Restrictor: Mod: 1, Cost +1,000cr (illegal in most systems). With a hidden restrictor modifier a droid is considered immunity to the effects of a Restraining Bolt. A droid that use Deception and attempt to pretend it still suffers from this affects.
Locked Access: Mod: 1, Cost +500cr. A droid with the locked access modifier is immunity to normal shutdown by others (if it can resist, you cannot shut down an unwilling droid with this modifier). If it is Paralyzed, one can attempt to shut the droid down but they are at a disadvantage to this roll (see Shutdown above)
Memory Backup: Mod: 1, Cost +500cr. This allows a droid to back up its personality and abilities offline somewhere. If ever subject to a memory wipe, this allows it to restore its previous levels and abilities, if it regains access to this memory core.
Memory Storage: Mod: 1, Cost +500cr. This enhancer allows a navcomputer enhanced droid to store an additional +2 hyperspace routes in its internal memory. It can be purchased additional time at the same Mod and Cost.
Navcomputer: Mod: 1, Cost +2,500cr. This system allows the droid to act as a starship navcomputer and program jumps to hyperspace. A medium sized droid can only two jump coordinates internally without additional Memory enhancers.
Reinforced Structure: Mod: 1, Cost: +1,000cr. With electronic hardening and structural reinforcement, droids with this modification take only ½ damage from Ion weapons and do not suffer the -5 to their Damage Threshold vs. this type of damage.
Size: Most droids are considered medium sized. For droid structures of a different size use the follow costs and mods. Small size – Mod: 1, Cost +500cr. Large size – Mod: +1 additional mod, Cost +2,500cr. Huge size – Mod: +2 additional mods, Cost +5,000cr. Gargantuan size – Mod: +3 additional mods, Cost +10,000cr. Colossal size – Mod: +4 additional mods, Cost +20,00cr. (Note that for Heroic character created droids, you cannot be larger than Large sized).
Translator Unit: Mod: 1, Cost +200cr (basic DC 18). Mod: 2, Cost +500cr (intermediate DC 15). Mod: 3, Cost +1,000cr (complex DC12). Mod: 4, Cost +2,000cr (advance DC 8). With a Translator unit a droid can attempt to understand any language it encounters (hears or reads). Make an Intelligence ability check vs. the unit’s DC to know if the unit can understand and translate a particular language.
Vacuumed Sealed Systems: Mod 1, Cost +500cr. Allows a droid to operate in the harsh conditions of a vacuum.
Visual Enhancements: Mod: 1 each, Cost +500cr. With each upgrade a droid gains one of the following – Low-light Vision, Darkvision 20m, Advantage on Wisdom (Perception) sight or hearing (pick one) checks, Blindsight 5m, Telescopic Vision (can see about twice as far, does not take disadvantage on making long range attacks with handheld blaster type of weapons).
[/sblock]
[sblock=CLASS UPDATES (FROM THE CORE RULES BOOK)]
EDIT/NOTE: that any racial trait that has the same affect as a Class Talent can also count towards any talent tree (i.e. Heightened Senses has the same affect as the Scout's talent Acute Senses. So a Zabrak Scout could take Expert Tracker as her 1st level Talent, etc.)
JEDI
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st level: 30 + your Constitution mod.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
PROFICIENCIES
Armor: None
Weapons: Lightsabers, Simple weapons
Tools: One of choice (basic tool, a musical instrument or vehicle)
Defense Bonuses: +1 to Fortitude Defense, Reflex Defense and Will Defense.
Skills: Choose two from among Acrobatics, Athletics, Initiative, Insight, Intimidate, Medicine, Perception, Persuasion, Supernatural, and Use the Force.
Bonus Feat: Force Sensitive
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· Lightsaber
· (a) holdout blaster pistol with an extra power cell or (b) two simple weapons
· (a) comlink, short range or (b) glow rod
· (a) aquata breather or (b) breath mask
· (a) diplomats pack or (b) field kit
TALENTS
JEDI CONSULAR TALENT TREE
Adept Negotiator: you can use your Charisma (Use the Force) bonus instead of your Charisma (Persuasion) bonus for Persuasion checks. If you have Advantage with Charisma (Persuasion), you also have Advantage with your Charisma (Use the Force) skill when making checks in these situations. This is a mind-altering effect.
Force Persuasion: you have Advantage on Charisma (Persuasion) skill checks. Also if you succeed with your check vs. the target’s Will Defense (targets of higher level then you gain a +5 bonus to their Will Defense against this affect), the target gains the Charmed condition vs. you so long as you remain close by and continue talking to the target (within 5 meters). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect.
Skilled Adviser: you can spend an Action advising an ally, thereby granting her not only the normal Advantage on her next skill or ability check but also +5 bonus. If you spend a Force Point, you make the roll and add that result to her total (including the +5). The target must be able to hear you (and willing) and understand you to gain this bonus. This can only be applied to a Skill or Ability check, not an Attack roll. You cannot advise yourself. This is a mind-altering effect.
JEDI GUARDIAN TALENT TREE
Acrobatic Recovery: if an effect causes you to fall prone, you can make a DC 15 Dexterity (Acrobatics) skill check to remain on your feet as a no-time Action.
Battle Meditation: The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force. As an Action, you can spend a Force Point to give all of your allies within a 12 meters of you a +2 force bonus on all attack, skills, and ability rolls and +2 force bonus to Will Defense. This bonus last until they take their next rest and they retain the bonus even if you cannot see them but they most remain within 12 meters of you. They lose these bonuses if you are Incapacitated or reduced to 0 hit points. This is a mind-altering effect.
Improve Battle Meditation: This extended the range that you grant your bonuses to your allies out to 24 meters of you. Furthermore, once per round as a Reaction, you can grant one ally within 24 meters of you that you can also see, Advantage on one attack, skill or ability check. This is a mind-altering effect. Prerequisite: Battle Meditation
Elusive Target: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks takes a -5 penalty. This penalty is in addition to the normal Disadvantage penalty suffered for firing into melee.
Force Intuition: You can use your Charisma (Use the Force) skill instead of your Dexterity (Initiative) skill when making Initiative checks.
Resilience: You can spend a Force Point at any time and use your Reaction to make an ability check to recover from the Reeling Condition. In addition, you roll your Force die as a bonus to this result for recovering. If you roll a natural 20 on this check you gain back the Force Point.
JEDI SENTINEL TALENT TREE
Clear Mind: You have Advantage on Charisma (Use the Force) on any opposed skill check to avoid detected by other Force-users. If you normally don’t get a roll (such as Sense Force Potential), instead the creature using these types of powers against you are at Disadvantage with their Charisma (Use the Force) check.
Dark Side Sense: Jedi following the path of the sentinel become exceptional talented at rooting out evil. You have Advantage on any Charisma (Use the Force) skill check made to sense the presence and relative location of creatures with a Dark Side Score of 1+.
Dark Side Scourge: Against creatures with a Dark Side Score of 1 or higher, you deal extra damage equal to your Charisma bonus (minimum +1). Prerequisite: Dark Side Sense
Force Haze: You can spend a Force Point as an Action to create a “haze” that hides you and your allies from the perceptions of others. You can hide a number of creatures that you can see equal to your Jedi Class level (including Jedi Knight and Jedi Master). You make one Charisma (Use the Force) check, and any creatures with a Will Defense lower than your check result that you can see or that moves into your visual range, you and your allies affected have the Invisibility condition against them. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action. Prerequisite: Clear Mind.
Resist the Dark Side: Anyone using a Force Power with the [dark side] descriptor and any Force powers originating from any dark Force-users (that is, any Force-user who’s Dark Side Score equals his Wisdom score) has disadvantage with such powers against you. For example if a dark side Force-user tried to use Move Object to directly grab or hurt you, his Charisma (User the Force) skill check would be at a Disadvantage against you. Prerequisite: Dark Side Sense.
LIGHTSABER COMBAT TALENT TREE
Block: As a Bonus action, you can add your Intelligence, Wisdom or Charisma modifier (character's choice) to your Reflex Defense, but only verses melee attacks. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised.
Deflect: As a Bonus action, you can add your Intelligence, Wisdom or Charisma modifier (character's choice) to your Reflex Defense, but only verses ranged attack. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised.
You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, taking only half-damage if the autofire attack hit and no damage if the autofire attack missed. This talent has no effect on other area of effect attacks.
This talent cannot be used to negate attacks made by anything heavier than a light vehicle weapon.
Lightsaber Defense: With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. You gain a +1 to all of your Defenses, but you must be aware of all attacks and not surprise to gain the benefit.
Weapon Specialization (lightsaber): You gain a +2 bonus on melee damage rolls with a lightsaber. Prerequisite: Weapon Focus (lightsaber) feat.
Lightsaber Throw: You can hurl a lightsaber as a Ranged Attack Action (that you are proficient with), threating it as a thrown weapons. The Range is 10/30 and if you can make multiple attacks with the lightsaber (with Double Attack or with a double lightsaber and Dual Weapon) you can attack the same target or multiple foes so long as they are within range. If none of the targets are further then 30 meters from you, you can make a Charisma (Use the Force) check of a 12 (15 with duel-lightsabers) to pull your lightsaber back to your hand as a free Action at the end of the attack.
Redirect Shot: This talent allows you to redirect a defected blaster bolt along a specific trajectory so that it damages another creature or object in its path. Once per round, as a Reaction, when you are missed a blaster bolt directed at you, you can make an immediate ranged Attack against another target with which you can see. Apply normal range penalties to the attack roll based on the weapon, not counting the distance the bolt traveled to reach you. If the attack succeeds it deals normal weapon damage to the new target. Only a single bolt can be redirected in a round. Barrages from autofire weapons and other types of projectiles can’t be redirected. Prerequisite: Deflect, Base Heroic Level 5.
Build Lightsaber: at 5th level and beyond, you can build your own lightsaber. To build a lightsaber you also need Force Sensitivity and Weapon Proficiency (lightsaber). You must spend 1,500 credits to obtain the basic components and 24 uninterrupted hours of constructing the weapon. At the end of the time, may a DC 15 Charisma (Use the Force) skill check. If you succeed you have completed the lightsaber construction, failure means you must wait at least 24 hours to start over. Once the lightsaber is constructed you can spend a Force Point to attune it to you and thereafter you gain a +1 bonus on attack rolls made by your personally made lightsaber. No one else who uses it gains this bonus. If you wish to build a double-bladed lightsaber it costs 3,000 cr.
Bonus Feats: Acrobatic Strike, Action Surge, Athlete, Brutal Critical, Charger, Danger Sense, Double Attack, Dual Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Force Boon, Force Training, Force Warrior, Improved Critical, Improved Defense, Improved Mobility, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mighty Swing, Mobility, Pack Tactics, Parry, Power Attack, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Strong in the Force, Superior Critical, Survivor, Triple Attack, Weapon Focus (lightsabers), Weapon Proficiency, Whirlwind Attack.
NOBLE
HIT POINTS
Hit Dice: 1d6
Hit Points at 1st level: 18 + your Constitution modifier
Hit Points at Higher Levels: 1d16 (or 4) + your Constitution modifier
PROFICIENCIES
Armor: None
Weapons: Pistols, Simple weapons
Tools: one of Choice (basic tools, vehicles or musical instrument)
Defense Bonuses: +2 to Will Defense, +1 to Reflex Defense
Skills: Choose five from among Computer Use, Deception, Galactic Lore, Gather Information, Initiative, Insight, Intimidate, Investigation, Medicine, Perception, Performance, Persuasion, Religion, and Supernatural.
Bonus Languages: Chose any two
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· Blaster pistol with an extra power cell and one simple weapon of choice.
· (a) protocol or (b) astromech droid
· (a) medical kit or (b) electrobinoculars.
· (a) land speeder car or (b) personal swoop bike or (c) One-year universal passenger ticket (see new equipment)
· Comlink, short-ranged plus (a) diplomats pack or (b) field kit
TALENTS
INFLUENCE TALENT TREE
Presence: You gain Advantage on basic Charisma (Intimidate) checks.
Demand Surrender: As an Action, you can make a Charisma (Intimidate) check to demand surrender from one opponent who has been reduced to ½ or less its’ hit points. If you check equals or exceeds the target’s Will Defense, it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level then you are, then you have Disadvantage on this roll (losing the Advantage from the Presence Talent as well). If any of your allies attack it, it will no longer submit to your will and can act normally. You cannot use this Talent again until after a Short or Long rest. Prerequisite: Presence
Weaken Resolve: Once per round, when you deal damage equal to or greater than the targets Damage Threshold, make a Charisma (Intimidate) check as a Reaction. If the result exceeds the target’s Will Defense, you impose the Frightened condition (5th ed. pg. 290) until the end of your next round. As a Reaction, the target can spend a Force Point to negate this effect, and the effect is automatically negated if the target’s level is higher than your character level. This is a mind-affecting fear affect. Prerequisite: Presence.
INSPIRATION TALENT TREE
Note that all of these talents are mind-affecting effects and you can’t use any of these talents on yourself (except Valor, see below).
Bolster Ally: As an Action, you can bolster an ally who can see and hear you, automatically removing the Reeling Condition from him and giving him a number of temporary hit points equal to his character level plus your Charisma modifier, if he is at one-half his maximum hit point or less. These temporary hit points only last until the target takes a rest. You cannot bolster the same ally until after they have completed a short or long rest.
Ignite Fervor: Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you, a bonus to damage on her next attack equal to her character level. Once her fervor has been ignited, the affected ally doesn’t need to see or hear you; if her next attack misses, she loses the bonus granted by the talent. Prerequisite: Inspire Confidence.
Inspire Confidence: As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +1 moral bonus on all Attack rolls and a +1 morale bonus on Ability checks until their next rest or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see or hear you to remain inspired. You can use this ability again after a short or long rest.
Inspire Zeal: Whenever an allying who can see and hear you and understand you, makes an attack that imposes the Reeling Condition onto an opponent, you can spend your Reaction to impose the Stunned Condition onto the target for one round instead (recovers normally). Prerequisite: Inspire Confidence, Ignite Fervor.
Strength Resolve: You can spend 10 minutes giving an inspiriting speech to your allies, shoring up their resolve to fight. When you do so, chose up to six friendly allies (which can include yourself) within 20 meters who can see and hear and understand you. Each creature gains temporary hit points equal to your level + Charisma modifier. A creature cannot gain temporary hit points from this talent again until it finishes a long rest. Prerequisite: Inspire Confidence.
LEADERSHIP TALENT TREE
Note that these talents are mind-affecting effects and you can’t use any of these talents on yourself.
Born Leader: As a Bonus action, you grant all allies who can see and hear you and understand you, a +1 insight bonus on attack rolls. This affect lasts for as long as they can see and hear you. An ally loses this bonus immediately if they can’t see or hear from you for one full round or if you are incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest.
Coordinate: You have a knack for getting people to work together. As an Action, you grant a normal 'unit' test (see Houserule, Aiding Others) an Advantage for their check, even if that would not normally be at advantage. Also they gain a bonus equal to your Charisma modifier to the final result.
Distant Command: Any ally who gains the benefit of your Born Leader talent (see above) does not lose the benefits if they cannot see you (they still need to hear from you, via communicator, etc.). Prerequisite: Born Leader.
Fearless Leader: As a Bonus Action, you can provide a courage example for your allies. You can remove the Frightened Condition from a number of allies who can see and hear you and can understand you, equal to your Charisma bonus. Prerequisite: Born Leader.
Rally: As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. Any ally who can see and hear you, and who has less than half their total hit points remaining gains their level plus your Charisma modifier in temporary hit points, gains a +2 moral bonus to Will Defense and a +2 moral bonus to all damage rolls they make. This bonus last until their next rest. Allies lost these bonuses if you are Incapacitated or reduced to 0 hit points. You can use this ability again after a short or long rest. Prerequisite: Born Leader.
Trust: As an Attack Action, one ally who can see or hear you can immediately use her Reaction to make one weapon attack. If the attack hits, she adds your Charisma modifier to the damage result. Prerequisite: Born Leader.
LINGEAGE TALENT TREE
Connections: You are able to obtain licensed, restricted, military or illegal equipment without having to pay a licensing fee or endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining equipment or serves through the black market, you reduce the black market cost multiplier by 1.
Jack of All Trades: Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.
Wealth: Each time you gain a level (including the level you take this talent) you receive an amount in credits equal to your character level x 5,000. The credits appear in a civilized, accessible location of your choice or private bank account.
Bonus Feats: Action Surge, Actor, Armor Proficiency (light, medium), Careful Shot, Cutting Words, Cybernetic Surgery, Defensive Duelist, Distracting Strike, Double Tap, Feinting Attack, First Aid, Goading Attack, Improved Defense, Linguist, Medic, Melee Defense, Pack Tactics, Pistoleer, Point Blank Shot, Precise Shot, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Surgical Expertise, Tech Specialist, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee weapon, rifles)
SCOUNDREL
HIT POINTS
Hit Dice: 1d6
Hit Points at 1st level: 18 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
PROFICIENCIES
Armor: None
Weapons: Pistols, Simple weapons
Tools: Choose one of either an Electronics Kit, Security Kit or Slicer Kit, plus one other basic of choice (any basic tool set, or a vehicle or a musical instrument)
Defense Bonuses: +2 to Reflex Defense, +1 to Will Defense
Skills: Choose three from among Acrobatics, Athletics, Computer Use, Deception, Galactic Lore, Gather Information, Initiative, Insight, Intimidate, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Bonus Feat: Point Blank Shot
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· Blaster pistol and hold-out blaster pistol, each with an extra power cell
· (a) another blaster pistol with an extra power cell or (b) vibrodagger with an extra power pack
· (a) two simple weapons or (b) pocket scrambler
· (a) electronics kit or (b) security kit or (c) slicer kit
· Comlink, short ranged plus (a) field kit or (b) utility belt
TALENTS
FORTUNE TALENT TREE
Crafty Action: As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
Fool’s Luck: As an Action, you can spend a Force Point and gain one of the following benefits until your next rest or until you are Incapacitated or reduced to 0 hit points. Gain the Force Die as a bonus to one attack roll each round, gain the Force Die as a bonus to any one skill check each round, or gain ½ (round up) the Force Die rolled a luck bonus to all your Defense scores. You must complete a short or long rest to use talent again.
Fortune’s Favor: Whenever you score a critical hit with an attack, you can spend a Reaction to gain another Action that must be taken immediately.
Gambler: You have Advantage on all Game sets tools, and games of chance.
Knack: You can reroll any ability check that you just made and take the better result. You must complete a short or long rest to use the talent again. You can take this talent multiple times, each time it is selected you can use this talent an additional time per rest.
Lucky Shot: You can reroll any attack roll you just made and take the better result. You must complete a short or long rest to use the talent again. You can take this talent multiple times, each time it is selected you can use this talent an additional time per rest. Prerequisite: Knack.
MISFORTUNE TALENT TREE
Dastardly Strike: Once per turn, when you successful hit an opponent with Advantage, that target adds the Reeling condition automatically.
Disruptive: By spending a Bonus action, you use your knack for causing trouble and instigating chaos to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see.
Skirmisher: If you move at least 4 meters before you attack and end your move in a different space that where you started, you gain advantage on your next attack (first one made after movement).
Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a range weapon. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d6 (maximum +5d6)
Walk the Line: As an Action, you can do or say something that catches your enemies off guard. All opponents within 12 meters of you and whom you can see are off guard. The next attack, skill or ability rolled against them (by you or anyone else), before the start of your next turn, is at Advantage against them. This is only the next check, once that is made no one else gains this talents bonus. You must complete a long rest to use this talent again. Prerequisite: Disruptive.
OUTLAW TECH TALENT TREE
Fast Repairs: The number of rounds required to Jury-Rig a system are halves, round up. Prerequisite: Proficient with the tools required.
Hot Wire: When you jury-rig an object or vehicle, it gains a number of temporary hit points equal to your character level plus Intelligence modifier. Prerequisite: Proficient with the tools.
Quick Fix: You can automatically jury-rig an object or vehicle that is not disabled. You can use this talent again after a short or long rest. Prerequisite: Proficient with the tools.
SLICER TALENT TREE
Gimmick: You can issue one “routine” commands to a computer as a Bonus action in a round (normally it takes an Action; see Equipment).
Master Slicer: You now have Advantage on standard Intelligence (Computer Use) skill and Slicer tool kit checks. Prerequisite: Gimmick
Tracer: You can substitute your Intelligence (Computer Use) skill for Charisma (Gather Information) or Intelligence (Investigation) checks so long as you have access to a network.
SPACER TALENT TREE
Hyperdriven: While aboard a starship, you can add your Scoundrel class level as a bonus to a single attack roll, skill or ability check. The decision to add this bonus can be made after the result of the roll or check is known. You must take a short or long rest in order to use this talent again.
Spacehound: You are not at a Disadvantage on attack rolls or skill and ability checks in low-gravity or zero-gravity environments and you ignore any check vs. space sickness (see Zero-Gravity Environments). In addition you are considered proficient with any starship weapon.
Starship Raider: You gain a +1 bonus on all attack rolls while onboard a starship. This bonus applies to attacks made with starship weapons as well as personal weapons used aboard a starship. Prerequisite: Spacehound.
Stellar Warrior: Whenever you roll a natural 20 on an attack roll made aboard a starship you gain one temporary Force Point. You must use this Force Point before you next short or long rest or it is lost. Prerequisite: Spacehound.
Bonus Feats: Acrobatic Strike, Action Surge, Actor, Armor Proficiency (light), Careful Shot, Cutting Words, Danger Sense, Deadly Aim, Defensive Duelist, Double Tap, Extra Second Wind, Far Shot, Feinting Attack, Improved Defense, Improved Mobility, Maneuvering Attack, Melee Defense, Mobility, Pack Tactics, Parry, Pistoleer, Precise Shot, Quick Draw, Shake it Off, Sharper Words, Sidestep, Silver Tongue, Skill Expertise, Skill Proficiency, Sniper, Survivor, Tech Specialist, Throwing Expert, Trip, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee weapons)
SCOUT
HIT POINTS
Hit Dice: 1d8
Hit Points at 1st level: 24 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
PROFICIENCIES
Armor: Light armor
Weapons: Pistols, Rifles, Simple weapons, Martial weapons
Tools: Two of choice (either basic kits, or any vehicle or musical instrument)
Defense Bonuses: +2 to Reflex Defense, +1 to Fortitude Defense.
Skills: Choose three from among Acrobatics, Animal Handling, Athletics, Galactic Lore, Initiative, Insight, Medicine, Nature, Perception, Stealth, and Survival.
Bonus Feat: Shake it Off
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· Blaster carbine with two extra power cell
· (a) blaster pistol with an extra power cell or (b) vibroblade with extra power cell
· (a) two simple weapons or (b) martial weapon
· (a) utility belt or (b) all-weather cloak
· Comlink, short ranged plus a field kit
TALENTS
AWARENESS TALENT TREE
Acute Senses: You have Advantage on any Wisdom (Perception) skill check.
Instincts: If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn. Prerequisite: Acute Senses, Improved Initiative.
Improved Initiative: You have Advantage on your Dexterity (Initiative) check. Prerequisite: Acute Senses
Keen Shot: You ignore light visual obscured (normal Perception rolls), and ½ cover on attack rolls verse foes in these conditions. If you take the Aim maneuver you also ignore ¾ cover. Prerequisite: Acute Senses
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you. Prerequisite: Acute Senses.
Improved Uncanny Dodge: Unseen attackers (5th ed. pg. 194) do not gain Advantage with their attacks against you if they are within melee or if they are within 10 meters. Prerequisite: Acute Senses, Uncanny Dodge.
CAMOUFLAGE TALENT TREE
Hidden Movement: You’re very good at hiding when mobile. You do not need to travel at a slow pace (5th ed. pg. 182) to use your Stealth to surprise others. Prerequisite: Improved Stealth.
Improved Stealth: You have Advantage on your Stealth checks. All other conditions are still required for you to make the check.
Total Concealment: You know how to use cover. When you have at least ½ cover (5th ed. pg. 196) you can treat it ¾ cover and any normal ¾ cover as total cover. Prerequisite: Hidden Movement, Improved Stealth.
FRINGER TALENT TREE
Barter: You have Advantage on any Charisma (Persuasion) checks made to haggle. Normally if you beat an opponent’s Will Defense with a Charisma (Persuasion) check to haggle they will give you 5% discount on the price. Each 5 points you exceed their Will Defense reduces the final price by an additional 5%.
Fringe Savant: Whenever you roll a natural 20 on a skill or ability check you gain 1 temporary Force Point. You must use this Force point before you take your next short or long rest or it is lost.
Long Stride: Increase your movement speed(s) by 4 meter if you are wearing light or no armor. Also while wearing no or light armor, when you use the Dash action, difficult terrain doesn’t cost you extra movement on this turn.
Jury-Rigger: You have Advantage on any Jury-Rigging checks made to repair an item.
SURVIVOR TALENT TREE
Evasion: You can nimbly dodge out of the way of certain area of affect attacks, such as grenades, autofire and whirlwind attack. On these attack rolls you only suffer half damage if the attack hit you, and no damage if the attacked missed you.
Elite Explorer: You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group's travel. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area. Prerequisite: Explorer.
Explorer: You have Advantage on any Wisdom (Survival) skill checks.
Extreme Effort: If you spend your Bonus action on your turn, you have Advantage on any Strength ability or skill check for that same round. This affect lasts until the start of your next turn.
Sprint: When you take the Dash action, your base movement speed is increased by 4 meters (so if you normal movement speed is 12 meters, when you take the Dash Action you can move up to 32 meters, 16 meters as your normal speed and 16 meters with the Dash).
Bonus Feats: Action Surge, Armor Proficiency (medium), Athlete, Burst Fire, Careful Shot, Danger Sense, Double Tap, Durable, Extra Second Wind, Improved Critical, Improved Defense, Improved Mobility, Mobility, Pact Tactics, Parry, Pistoleer, Point Blank Shot, Precise Shot, Sidestep, Skill Expertise, Skill Proficiency, Survivor, Tech Specialist, Throwing Expert, Toughness, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee weapons, heavy weapons)
SOLDIER
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st level: 30 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
PROFICIENCIES
Armor: Light armor, Medium armor
Weapons: Pistol, Rifles, Simple weapons, Martial weapons, and either Advanced Melee Weapons or Heavy Weapons (player’s choice)
Tools: Any one of choice (any basic tools, or vehicle or musical instrument)
Defense Bonuses: +2 to Fortitude Defense, +1 to Reflex Defense.
Skills: Choose two from among Acrobatics, Animal Handling, Athletics, Computer Use, Galactic Lore, Initiative, Insight, Intimidate, Medicine, Perception, and Survival
EQUIPMENT
You start with the following equipment, in addition to the equipment grants by your background:
· (a) one set of Light armor of choice or (b) blaster rifle (or bowcaster if proficient) with two extra power cells/clips or (c) two blaster pistols, each with an extra power cell or (d) a blaster carbine and blaster pistol, each with an extra power cell
· (a) heavy blaster pistol with an extra power cell or (b) an advanced melee weapon with an extra power cell
· (a) two simple weapons or (b) martial weapon
· Comlink, short ranged plus (a) field kit or (b) utility belt.
TALENTS
ARMOR SPECIALIST TALENT TREE
Armor Mastery: When wearing medium armor, you can add up to 3, rather than 2, to your Reflex defense, if you have a Dexterity or Intelligence bonus of 16 or higher. Also when wearing Heavy Armor you can now add 1 to your Reflex Defense if your Dexterity or Intelligence is 12 or higher. Finally, while wearing light and medium armor doesn’t impose Disadvantage on your Dexterity (Stealth) check (if it normally would). Prerequisite: Armor Defense, Second Skin.
Armored Defense: When calculating your Reflex Defense, you may add ½ your Heroic bonus (round down) + the Armor Reflex Score, or your Heroic bonus, whichever is higher. You must be proficient with the armor that you are wearing to gain the benefit. Prerequisite: Second Skin.
Juggernaut: While you are wearing heavy armor, any bludgeoning, weapon energy, piercing, and slashing damage that you take is reduced by 4 points. Prerequisite: Armored Defense, wearing heavy armor.
Second Skin: While wearing armor that you are proficient with, your armor bonus to Armor Reflex Score and equipment bonus to your Fortitude Equipment Defense are each increased by +1.
BRAWLER TALENT TREE
Expert Grappler: You have Advantage on your Strength (Athletics) skill check to start a grapple. Once they are grappled you also have Advantage on your attack rolls against the target and you can do so with one hand (leaving the other free).
Gun Club: You can swing a gun in melee combat much more effectively then others. It acts as a club if a pistol or a greatclub if a rifle (used two handed). Also if using a rifle mounted with a bayonet or vibrobayonet, you treat both the blade and the rifle butt attacks as light melee weapons (i.e. see Two-Weapon fighting 5th ed. pg. 195. Normally a pistol does 1d4 and a rifle or carbine does a 1d6).
Melee Smash: You deal +1 point of damage with all melee attacks.
Riposte: When a creature misses you with a melee attack, you can use your Reaction to make a melee attack against that creature.
Stunning Strike: If you successfully hit an opponent with a melee attack, you can spend a Bonus Action. Roll your attack modifier again (same bonuses as the original attack) vs. the target’s Fortitude defense. If you succeed, the target is Stunned until the end of your next turn. Prerequisite: Melee Smash.
Unbalance Opponent: You are skilled at keeping your opponents off balance in melee combat. During your round, you use a Bonus action and designate one opponent that is no more than one size category larger or smaller then you. That opponent doesn’t get to add his Strength or Dexterity bonus on attack rolls when targeting you (if the target has a penalty, he still suffers that penalty). The opponent’s modifiers still apply to damage. You can use this talent against a different opponent each round if you spend a bonus action. Prerequisite: Expert Grappler.
COMMANDO TALENT TREE
Battle Analysis: On your round, you can use a Bonus action and know which allies and opponents that you can see who are at least half of their maximum total hit points. Also you gain a +1 Insight bonus to your attack rolls against any one target that you can see until the start of your next turn.
Cover Fire: When you make a ranged attack with a pistol or rifle, you and all allies within 12 meters of you that you can see, gain ½ Cover bonus (5th ed. pg. 196) until the start of your next turn. Allies must remain with 12 meters of you to gain bonus but you do not need to see them for them to benefit. Prerequisite: Battle Analysis.
Demolitionist: You have Advantage to use Tools (Explosives) checks to place explosive devices and explosives set by you do +2 dice of damage. You can take this talent multiple times, each time you due, explosives that you set do an additional +2 dice of damage, the effects stacks (up to double damage)
Draw Fire: You can distract opponents and convince them that you are the most tempting (and dangerous) target in the area. As a Bonus action on your round make a Charisma (Intimidate) check verses all opponents that you can see. If the check exceeds any opponent’s Will Defense, those opponents are at a Disadvantage when targeting ‘ranged’ attacks against anyone but you until the start of your next turn.
Harm’s Way: Once per round, you may use a Reaction to shield an adjacent ally from attacks, taking the damage and suffering the ill effects in your ally’s stead. Until the start of you next turn, any attack made against a protected ally affect you instead. You may elect not to shield your protected ally against a given attack, provided the decision is made before the attack roll is made.
Indomitable: As a Reaction, you can instantly recover from the Reeling condition unless it is persistent. You must complete a long rest before you can use this talent again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest.
Tough as Nails: You can push yourself beyond most others. You gain your heroic level plus your Constitution modifier in temporary hit points. You cannot gain temporary hit points from this talent again until you have finished a short or long rest.
WEAPON SPECIALIST TALENT TREE
Devastating Attack: Whenever you make a successful attack against a target, you treat your target’s Damage Threshold as if it were 5 points lower when determining the result of your attack results. Prerequisite: Proficiency with weapon you are using.
Weapon Specialization: Chose a single exotic weapon or weapon group, which you are proficient. You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different exotic weapon or weapon group. Prerequisite: Weapon Focus in chosen exotic weapon or weapon group.
Bonus Feats: Acrobatic Strike, Action Surge, Armor Proficiency (heavy), Athlete, Bantha Rush, Brawler, Burst Fire, Brutal Critical, Careful Shot, Charger, Charging Fire, Crush, Deadly Aim, Defensive Duelist, Disarming Strike, Distracting Strike, Double Attack, Double Tap, Dual Weapon, Duel Weapon Mastery, Durable, Exotic Weapon Proficiency, Extra Second Wind, Far Shot, Feinting Attack, Goading Attack, Improved Critical, Improved Defense, Improved Damage Threshold, Improved Mobility, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Pack Tactics, Parry, Pin, Pistoleer, Point Blank Shot, Power Attack, Precise Shot, Pushing Attack, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Sniper, Superior Critical, Survivor, Throw, Throwing Expert, Toughness, Trip, Triple Attack, Vehicle Combat, Weapon Focus, Weapon Proficiency, Whirlwind Attack
Multiclassing: When mutliclassing, characters get their highest classes Defensive Bonus (i.e. a Noble who multiclass to a Jedi would have +1 to Fortitude and Reflex Defense and +2 to Will Defense). Otherwise, per 5th ed. with the following updates…
Multiclass Prerequisites
Jedi – Wisdom or Charisma 13+
Noble – Intelligence or Charisma 13+
Scoundrel – Dexterity or Intelligence 13+
Scout – Constitution or Wisdom 13+
Soldier – Strength or Dexterity 13+
Proficiency and other Bonuses Gained
Jedi – Weapon proficiency (Lightsaber) or Force Sensitivity feat (player’s choice; but to take levels in Jedi requires the character to have the Force Sensitivity feat. If the character does not already have it, then they must take it to multiclass into Jedi), One skill of your choice.
Noble – Two skills of your choice, One tool kit of choice, One language of choice.
Scoundrel – One skill of your choice, One tool proficiency of your choice (either Forgery, Security or Slicer tool kit), Point Blank Shot feat.
Scout – One skill of your choice, Shake-It-Off feat.
Soldier – Two weapon proficiency of choice, Light armor[/sblock]
[sblock=BACKGROUNDS]
Most of the backgrounds found in the Player’s handbook can be reworked/renamed to fit into the Star Wars setting. Any changes are as follows (anything not changed, use as listed). Also note that skill choice is a bit open so that you can choice a different one(s) if it better fits your character background.
ACOLYTE
Skill Proficiency: Insight and either Religion or Supernatural (player’s choice)
Equipment: A holy symbol or Jedi icon (some trinket of the order, gifted to you when you entered the order), a prayer book or datapad, vestments common for the order, one set of common clothing, a credstik with 300 credits.
CHARLATAN
Equipment: A set of fine cloths, a disguise kit, tools of the con of your choice, a credstik with 300 credits.
CRIMINAL
Tool Proficiency: One game set, either an electronic kit or a slicer kit.
Equipment: One of either electronic or slicer tool kit, one set of common clothing, a credstik with 300 credits.
ENFORCER (new): Law-enforcement and bounty hunters
Skill Proficiency: Gather Information, Intimidate
Tool Proficiency: Either an electronic kit or mechanical kit
Language: one of choice
Equipment: One datapad and four datachips with various wanted and criminal information of local area, a trinket or trophy taken from a criminal you captured or killed, one set of either an enforcer uniform or combat camo suit, a credstik with 300 credits.
Feature: Track Criminals: You know how to find criminals and/or those with bounties on their heads. If you have access to the Hypernet or spend an hour asking around and hanging out in a local area where bounties are offered or at a law enforcement station, you can find any number of bounties offered in the area and any high-value wanted criminals data-files. You also know how to talk to bounty hunters an local law enforcement personal and they tend to treat you at least as an equal in most situations (unless you have done something to hurt your reputation in this field). In some situations you can recruit low a ranking bounty hunter or law enforcement personal to aid you in some related task.
Suggested Characteristics: Depending you the Criminal or Soldier background as a guild for these traits.
ENTERTAINER
Equipment: A musical instrument (one of your choice), the favor of an admirer, a credstik with 300 credits.
FOLK HERO
Tool Proficiency: One type of artisan’s tools or mechanical tools (choice one), one type of vehicle (speed or swoop)
Equipment: One set of tools (same as tool proficiency), a set of common clothing, a credstik with 200 credits on it.
GUILD ARTISAN (often called Craftsmen or Guildsman)
Tool Proficiency: One type of artisan tools or other basic tool set (electronic, mechanical, but nothing illegal)
Equipment: A set of tools (same as tool proficiency), a datapad, a set of travelers’ cloths, a credstik with 300 credits.
VARIANT – GUILD MERCHANT (called Merchant): part owner of a cargo transport or trade goods store. Rather than Tool Proficiency you can take any one Vehicle proficiency instead.
HERMIT
Skills: Medicine and either Religion or Supernatural (player’s choice)
Tool Proficiency: Medicine kit or herbal kit
Equipment: A datapad full of notes from your studies and meditations, an all-weather cloak, a set of common clothing, a credstik with 100 credits.
NOBLE (Renamed Royalty or Executive)
Equipment: One set of fine travel wear, a signet ring or holo-nobility displayer, a credstik with 500 credits.
OUTLANDER
Equipment: A datamap reader, a utility belt, a set of traveler’s clothes, a credstik with 200 credits.
SAGE (often called Scholars and Scientists)
Skills: Galactic Lore, plus one of either Computer Use, Nature, Religion or Supernatural.
Equipment: A datapad with up to 10 datacards with various subjects on them, a set of common clothes, a credstik with 200 credits.
SAILORS (renamed Space Hands): Sailors are fairly rare but if the character wants to start as one they can, or they can considered themselves a space hand with the following modifiers…
Skill Proficiency: Athletics, Computer Use
Tool Proficiency: One basic tool kit of choice (nothing illegal normally), one Vehicle of choice
Equipment: A set of tools (same as your basic tool set), a utility belt, a luck charm trinket, a set of common clothing, a credstik with 200 credits.
Feature: Ship’s Passage: as normal but for starship passage.
SOLDIER (Renamed Warriors, Troopers etc.)
Tool Proficiency: One type of gaming set, Vehicle (speeder, tracked or walker)
Equipment: An insignia of rank, a trophy from a defeated enemy, a set of gaming (same as proficiency), a set of common clothes, a credstik with 200 credits.
URCHIN
Tool Proficiency: Disguise kit, and either a security kit or slicer kit (player’s choice)
Equipment: A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits. [/sblock]
[sblock=SKILLS AND TOOLS]
STRENGTH
Athletics: includes things like Climbing, Jumping and Swimming. See 5th ed. pg. 175-6 for most uses. Star Wars uses meters instead of feet, when using Special Types of Movement (5th ed. pg. 182)…
Long Jump you cover a number of meters equal to 1/3 (round to the nearest) your Strength if you moves at least 4 meter on foot immediately before the jump. With a Strength (Athletics) test, for every 4 you make your roll by add another meter to the distance you can long jump. With a standing long jump your distance is halved.
High Jump: you can jump up one meter + one meter for every 2 Strength point modifiers you have if you moved at least a 4 meter on foot immediately before the jump. To see how far you can reach, you can extend your arms up to a high equal to 1½ your height in meters.
Also using…
Variant: Encumbrance (5th ed. pg. 176): but with the following multipliers – you are encumbered if you are carrying more than your Strength times 3 in kg of weight. You are heavily encumbered if you are carrying more than your Strength times 6 in kg of weight.
DEXTERITY
Acrobatics: per 5th ed. pg. 176-7. Also you can attempt to move through a hostile space of a creature that is your size or one size small or larger then you. The DC is equal to the target’s Reflex Defense +2 or this movement provokes an Opportunity attack and you end your turn in front of the creature. Enemy occupied spaces count as difficult terrain. You can past a creature of any size without causing an Opportunity attack if your check equals the target’s Reflex Defense. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check equal to one target’s Reflex Defense to gain the Disengage action as a Bonus action instead.
Initiative (new): Your Dexterity (Initiative) check is used for determining initiative. Also in some cases, a character could use this Dexterity (Initiative) check in place of Wisdom (Insight) to react to a combat bluff, etc.
Sleight of Hand: per 5th ed. pg. 177
Stealth: per 5th ed. pg. 177
CONSTITUTION
None
INTELLIGENCE
Computer Use (new): Your Intelligence (Computer Use) skill is use and program computers. You can also reprogram and update or erase a droids memory banks. Proficiency with this skill also provides proficiency with Binary Language for free.
Galactic Lore (renamed History): per 5th ed. pg. 177
Investigation: per 5th ed. pg. 178
Nature: per 5th ed. pg. 178. Includes life sciences and understand of various worlds’ fauna and flora.
Religion: per 5th ed. pg. 178
Supernatural (renamed Arcana): per 5th ed. pg. 177. Covers the Force and other mythical forces.
WISDOM
Animal Handling: per 5th ed. pg. 178
Insight: per 5th ed. pg. 178
Medicine: per 5th ed. pg. 178
Perception: per 5th ed. pg. 178
Survival: per 5th ed. pg. 178
CHARISMA
Deception: per 5th ed. pg. 178
Gather Information (new): The Charisma (Gather Information) ability is used when getting a lay of the land, finding out who’s who and where you might find those sentient are whom don’t want to be found. Generally it takes around an hour of asking questions in most civilized areas to make a check.
Intimidate: per 5th ed. pg. 178
Performance: per 5th ed. pg. 178
Persuasion: per 5th ed. pg. 178
Use the Force (new): You draw upon the Force to help you recover from injuries, gain special insight or preform remarkable acts. You must have the Force Sensitivity feat to use this skill.
Activate Force Power: You make a Charisma (Use the Force) to use a Force Power. The use of this skill generally does not requires an action (unless otherwise specified).
Force Trance: As an Action that takes your entire round (no bonus or reaction Actions, no movement) you can enter a Force Trance with a Charisma (Use the Force) skill DC 10. In this state you remain fully aware of your surroundings and can end the trances as a Reaction. If you remain in the trance for 3 consecutive hours, you emerge from the trance as if you had taken a long rest (with all the benefits). You many gain this benefit only once per 24 hours as normal. If you wish to go longer periods within a Force Trance you may, and while in this trance you can go ten time as long as normal without food and water (so 30 plus Constitution modifier times 3, minimum +0 days without food and up to 10 days on one gallon or water, or two gallons in a hot environment). You only require 1/10 the normal oxygen (or your normal atmosphere).
Move Light Object: As a Reaction, you can use the Force to telekinetically lift and move a relatively light object that you can see. A successful DC 10 Charisma (Use the Force) skill check allows you to move an object weighing up to 5kg a distance of 10 meters in any direction. You can’t really use this as an attack or manipulate it past 10 meter distance.
Search Your Feelings: As an Action you can make a DC 15 Charisma (Use the Force) skill check to determine whether a particular action will yield a favorable or unfavorable result to you in the immediate future (10 minutes or less). Each time you use this ability before your next long rest increases the DC by +5. After a long rest the DC resets to 10.
Sense Force: You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 kilometer. A relative, companion or close friend in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a Charisma (Use the Force) check DC 15 you can determine the distance and general direction of the disturbance. As an Action you can make a Charisma (Use the Force) check to sense any other “active” Force Users out to a range of 100 kilometers if you meet or exceed their Will Defense score. If you beat their Will Defense by +5 with your check you also gain how many, approximate distance and direction from you and whether you’ve meet them before or not. Another Force User within the range can automatically try and conceal her presences from you by making an opposed Charisma (Use the Force) check if she equal or exceeds your check, you do not sense her as a Force user.
Sense Surroundings: As a Bonus action you can make a DC 15 Charisma (Use the Force) check to ignore light and heavy obscure due to light conditions, fog, and heavy foliage. Increase the DC to 18 verses dense foliage.
Telepathy: As an Action you can send a telepathic call, single thought or emotion to one creature. Against an unwilling creature you must exceed their Will Defense. The creature must have an Intelligence of 3 or great but does not need to speak or understand your language, but you have to have at least casual knowledge or the being. Make a Charisma (Use the Force) check DC vs. a DC 10 if you can see the creature, DC 15 if the subject is on the same planet as you are. Increase this to DC 20 if in the same system, 25 in in the same region or quadrant of the galaxy and a DC 30 if in a different region or quadrant of the galaxy.
TOOLS SKILLS
TOOL SETS
Artisan Tools – this is only a partial list found in 5th ed. pg. 154 but includes most common forms of tools that people use to make works of art or to create items made of the material. Basically they work the way they do as listed in 5th ed. ed. except there is no alchemy supplies.
Disguise Kit – Bag or pouch of cosmetics, hair dyes, and small props to let you create disguises of your own specie (or near) (Cost 250, Wt. 2kg).
Electronics Kit – Electronic tool set that is required to do most electrical repairs to a droid, vehicle or starship. Miniaturization and universal tooling have been this manageable for personal carrying them, etc. (Cost 250, Wt. 5kg)
Explosives - Know how to set and disarm explosives. Cost and weight varies. Timer sets cost 100 credits, Wt. 1kg and are Military.
Forgery Kit – An electronic forgery kit will allow one to forger computer ID’s and other documents that can fool scanners and other electronic security devices. (Cost 250 credits, Wt. 1kg)
Gaming Sets – there are various types as follows…
*Card set – various card games that are not Sabacc. (Cost 1 credit, Wt. none)
*Dejarik set – popular holographic fighting game board. (Cost 100 credits, Wt. 5kg)
*Dice set – various dice games, common on lower tech worlds where hologaming is not popular. (Cost 1 credit, Wt. none)
*Holoboth projector – a non-portable booth/kiosk in which patrons can experience a three-dimensional hologram of their choosing. It is meant to immerse a gamer in their environments, but they also have a reputation of being used in less reputable forms of entertainment. (Cost 5,000 credits, Weight 100kg)
*Sabacc set – a popular card game played throughout the galaxy. (Cost 1 credit for a standard deck, but can get more expensive depending on features and various you want to play, Wt. none)
Herbalist Kit – as 5th ed. pg. 154 although you cannot create potions of healing (Cost 30 credits, Wt. 2kg)
Mechanics Kit – Mechanical tool set that is required to do most mechanical repairs to a droid, vehicle or starship. Miniaturization and universal tooling have been this manageable for personal carrying them, etc. (Cost 250, Wt. 5kg)
Medical Kit – Medical kits are advanced healing kits, carried in a backpack with almost everything one would need to treat injuries in the field. If the user is trained in Wisdom (Medicine) they are trained to use a Medical kits. A fully stocked Medical kit has units of supplies for 10 uses. The kits have a variety of uses, each requiring the use of a character's action and one unit of supplies:
· Grants Advantage on users’ Wisdom (Medicine) to stabilize a dying creature. A result of 20+ on the roll also restores the creature to 1 HP. A creature must complete a long rest before it can be restored in this way again.
· Grant up to six creatures (including the healer) Advantage on their Hit Dice rolls during a short or long rest.
· Attempt surgery in the field requiring at least one hour of work and at Disadvantage. DCs are variable but usually start at 15.
· Attempt to cure a disease or neutralize a poison (DC varies). This may also require more than one action of work (various by poison and disease).
(Cost 600, Wt. 10kg. Restocking a medical kit costs 10 credits and wt. 0.5kg per expended use of supplies).
Musical Instrument – in the Star Wars setting there are literally thousands of different musical instruments on every inhabited planet.
Navcomputer – this is a non-portable computer mounted in most starships that have hyperdrive systems (they can also be mounted into an astromech droid and used in many Starfighters with hyperdrive systems but no navcomputer). The cost and weight are included in starship or droid cost.
Slicer Kit – This kit is used to help slice past computer security protocols. With it a hacker can add his proficiency bonus to his Intelligence skill when attempting to bypass a computers security. They are of course illegal for most people to own. (Cost 750 credits, Wt. 1kg, illegal).
Surgical Kit – Portable, specialized medical gear to preform surgeries and cybernetic implant. With this you can perform Intelligence (Medicine) surgeries in the field at no disadvantage, but the minimal time required is double (at least 2 hours) (Cost 1,000 credits, Wt. 20kg)
Security Kit – Specialized tools for bypassing electronical and mechanical locks. It includes electronic components and dedicated sensor devices. It is illegal for anyone who doesn’t have the proper permit, such as law enforcement personal, to own one. (Cost 750 credits, Wt. 1kg, Illegal)
VEHICLES
Speeders – These types of vehicles include speeder cars, barges and airspeeders,
Swoops – Includes swoop bikes and racers.
Tracked – Rare, but all tracked style vehicles.
Walkers – Includes all legged vehicles (two or more legs)
Watercraft – Includes sailing ships, submersible
Spacecraft – This includes both Starfighters and light freighters, any non-capital starship.
Capital Ships – this includes all Capital class starships, both military and civilian. [/sblock]
[sblock=FEATS]
Note that for any Feat that boosts a characters basic unarmed damage, if the character already posses some level of unarmed damage boost, increase the damage by one set (i.e. a Transdoshan starts with unarmed damage of a d4. If he takes the Brawler feat it increases to a d6. If he later takes Martial Arts it increase to a d8, etc.)
Acrobatic Strike, Prerequisite: Proficiency with Dexterity (Acrobatics). If you succeed moving past or through an opponent’s space with a Dexterity (Acrobatics) check, your next melee Attack Action against this opponent has Advantage.
Action Surge, Prerequisite: Heroic level 2. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. Once you have used this feat, you must finish a short or long rest before you can use it again.
Actor: You have Advantage on Charisma (Deception) and Charisma (Performance) skill checks when trying to pass yourself off as someone else. You can also mimic the speech of another person or the sounds made other creatures. You must have heard the person speaking or the creature making sounds for at least one minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows the listener to determine that the affect is faked.
Armor Proficiency (Heavy), Prerequisite: Proficiency with Armor (Medium). You gain proficiency with heavy armor.
Armor Proficiency (Light): You gain proficiency with light armor.
Armor Proficiency (Medium), Prerequisite: Proficiency with Armor (Light). You gain proficiency with medium armor.
Athlete: When you are prone you only require 2 meters of movement (instead of ½ your movement speed) to stand up. You can make a running high jump or running long jump after only moving 2 meters, rather than the normal 4 meters.
Bantha Rush, Prerequisite: Strength 13+. After making a successful melee attack against an opponent up to one size category larger then you, you can choose to move the opponent 2 meters in any direction as a Bonus Action. You cannot use bantha rush on an opponent with a Move of 0 (like from being grappled or restrained) and you can’t move your opponent into a solid object or into another creature’s fighting space.
Brawler: You are proficient with improvised weapons and your unarmed strike uses a d4 for damage. Also when you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a Bonus Action to attempt to grapple the target if you have one hand free.
Burst Fire, Prerequisite: Strength 13+, Weapon Proficiency (Heavy Weapons). When using a ranged weapon capable of autofire mode, you may fire a short burst as a single attack against a single target. You take a -5 penalty to your attack roll. If the attack hits you add +2 dice of damage (for example a weapon that deals 3d10 damage would instead deal 5d10 damage). These effects do not stack with extra damage provide by Careful Aim, Deadly Aim or Double Tap feats. Firing in burst expends five shots and can only be done with a weapon that has at least 5 shots of ammo remaining.
Brutal Critical, Prerequisite: Improved Critical, Character level 5. You roll one additional weapon damage die when determining the extra damage for a critical hit.
Careful Shot, Prerequisite: Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you Attack roll and Damage result.
Charger: If you move at least 4 meters in a straight line immediately before taking this Bonus Action, you gain +1d (weapon damage) bonus damage to the attack’s damage roll with a successful melee attack.
Charging Fire, Prerequisite: Character level 4. When you take the Dash Action, you can take an Attack Action at the end of your movement as a Bonus action if you are making a ranged attack this turn.
Crush, Prerequisite: Pin. If you successful pin an opponent with a grappling attack, you can immediately deal bludgeoning damage equal to your unarmed damage or natural weapon damage, whichever is greater, as a Reaction.
Cutting Words: You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, you can spend a Bonus action and make a Charisma (Persuasion) or Charisma (Intimidate) (player’s choice) skill check vs. one target’s Will Defense that can see and hear and also understand you. If you meet or exceed it, that creature is at Disadvantage on its next Attack roll (but only one if it can attack multiple times).
Cybernetic Surgery, Prerequisite: Proficiency with Wisdom (Medicine), Surgery Expertise. You can install cybernetic prosthesis on living beings. The surgery requires a medical facility and at least on hour of uninterrupted work with a DC 15 Wisdom (Medicine) check. A failure generally only results in lost time, but a natural 1 causes a persistent Reeling condition on the subject until a surgery is used to remove it. You can attempt to install cybernetics onto yourself but you are at a Disadvantage with your check.
Danger Sense: You have an uncanny sense of when things nearby aren’t what they should be. Any effects that you cannot see such as from a trap is at a Disadvantage against you. Also one unseen attack a round does not gain an Advantage against you. You can’t be blinded, deafened or incapacitated to gain these benefits.
Deadly Aim: Prerequisite: Dexterity 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your range damage roll by a twice the amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +4 bonus to range damage). You can’t lower you attack bonus any lower than your base proficiency bonus, and these penalties and bonuses last until the start of your next round. These affects do not stack with Burst Fire, Careful Aim or Double Tap feats.
Defensive Duelist, Prerequisite: Dexterity 13+. When you are wielding a finesse weapon with which you are proficient and another creature hit you with a melee attack, you can use your Reaction to add your proficiency bonus to your Reflex Defense for that attack, potentially causing the attack to miss.
Disarming Strike, Prerequisite: Intelligence 13+. When you strike a creature with a melee weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength Ability check DC vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet.
Distracting Strike: When you hit a creature with a weapon attack, you can spend Reaction to distract this creature, giving your allies an opening. The next attack roll against this target by an attacker other then you has Advantage if the attack happens before the start of your next turn.
Double Attack, Prerequisite: Character level 5. You can attack twice, instead of once, whenever you take the Attack action on your turn.
Double Tap, Prerequisite: Strength 13+. Before you make a ranged attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll and fire two quick shoots. If the attack hits, you deal +1 die of damage with the attack. This action uses two ammo from the weapon and can only be performed if the weapon has sufficient ammo remaining. You cannot use this feat with the extra damage from Burst Fire or Deadly Aim feat.
Dreadful Rage, Prerequisite: Rage species trait. While you are raging you gain Resistance to bludgeoning, weapon energy, piercing, and slashing damage.
Dual Weapon, Prerequisite: Dexterity 13+. You gain a +1 to your Reflex Defense while you are wielding two separate melee weapons in each hand. You can use any two one-handed weapons fighting even when the one-handed melee weapons you are using are not light. You can also draw or stow two one-handed weapons when you would normally be able to stow or draw only one a round.
Duel Weapon Mastery, Prerequisite: Dexterity 15+, Duel Weapon feat. When wielding two one-handed weapons you now get to add the ability modifier to damage with the bonus attack.
Durable, Prerequisite: Constitution 13+. You have Advantage on any Hit dice rolls spend during a rest (short or long) and when you use your Second Wind (see Healing and Houserules on Second Wind). Also you may re-roll any 1's that come up on these rolls.
Exotic Weapon Proficiency: Chose one exotic weapon, such as a bowcaster or atlati, and you now gain proficiency bonus with that weapon.
Extra Rage, Prerequisite: Rage species trait. You can rage one additional time before you take a long rest. You can take this feat multiple times, each time you take the feat, you can rage one additional time per long rest.
Extra Second Wind You can take an additional Second Wind before your next long rest, instead only requiring a short rest to renew the feature for one additional time that day. You can take this feat multiple times, each time you take the feat, you can regain the use of Second Wind an additional time after competing an additional short rest. A non-heroic character can take this Feat, allowing them to use the Second Wind, once per long rest.
Far Shot, Prerequisite: Point Blank Shot. Attacking at long range doesn’t impose Disadvantage on your weapon ranged attack rolls.
Feinting Attack, Prerequisite: Intelligence 13+. Using a Bonus action on your Attack, you choice one creature within your 2 meters of you. You have Advantage on your next attack (but only one attack) verses this target and if you hit, you add your Intelligence bonus to damage. You can only use this ability a number of time equal to your Intelligence modifier before you must complete a short or long rest.
First Aid, Prerequisite: Proficiency with Wisdom (Medicine). You are good at patching up your allies in the middle of a fight. This feat allows a character to use their Action to attempt a Wisdom (Medicine) check on behalf of an adjacent creature afflicted with the Reeling or Stunned Conditions. If the check meets or exceeds the DC of the original affect, one of the conditions is removed. If the check exceeds the DC by 5, both conditions are removed (if the creatures is suffering from both). This feat adds two additional capabilities to the medical kit, costing one unit of supplies per application for the first capability. First a character with this feat may use an Action and immediately heal a stabilized creature (one not making death saves) 1d6+4 HPs, plus an additional number of HPs equal to the treated creature's Hit Dice maximum plus the healer's Intelligence or Wisdom modifier (healer's choice). A creature may only benefit from this last use once before taking a short or long rest. Second, while using a Medical Kit to stabilize an dying creature, if the healer's skill check results is 20+, not only is the creature restored to 1 HP and no longer unconscious, that creature is also healed by the same amount as listed above.
Force Boon, Prerequisite: Force Sensitivity feat. Your maximum number of Force Points per level increases by three and you gain three additional Force Points each time you level. Also you can spend two Force Dice a round instead of only one.
Force Sensitivity, Prerequisite: cannot be a droid. You can access Force abilities and powers and can make Charisma (Use the Force) skill checks (whether you are proficient with the skill or not). Note that when you take this feat, that whatever Class you belong to, one of your skill choices is always Use the Force. Also when you class allows you to pick a Talent you can instead pick a Force Talent (see The Force).
Force Training, Prerequisite: Force Sensitivity feat. You add 4 Force Powers to your suite. You can add the same power more than once to allow you to use it again before a Short Focus (see the Force). You can take this feat more than once, each time granting you 4 additional Force powers.
Force Warrior, Prerequisite: Force Sensitive. You use the Force to strength your resolve in battle. You now have Advantage on Constitution checks to maintain your Concentration on a Force Power when you take damage.
Goading Attack: You can attempt to goad it into focusing their attacks on you. With a successful melee attack, you can spend a Bonus action and make a second attack roll at the same bonuses vs. the target’s Will Defense. If you succeed, any attacks by the target against any target that is not you are at Disadvantage until the end of your next turn.
Improved Critical, Prerequisite: Character level 3. Your weapon attacks score a critical hit on a roll of a 19 or 20.
Improved Defense: You gain a +1 bonus to your Fortitude Defense, Reflex Defense, and Will Defense.
Improved Damage Threshold: You increase your damage threshold by 5, and you gain a +1 bonus to your Constitution checks to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by 5 and you add +1 bonus to your Constitution check to recover from the Reeling Condition.
Improved Mobility, Prerequisite: Dexterity 13+, Mobility You speed increases by 4 meters, and when you take the Dash Action, difficult terrain doesn’t cost extra movement on that turn. Finally, all creatures that can make opportunity attacks against you, do so with Disadvantage so long as you moved at least 4 meters this round.
Linguist: You learn four additional languages of your choice. You can take this feat multiple times, each time learning four additional languages. Also any time you encounter a language that you do not know, you can make an Intelligence DC 20 check and you understand and communicate at a basic level. Each additional time you take this feat adds +2 to this roll.
Lunging Attack: When making a melee weapon attack on your turn, you can spend a Bonus action and increase the reach of your weapon by 2 meters and you gain +1 to your Reflex defense vs. melee attacks until the start of your next round. You can also attack past an ally between yourself and a target, so long as it is in melee with your ally.
Maneuvering Attack: When you hit a creature with a weapon attack, you can spend a Reaction to move one of your comrades into a more advantageous position. Chose a friendly ally whom can see and hear you and understand you; that creature can use its Reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Martial Arts: Your unarmed strike uses a d4 for damage and you gain a +1 bonus to your Reflex Defense.
Martial Arts Expert, Prerequisite: Martial Arts, Character level 3. Your unarmed strike uses a d6 for damage and you gain an additional +1 bonus to your Reflex defense (stacks with Martial Arts). Also your unarmed strikes now count as light weapons (for actions like Two Weapon fighting 5th ed. pg. 195).
Martial Arts Master, Prerequisite: Martial Arts, Martial Arts Expert, Character level 8. Your unarmed strike uses a d8 for damage and you gain an additional +1 bonus to your Reflex Defense (stacks with Martial Arts & Martial Arts Master).
Medic, Prerequisite: Wisdom 13+, Proficiency with Wisdom (Medicine). You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls also gain an additional number of HPs equal to½ healer's Character level (round up) + healer's Intelligence or Wisdom modifier (healer's choice) for each Hit Dice spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can restore expended Hit Dice to a single creature. This requires a DC 10 check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20 or higher. A creature must complete a long rest before they can benefit from this use again.
Menacing Attack: When you hit a creature with a weapon attack, you can spend your Bonus action to attempt to frighten the target. Roll your attack bonus again (at any penalty or bonuses that you got from the attack, including Advantage or Disadvantage), and if you meet or exceed the target’s Will Defense, it is Frightened of you until the end of your next turn. If the target is equal to or exceeds your level, it can spend a Force Point as a Reaction to ignore this condition.
Melee Defense, Prerequisite: Intelligence 13+. If you are wielding a weapon you are proficiency with you can use your Proficiency bonus to attack instead to try and fend off attacks. Before your attack roll, lowering your Proficiency bonus, you increase your Reflex Defense by a like amount (i.e. if you lower your proficiency bonus to attack by -2 you gain a +2 bonus to your Reflex Defense) but only verses melee attacks. You can’t lower you attack bonus any lower then you proficiency bonus, and these penalties and bonuses last until the start of your next round.
Mighty Swing, Prerequisite: Strength 13+. When using a melee weapon that you are proficient with, you can spend a Bonus Action on your Attack Action to make a powerful attack with your weapon. With a successful hit, you deal +1 die of damage with your attack. If you have multiple attacks, this only applies to one of your attacks (your choice but before you roll attack). You cannot combine this damage with the Power Attack feat.
Mobility, Prerequisite: Dexterity 13+. If you make a melee attack vs. a creature, you don’t provoke opportunity attacks from that creature until your next turn, whether you hit or not.
Pack Tactics: You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.
Parry, Prerequisite: Strength 13+. As a Reaction, you can substrate 1d10 + your Strength modifier + your Character level from any one melee attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to ‘parry’ the attack). Note that you cannot use this feat against lightsabers unless your melee weapon can also parry lightsabers.
Pin: If you succeed on a grappling attack (5th ed. pg. 199), not only does the target subject to the Grappled Condition but the target also gains the Restrained Condition (5th ed. pg. 292) until the end of your next turn.
Pistoleer, Prerequisite: Proficiency with pistols. Being within 2 meters of another creature doesn’t impose disadvantage on you ranged attacks made with a pistol. Also when take the Attack action while using a pistol you can use a Bonus action to attack with a loaded pistol. Note that you can gain the benefits of this feat when using a carbine weapon, with the stock folded (see Equipment).
Point Blank Shot: You gain +1 to attack rolls and damage rolls with ranged weapons against opponents within normal range.
Power Attack, Prerequisite: Strength 13+. You can do extra damage by lowering your chance to hit. Before your attack roll, lower your Proficiency bonus, you increase your melee damage roll by a twice the amount (i.e. lowering proficiency bonus to attack by -2 gains +4 bonus to melee damage). You can’t lower you attack bonus any lower than your base proficiency bonus, and these penalties and bonuses last until the start of your next round. You cannot combine this bonus damage with the Mighty Swing feat.
Precise Shot, Prerequisite: Point Blank Shot. You can shoot or throw a ranged weapon at an opponent engaged in melee combat with one more of your allies without suffering Disadvantage on these attacks.
Quick Draw: You can draw or stow any number of weapons one handed weapons on your action, instead of normally only being able to draw or stow one.
Reckless Attack, Prerequisite: Character level 2. You can throw aside concern for defense to attack with fierce determination. When you make your first melee attack on your turn, you can decide to attack recklessly. Doing this grants you Advantage on melee weapon attack rolls using Strength during his turn. But all attacks against you have Advantage until the start of your next turn.
Relentless Rage, Prerequisite: Rage species trait, Character level 10. Your rage keeps you fighting despite grievous wounds. If you drop to 0 hit points while you are using your Rage trait, make a DC 10 Constitution check. If you succeed you instead drop to 1 hit points. Each time you use this feature after the first time, increase the DC by 5. When you finish a short or long rest, the DC resets at 10.
Shake it Off, Prerequisite: Constitution 13+. You make your recover vs. the Reeling condition at the beginning of your round, not at the end. If you fail you can still use your action to try and recover on your turn with Advantage. If you make it you are no longer at Disadvantage to your attack, skill and ability checks this round. If you fail this roll you are still at Disadvantage to your attack, skill and ability checks next round, but you still make your recovery roll again at the beginning of your round.
Sharper Words, Prerequisite: Cutting Words, Character Level 5. You are really good at insulting people or causing them to become flustered with your words. On your action, as a Bonus action, you can make a Charisma (Persuasion) or Charisma (Intimidation) (player’s choice) to distract or fluster a group up to 24 meters distance from you that you can see and whom can see and hear and understand you. Make one skill check, and compare it to each enemy within your area of affect. If it meets or exceeds any enemies' Will Defense within the area, they are at a Disadvantage to all Attack rolls until the start of your next turn. Note that if any of those within the area of affect are equal to or greater than your level, they gain a +5 to their Will Defense against this affect and anyone can spend a Force Point to ignore it if they choice as a Reaction.
Sidestep, Prerequisite: Dexterity 13+. As a Reaction, you can substrate 1d10 + your Dexterity modifier + Character level, from any one ranged attack that has just hit you (you can choice to wait until after the damage is rolled to determine if you wish to sidestep the attack)
Silver Tongue, Prerequisite: Proficiency with Charisma (Deception). A natural born liar you have Advantage on any Charisma (Deception) tests when telling a lie (which is mostly what Deception is for after all).
Skill Expertise, Prerequisite: Proficiency with Skill, Tool, Musical Instrument or Vehicle. You gain your Proficiency bonus twice with this skill, tool, instrument or vehicle. You can take this feat multiple times, it applies to a different skill, tool, instrument or vehicle that you are proficient with each time.
Skill Proficiency: You gain your Proficiency bonus with a skill, tool, musical instrument or vehicle that you are not trained with. You can take this feat multiple times, each time gaining Proficiency with a new, previously untrained skill, tool, instrument or vehicle.
Sniper, Prerequisite: Far Shot, Point Blank Shot, Precise Shot. If you take the Aim Maneuver and a -2 penalty to your Reflex defense until the start of your next turn, your weapon range is twice the listed value (i.e a Blaster Rifle has a range trait of 60/600 so with sniper it becomes 120/1,200). You also now ignore ¾ Cover to target's Reflex Defense (along with ½ Cover).
Strong in the Force: When you spend a Force Point to adjust the result of an attack, ability or skill check, you roll 1d8+1, instead of 1d4 +1. Also you can spend two Force Points in a round instead of only one.
Superior Critical, Prerequisite: Improved Critical, Character level 12. You weapon attacks score a critical hit on a roll of an 18 through 20.
Surgical Expertise, Prerequisite: Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a normal roll (i.e. not at a Disadvantage) in a non-facility environment with a medical kit.
Survivor: Prerequisite: Character level 18, Constitution 13+. You attain the pinnacle of resilience in battle. At the start of each of your turns, you retain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
Tech Specialist, Prerequisite: Proficient with tools or item that you wish to modify. You are allowed to modifier or update or make custom modifications to a weapon, armor, droids, devices or vehicle. The GM will set the DC but generally a simple bonus like a +1 or such is a DC 15, etc.
Throw Opponent, Prerequisite: Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 2 meters beyond your reach and takes bludgeoning damage equal to your unarmed attack damage.
Throwing Expert: Attacking at long range with a throw simple weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll. Also with a Bonus action you can throw one additional simple ranged weapon on your turn (if you have one in your off hand).
Toughness: You gain +1 hit point each level.
Trip: When you have successful hit a target with a melee attack you can use a Bonus Action to cause him to fall prone in the space he was occupying. This is a contested ability check of your Strength (Athletics) check vs. your opponents Strength (Athletics) or Dexterity (Acrobatics) check (they can choice which to use). If you win, you target falls prone. You cannot use the Pin and Trip feat in the same round.
Triple Attack, Prerequisite: Double Attack, Character level 11. You can attack three times, instead of once, whenever you take the Attack action on your turn.
Vehicle Combat, Prerequisite: Proficient with vehicle you are piloting or driving. When an attack that you can see hits a vehicle that you are in control of (piloting, etc.) with an attack, you can use your Reaction to halve the damage against your vehicle. You are also considered proficient with any of the vehicle weapons that you re piloting or driving.
Weapon Focus, Prerequisite: Proficiency with weapon. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.
Weapon Proficiency: Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.
Whirlwind Attack, Prerequisite: Dexterity 13+, Intelligence 13+, Melee Defense. This is a special kind of Area of Effect attack, affecting everyone within your reach; make one attack roll and damage roll, and apply the results to every target in range. Apply full damage to creatures you hit, or ½ damage to those that you missed.[/sblock]
[sblock=THE FORCE]
Mostly using basic ideas and such from Saga but…
DARK SIDE POINTS
Atoning: you may only sacrifice a Force Point right when they would gain a new level. All points that the character wishes to spend (and the GM allows) must be spend when the character first advances a level.
Regaining Force Powers: Spending a Force Point to return a power to your Force suite is a Reaction.
- If you roll a natural 20 on a Use the Force check to activate a Force Power, you regain all spent Force Powers at the end of your turn.
- The one minute concentration to regain all of your Force powers back is called a Short Focus. You can take that at the same time as taking a short or long rest.
NOTE – some Force Powers have Concentration, per 5th ed. pg. 202, except this is always a basic Constitution check (but with your Proficiency bonus if you have Force Sensitive feat). Otherwise the DC is the same (but a maximum DC 20).
FORCE POWERS
Battle Strike: You use the Force to enhance your battle prowess. Time: A Bonus Action, Target: Self, Duration: Concentration 1 minute (10 rounds)
Use the Force Check: the result determines the effect, if any…
DC 15: Gain a +1 Force bonus on attack rolls and deal an additional +1d6 points of damage on one successful attack a round.
DC 20: As DC 15, except that you deal an additional 2d6 points of damage on one successful attack per round.
DC 25: As DC 15, except that you deal an additional 3d6 points of damage on one successful attack per round.
Special: You can spend a Force Point on any one attack that hits and deal and additional +2d6 damage, but only for this one specific attack and only while Concentration on Battle Strike.
Dark Rage [Dark Side]: You use your anger to fuel you in combat. Time: A Bonus Action, Target: Self, Duration: Until the end of your next round.
Use the Force Check: the result determines the effect, if any…
DC 15: You gain a +2 rage bonus on melee attack rolls and melee damage rolls.
DC 20: As DC 15, but rage bonus increase to +4
DC 25: As DC 15, but rage bonus increase to +6
Special: While enraged you cannot use skills or perform tasks that require patience or concentration. Also if you wish you can spend a Force Point to extend the duration to last for as long as you wish, or until your next short or long rest (this does not require concentration).
Energy Resistance: You use the Force to protect you from damage caused by energy, sonic, fire, cold and electrical sources. Time: An Action; Target: You; Duration: Concentration 1 minute.
Use the Force check: The result of the check determines the affect, if any…
DC 15: You reduce the damage of all energy attacks by 5 points.
DC 20: You reduced the damage of all energy attacks by 10 points.
DC 25: You reduce the damage of all energy attacks by 15 points.
DC 30: You reduce the damage of all energy attacks by 20 points.
Special: You can spend a Force Point to use this power as a Reaction.
Farseeing: You gain a vague, momentary impression of events happening around a particular being in some distance place. Time: 1 minute (Ritual, concentration); Target: One creature you know or have met before; Duration: Instant.
Use the Force Check: If your check result is less than the target’s Will Defense, you gain no information (including whether the target is alive or dead) and you cannot use this Force power against the same target until you have taken a Long rest. If you check equals or exceeds the target’s Will Defense, you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing and any strong emotions it is presently feeling. A dead target has a Will Defense of 25 for purposes of this power.
Special: If you successfully use this Force power, you can spend a Force Point to gain a clear mental image of the target’s surroundings, as well as other creatures and objects within 12 meters of it.
Fear [Dark Side, Mind-Affecting]: You summon the power of the dark side of the Force to instill fear in your enemies. Time: Bonus Action; Target: One creature with 24 meters and who you can see; Duration: See below.
Use the Force check: If you equal or exceed the target’s Will Defense, the target gains the Frightened condition against you. Furthermore, if you exceed the target’s Will Defense by the DC listed below, additional effects are applied…
DC 15: The target cannot take Reactions or Bonus Action until the end of your next turn.
DC 20: As DC15, plus the target’s Move is reduced by half until the end of your next turn.
DC 25: As DC20, plus the target is at a Disadvantage for all actions it takes, not just those against you, until the start of your next turn.
Special: When you successfully use this power on a target, you can spend a Force Point to impose an -2 penalty to all the target’s Defenses until the end of your next turn.
Force Disarm [Telekinesis]: You disarm an opponent by using the Force to pull the weapon from his grasp. Time: An Action; Target: One target within 24 meters and you can see; Duration: Instant.
Use the Force Check: If you Use the Force skill check exceeds the target’s Reflex Defense +/- his Strength modifier, you disarm them. If you check is successful, you may choose to let the item drop to the ground in the target’s space or have the item fly into you hand if you have nothing in at least one hand.
Special: If you successfully disarmed a target, you may spend a Force Point to damage or destroy the targets item instead. The item suffers damage equal to your original Charisma (Use the Force) skill result.
Force Grip [Telekinesis]: You use the Force to choke or crush you enemy (NOTE that while this power is not a Dark Side power it is very borderline. Consider its use a Minor Transgression except in certain situations where it could be used for the betterment of others; i.e. someone is holding a gun to a hostages head, etc.). Time: An Action; Target: One target within 24 meters and you can see; Duration: Concentration (no normal limit, but see below).
Use the Force Check: If you’re Use the Force check exceeds the following DC, the basic affect listed is used (note there are extra affects if the roll also exceeds the target’s Fortitude defense)…
DC 15 – target suffers 2d6 points of bludgeoning damage. If the Charisma (Use the Force check) also exceeds the target’s Fortitude Defense, the target is considered Grappled
DC 20 – target suffers 4d6 points of bludgeoning damage. If the Charisma (Use the Force check) also exceeds the target’s Fortitude Defense, the target is considered Restrained
DC 25 – target suffers 6d6 points of bludgeoning damage. If the Charisma (Use the Force check) also exceeds the target’s Fortitude Defense, the target is considered Paralyzed.
Special: You can maintain concentration on this power for as long as you wish, but you must make a new Charisma (Use the Force) skill check each round and the condition of the target can be affected each round depending on the DC result achieved. Unlike normal concentration, it requires an Action to maintain this power. If the target of your Force Grip is larger than Medium size add a size modifier to the Fortitude Defense against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25. You can spend a Force Point and increase your damage by 2d6 for one round.
Force Lighting [Dark Side]: You blast an enemy with a deadly arcs of Force energy. Time: An Action; Target: One target within 12 meters and you can see; Duration: Instant.
Use the Force Check: If you check hits the target’s Reflex Defense, the target suffers 8d6 points of force lightning damage. If the same check also exceeded the target’s Fortitude Defense, it also suffers the Reeling condition (if it did not already because of the amount of damage). If the check misses the Reflex Defense then the target suffers ½ damage and does not suffer the Reeling
Condition unless the damage done would normally cause it too.
Special: If you succeed in causing the target to suffer from the Reeling condition with your original check, you can spend a Force Point and cause the target to suffer the Stunned condition for one round. The target loses the Stunned condition (but not the Reeling condition) at the end of your next turn.
Force Scream [Dark Side]: You create an intense sonic scream, amplified by the Force. Time: An Action; Target: All creatures within 24 meters that can hear you; Duration: Instant.
Use the Force check: Compare the result of the target’s Fortitude Defense. If the check result equals or exceeds the target’s Fortitude Defense, the target sustains damage as determined by the result of your Use the Force check.
DC 15: The target takes 1d6 points of Force sonic damage this round and the target’s damage threshold is reduced by -5 until the end of your next turn.
DC 20: As DC 15, except the target takes 2d6 Force sonic damage.
DC 25: As DC 20, except the target takes 4d6 Force sonic damage.
Special: If the target of your Force Scream is larger than Medium size add a size modifier to the Fortitude Defense against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
Force Slam [Telekinesis]: You pound one or more creatures with the Force. Time: A basic Action; Target: All creatures within 12 meters cone (5th ed. pg. 204); Duration: Instant.
Use the Force Check: Compare the results to each target’s Fortitude Defense. Success results in the targets suffering 4d6 points of force bludgeoning damage and being knocked prone. If the result is less than the target’s Fortitude Defense they suffer ½ damage and are not knocked prone.
Special: You can spend a Force Point and deal and additional 2d6 bludgeoning damage to all creatures in the area. If you had also hit their Fortitude Defense they are pushed back 1d4x2 meters after being knocked prone (if you want them to). If the target of your Force Slam is larger than Medium size add a size modifier to the Fortitude Defense against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
Force Stun [Mind Affecting]: You can call upon the Force to overload an enemy’s senses. Time: An Action; Target: One target within 24 meters and you can see; Duration: Instant.
Use the Force Check: If you equal or exceed the Target’s Will Defense, the target suffers from the Reeling conditions (and recovers normally).
Special: If you hit your target’s Will Defense, you can spend a Force Point and the target suffers the Stunned condition for one round. The target loses the Stunned condition (but not the Reeling condition) at the end of your next turn.
Force Thrust [Telekinesis]: You can push a target away from you. Time: A Bonus Action; Target: One target within 24 meters and you can see; Duration: Instant.
Use the Force Check: As the Shove a Creature but you use your Charisma (Use the Force) instead of Strength (Athletics) and if you succeed, you push the target back 4 meters, plus 2 meters for every three you beat their check. If they slam into something or fall, they suffer 1d6 damage per 4 meters of forced movement.
Special: If you spend a Force Point, your power affects everyone in a 6 meter sphere (5th ed. pg. 204) around you (you are not affected by the power). They all must make Strength (Athletics) or Dexterity (Acrobatics) vs. your Charisma (Use the Force) check or be pushed away from you. If the target of your Force Thrust is larger than Medium size add a size modifier to their Strength (Athletics) check not (but not Dexterity/ Acrobatics) vs. the power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
Mind Trick [Mind-Affecting]: You use the Force to alter a target’s perceptions or plant a suggestion in its mind. Time: An Action; Target: One target within 24 meters and you can see and who has at least a 3 or higher Intelligence score; Duration: Instant.
Use the Force Check: If you equal or exceed the target’s Will Defense, you may choose one of the following effects…
--You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check even if the target is normally aware of you.
--You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.
--You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see. If the target is higher level then you then the affects last only until the beginning of the target’s next action. Otherwise the target is affect until the end of you next action. This is a fear affect.
Move Object [Telekinesis]: You telekinetically move a target with the Force. Time: An Action; Target: One target within 24 meters and you can see; Duration: Concentration (no normal limit, but see below)
Use the Force Check: The result of you check determines the maximum size of the target that you can lift. If you have successful moved something you can move it up to 12 meters a round, so long as it within 24 meters of you and that you can see it. If the target is a creature that resists your attempt, your Charisma (Use the Force) check must also exceed the target’s Will Defense. You can hurl the target at (or drop it on) another target in range, but you must make a separate Charisma (Use the Force) check and exceed the target’s Reflex Defense. Both targets take damage determined by you check result…
DC 15: Move object up to Medium size (deal 2d6 points of bludgeoning damage)
DC 20: Move object up to Large size (deal 4d6 points of bludgeoning damage)
DC 25: Move object up to Huge size (deal 6d6 points of bludgeoning damage)
DC 30: Move object up to Gargantuan size (deal 8d6 points of bludgeoning damage)
Special: You may maintain your concentration on the target of your move object to continue to move it round to round, but if you deal damage with the power, you cases to be able to maintain it.
If you use move object against a hovering or flying target, the target oppose your Charisma (Use the Force) check with a grapple check as a Reaction (see vehicles and starships). If the target wins you are unable to move the target or affect it.
You may spend a Force Point to increase the maximum size of the object by one category and deal and additional 2d6 bludgeoning damage (maximum size Colossal for 10d6 damage). Alternatively you could spend a Destiny Point and increase the size of the object by three categories and deal an additional 6d6 bludgeoning points of damage (maximum size Colossal/Cruiser for 14d6 damage).
Negate Energy: You spontaneously negate a single attack that deals energy weapon damage, such as from a lightsaber or blaster. Time: Reaction; Target: One attack made against you that deals energy damage; Duration: Instant
Use the Force check: If the result of your check equals or exceeds the damage dealt by any type of energy, that attack is negated and you take no damage. If the check result is less than the amount of damage dealt you fail to negate the attack and take the damage as normal.
Special: You must be aware of the attack to negate it, if you are successful, you can spend a Force Point to regain a number of hit points equal to the damage of the negated attack, up to a maximum of our full normal hit points.
Rebuke: You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator. Time: Reaction; Target: One Force power directed at you; Duration: Instant.
Use the Force check: If the result equals or exceeds the check result of the power directed at you, you harmless redirect it and suffer no ill effects.
Special: If you successful rebuke a Force power spend a Force Point and reflect it back at its originator. The originator may attempt to rebuke the power as well against you Charisma (Use the Force) rebuke check.
Sever Force [Light Side]: You can block another Force-Users access to the Force, preventing him from spending Force Points and making it difficult for him to use Force Powers. Time: An Action; Target: One Force-using creature with a Dark Side Score of 1 or higher that is within 24 meters and that you can see; Duration: Instant but see below.
Use the Force check: If your check equals or exceeds the targets Will Defense, the effect (if any) are determined by your check result…
DC 20: The target cannot spend Force Points for a number of hours equal to its Dark Side score.
DC 25: As 20, plus the target suffers the Reeling condition (recovers normally) each time it uses a Force power in the same time frame.
DC 30: As 25, plus the target suffers the Stunned condition for one round and then is still suffering from the Reeling conditions (recovers normally) each time it uses a force power in the same time frame.
Special: This Force power has no effect on targets with a Dark Side score of 0. If you spend a Force Point the duration changes to days per Dark Side score. Alternatively, you can spend a Destiny Point to increase the duration to a number of weeks per Dark Side score.
Surge: The Force enables you to jump great heights and distances as well as move quickly. Time: A no-time/free action; Target: Self; Duration: Instant but see below.
Use the Force check: the result of the check determines the affect, if any…
DC 10: You gain +10 Force bonus on Strength (Athletics) check when making a high or long jumping (note that taking no movement does not half the normal distance) and your speed is increased by 4 meters until the beginning of your next turn.
DC 15: You gain +20 Force bonus on Strength (Athletics) check when making a high or long jumping (note that taking no movement does not half the normal distance) and your speed is increased by 8 meters until the beginning of your next turn.
DC 20: You gain +30 Force bonus on Strength (Athletics) check when making a high or long jumping (note that taking no movement does not half the normal distance) and your speed is increased by 12 meters until the beginning of your next turn.
Special: You can spend a Force Point and increase your bonus to Strength (Athletics) for jumping and leaping by an additional +10 and your speed increase another 4 meter and affects last until the end of your next turn.
Valor [Light Side]: You call upon the strength of the Force, reaching out to your ally and sharing your strength with them. Time: An Action; Target One ally within 24 meters; Duration: Concentration (one minute).
Use the Force check: The result of the check determines the affect, if any…
DC 15: The target gains a +2 bonus to their Will Defense against mind-affecting and fear affects.
DC 20: As DC15, except the bonus is +4
DC 25: As DC15, except the bonus is +8
DC 30: As DC15, except the bonus is +12
Special: You can spend a Force Point when you activate this power to have this bonus apply against all effects that target Will Defense (not just mind-affecting and fear affects).
Vital Transfer [Light Side]: You use your own life force to heal another living creatures. Time: An Action; Target: One creature that you are touching; Duration: Instant.
Use the Force check: The result of your check determines the effect, if any…
DC 15: the target heals hit points equal to 2 x its character level.
DC 20: the target heals hit points equal to 3 x its character level.
DC 25: the target heals hit points equal to 4 x its character level.
Special: Each time you use vital transfer you take half as much damage as you healed (round down). You can spend a Force Point to avoid taking any damage when you use this Force power or you can also remove one persistent condition that the target is suffering.
FORCE TALENTS
ALTER TALENT TREE
Disciplined Strike: Whenever you use a Force power that has a cone or sphere effect (such as Force Slam), you may exclude a certain number of target from the effects of the power. The number of targets that you may exclude in this manner is equal to your Wisdom modifier (minimum 1).
Illusion: As an Action, you can spend a Force Point to create an illusion that seems perfectly real to anyone who views it. You designate the form and complexity of the illusion and well as the size and location and use a Charisma (Use the Force) skill check. When a creatures views the illusion, compare the results to your skill check to the creature’s Will Defense; if you check results exceeds it’s Will Defense, it believes the illusion is real. Any physical interaction with the illusion (such as touching it, passing through it, or shooting it with a blaster) immediately reveals the true nature of the illusion and the creature is no longer deceived. This illusion last for a number of minutes equal to your heroic level. This illusion size also affects your base Charisma (Use the Force) skill check – the penalties are -1 for a Huge illusion, -2 to a Gargantuan illusion, -5 for a Colossal illusion and -10 for a Colossal (frigate) or larger illusion. This is a mind-affecting effect. Prerequisite: Mind trick power.
Telekinetic Power Talent: Whenever you roll a natural 20 on your Use the Force check to activate a power with the [telekinetic] descriptor, you may choose to use that power again immediately as a free action.
Telekinetic Savant Talent: As a Reaction, you may return one Force power with the [telekinetic] descriptor to your suite without spending a Force Points. You must complete a short or long rest to be able to use this power again. You may select this talent a number of times, each time you select it, you may use this talent one additional time before requiring a short or long rest.
Telepathic Link: You form an enhanced telepathic link with a willing ally with the Force Sensitive feat as a Bonus Action. The link is maintained until you choose to remove it (no action or concentration required). As long as you remain within one kilometer of your target, you and the target can communicate telepathically as if speaking. You may also use a Force Power from the target’s suite of power (if the target consents), or you may allow the target to use one of your Force Powers. You both must complete a short rest to use this ability again. You may only have one telepathic link active at a time. Prerequisite: Trained in Charisma (Use the Force).
CONTROL TALENT TREE
Beast Master: Against creatures with an Intelligence of 3 or lower, you may use the mind trick Force Power against them. You could also spend a Force Point and impose the Charmed condition onto one creature within 12 meters of you with and whom you can see. You can maintain this ability with Concentration for as long as you wish so long as you take no hostile actions against the creature.
Damage Resistance: You can spend a Force Point as an Action and you gain Resistance (5th ed. pg. 194) to all damage for one minute (10 rounds). This requires no concentration but it cannot be maintained after the minute (but you can spend another Force Point to gain the affects for another minute).
Equilibrium: On you turn you can use your Action and spend one Force Point to instantly remove all of the following non-persistent Condition that you are presently suffering – Blinded, Charmed, Deafened, Frightened, Poisoned, Reeling and Stunned (see New Conditions). This also removed one level of Exhaustion.
Force Focus: As an Action, you make a Charisma (Use the Force) check DC 15. If you succeed, you regain one spent Force Power of your choice.
Force Recovery: Whenever you use your second wind, you also regain a number of additional hit points equal to 1d6+ your Wisdom modifier per Force Point you have remaining (maximum 10d6, minimum 1d6). Prerequisite: Equilibrium.
DARK SIDE TALENT TREE
You must have a Dark Side Score of 1 or higher to select talents from this tree. If you Dark Side Score is ever reduced to 0, you lose access to all talents in this tree until your score increases.
Power of the Dark Side: You allow your hatred to fuel your attacks. Whenever you spend a Force Point to modify an Attack roll, you also add the result to your damage total if you hit. However, doing so increases your Dark Side Score by 1 (until your score equals your Wisdom score).
Dark Presence: You fill your opponents with fear. As an Action, you grant yourself and all allies within 12 meters that you can see a +2 Force bonus to all defense until you take a short or long rest, or use a Short Focus to regain spent Force Powers back. It also ends if you are Incapacitated or knocked to 0 hit points. Affected allies that move out of this range or that you cannot see loss these bonus. Prerequisite: Charisma 13+, Power of the Dark Side.
Revenge: Whenever an ally of equal or higher level than you is killed or reduced to 0 hit points, that you can see, you gain a +2 Force bonus on attack and damage rolls until you take a short or long rest or use a Short Focus to regain spent Force powers back. These bonuses do not stack if more than one ally is killed or you are reduced to 0 hit points during this time. Prerequisite: Dark Presence, Power of the Dark Side.
Swift Power: You can use a power that normally take an Action as a Bonus action instead. You must complete a long rest before you can use this talent again. Prerequisite: Power of the Dark Side.
SENSE TALENT TREE
Force Perception: You can make a Charisma (Use the Force) skill instead of Wisdom (Perception) or Wisdom (Insight) or Intelligence (Investigation) check to avoid surprise encounters, notice hidden enemies or finding hidden clues, sensing deception or sensing influence in a target. If you have Advantage with any of these skills, you also have Advantage with your Charisma (Use the Force) skill when making checks in these situations.
Force Pilot: You can use your Charisma (Use the Force) check instead of any Vehicle skill modifier for any flying vehicle (airspeeder, starship and capital starship).
Forcesight: You may spend a Force Points to reroll a Dexterity (Initiative) check, keeping the better of the two rolls. If you roll a natural 20 on this Dexterity (Initiative) check, you immediately regain the Force Point spent to active this talent. Prerequisite: Force Perception.
Gauge Force Potential: By focusing on one specific creature that you can see, you can gauge how strong in the Force it is. This is an Action and requires a Charisma (Use the Force) check. If the check meets or exceeds target’s Will Defense, you know whether or not it has Force Sensitivity feat, you know how many Force powers it knows (but not which ones) and you know how many Force Points it has currently. Prerequisite: Force Perception.
Visions: Whenever you use the farseeing Force power, you can spend a Force Point as a Bonus action to see into the target’s past or future instead of the glimpsing the target’s present. You declare how far into the target’s past or future you wish to look, up to a maximum of 1 year per your character level. Any information gained about the target’s future is subject to change, etc. Prerequisite: Force Perception, farseeing.
FORCE TECHNIQUES
Force Point Recovery: Once between long rests, you can spend an Action and regain 1 spent Force Point that you had recently used (not before your last long rest though). You can take this technique more than once, allowing you to regain additional spent Force Points (as above).
Force Power Mastery: You gain Advantage when activating one Force Power that you know. You can take this technique more than once, applying the mastery to a different known power.
Improved Force Trance: At the end of 3 consecutive hours you regain one additional Hit Dice (that you can immediately spend) and each Hit Dice you spend during this rest ads ½ (round down) your level to the total hit points healed..
Improved Move Minor Object: You can now move a small item well enough to use it in combat. You may take an Attack action and attempt to strike any target within 30 meters, rolling your Charisma (Use the Force) skill verse the target’s Reflex Defense. If you succeed your attack does 2d6 + your Wisdom or Charisma modifier in bludgeoning damage (counts as a ranged attack).
Improved Sense Force: It only requires a Bonus action (instead of an action) when attempting Charisma (Use the Force) skill to sense other active Force Users.
Improved Sense Surroundings: Is now a free action, allowing you to make an attempt every round that you wish. Also, while ‘active’ your Passive Perception does not suffer from obscured conditions listed under Sense Surroundings.
Improved Telepathy: Whenever you use telepathy you have Advantage with your Charisma (Use the Force) check. You can also now send a short sentence or two and 'sense' the basic feelings and attitude of the recipient.
FORCE SECRETS
Devastating Power: When using a Force power that deals damage, you can spend a Force Point to increase the power’s damage dice by 50% (round up, minimum +1d).
Distant Power: When using a Force power that has a range expressing in meters, you can spend a Force Point to multiple the range by 10 (if you have Force Boon or Strong in the Force you can spend two to increase the range to anywhere in the same star system). This Force Secret does not remove the ‘sight’ requirement.
Quicken Power: You can spend a Force point on any power that requires an Action to make it require a Bonus action instead. If it requires a Bonus action a Force point means that it is a free/no time action.
Shaped Power: You can spend a Force point and double the area-of-affect in meters and you can shape it such that it does not affect a number of targets in the area of your choice equal to your Wisdom score (minimum 1).[/sblock]
[sblock=EQUIPMENT, Weapons & Armor]
New Properties
Autofire – these weapons can fire an Area of Affect (see new Combat Conditions rules below) attack by expelling 10 rounds. It cannot use this attack form if the weapon does not have 10 rounds.
Autofire only – these weapons are only allowed to fire the 10 shot autofire (or a short 5-shot burst fire, if the wielder has the feat)
Double Weapons – some weapons are lethal on both ends. Treat these weapons as two light weapons (see Two Weapon Fighting 5th ed. pg. 195).
Fixed – a fixed weapon must be mounted onto a vehicle or onto a semi-portable tripod (a tripod for a heavy weapon weights 20kg and cost 500cr. It take 3 rounds to set up a tripod before it can be fired).
Ion damage – these types of weapons are not as affective against living creatures. Versing a living being, the weapon does ½ (round down) damage. Against droids, machines and vehicles it does full damage. Also droids and vehicles suffer a -5 to their Wound Damage Threshold verses this type of damage.
Reload – as DMG, requires an Action or a Bonus action, player’s choice, to reload a spent clip or power cell. If there is no number before the cell listing then it should be changed or recharged between adventures. If it is listed as ‘each’ than each round takes one Action or Bonus action to reload.
Stun Damage – some weapons that can do stun damage. These weapons are listed as Stun Setting and due their listed base damage (adding in all normal modifiers) and they can result in Reeling, etc. effects but it cannot result in death (although the GM may rule that a damage effect that would have resulted in death instead imposes a Persistent condition on the target; recovery depending on GM description). Targets recover all lost damage caused by the stun setting after a short rest (one hour). If the target takes a Second Wind or uses a Medpac to recover hit points in combat like situation, they double the affect if applied to stun (only) damage.
Some melee weapon have a stun setting in addition to their normal damage. These weapons can do both damage at the same time if the wielder wises (i.e. station police with stun baton could strike someone with the baton, doing the best 1d6 damage, plus 2d6 for the stunning effect. Damage modifiers from Abilities and Heroic levels are only added once in these cases. Or they could only do one or the other type of damage; their choice.)
ADVANCED MELEE WEAPONS
Electrostaff: COST 300cr, DMG 2d6 bludgeoning & energy WT. 2kg, PROPERTIES Restricted. As quarterstaff when “off”; double weapon, reload (power cell), stun setting damage 2d6 (this weapon can ‘parry’ ligtsabers).
Force Pike: COST 500cr, DMG 2d8 bludgeoning & energy, WT. 8kg, PROPERTIES Restricted. As pike when “off”; double weapon, heavy, two-handed, reach, reload (power cell) stun setting damage 2d8 (this weapon can ‘parry’ ligtsabers).
Power Gloves: COST 600cr, DMG unarmed damage +1d6 energy, WT. 1kg, PROPERTIES Finesse, light, reload (power cell).
Vibrodagger: COST 200cr, DMG 2d4 piercing, WT. 0.5kg, PROPERTIES As dagger when “off”; finesse, light, reload (power cell), throw (range 10/20).
Vibroblade: COST 250cr, DMG 2d6 piercing, WT. 1kg, PROPERTIES Licensed. As shortsword when “off”; finesse, light, reload (power cell).
Vibrobayonet: COST 350cr, DMG 2d8 piercing, WT. 1kg, PROPERTIES Licensed. As spear when “off” and mounted onto rifle, otherwise treat as a vibrodagger or dagger; reload (power cell), two-handed
Viboax: COST 500cr, DMG 2d10 slashing, WT. 6kg, PROPERTIES Restricted. As halberd when “off”; heavy, reload (two power cells), two-handed.
EXOTIC MELEE WEAPONS
Atlati: COST 50cr, DMG 2d4 bludgeoning, WT. 1.5kg, PROPERTIES: Rare. Loading, thrown (range 30/90).
Cesta: COST 100cr, DMG 2d6 bludgeoning, WT. 2kg, PROPERTIES: Rare. Heavy, loading, thrown (range 30/90), two-handed.
LIGHTSABERS
Lightsaber: COST 2,500cr, DMG 2d8 slashing & energy, WT. 1kg, PROPERTIES Rare. Finesse, light, ignores hardness of items, reload (special power crystal), (considered a heavy weapon for small creatures).
Lightsaber, double: COST 3,000cr, DMG 2d8 slashing & energy, WT. 2kg, PROPERTIES Rare. Double weapon, finesse, light, ignores hardness of items, reload (special power crystal) (considered a heavy weapon for small creatures).
Lightsaber, short: COST 7,000cr, DMG 2d6 slashing & energy, WT. 0.5kg, PROPERTIES Rare. Finesse, light, ignores hardness of items, reload (special power crystal).
SIMPLE MELEE WEAPONS (EXTRA)
Combat Gloves: COST 50, DMG Unarmed damage +2 bludgeoning, WT. 0.5kg, PROPERTIES Finesse, light.
Stun Baton: COST 50cr, DMG 1d6 bludgeoning, WT. 1kg, PROPERTIES Light, reload (power cell), stun setting damage 2d6.
EXOTIC RANGED WEAPONS
Flamethrower: COST 1,000cr, DMG 3d6 fire, WT. 7kg, PROPERTIES Military. Ammo (area of effect: 12-meter cone), reload (10 power cell), two-handed.
Bowcaster: COST 1,500cr, DMG 3d10 energy, WT. 8kg, PROPERTIES Licensed, Rare. Ammo (range 60/600), heavy, reload (6 clip), two-handed.
HEAVY RANGED WEAPONS
Blaster cannon: COST 3,000cr, DMG 3d12 energy, WT. 30kg, PROPERTIES Military. Ammo (range 100/1,000), fixed, reload (10 power cell).
Blaster, E-Web repeating: COST 8,000cr, DMG 3d12 energy, WT. 40kg, PROPERTIES Military. Ammo (range 100/1,000), autofire only, fixed, reload (200 power cell).
Blaster, heavy repeating: COST 4,000cr, DMG 3d12 energy, WT. 20kg, PROPERTIES Military. Ammo (range 100/1,000), autofire only, fixed, reload (50 power cell).
Grenade Launcher: COST, 500cr DMG Special, WT. 5kg, PROPERTIES Military. Ammo (range 100/1,000), heavy, reload (6 grenades), two-handed (uses grenades damage, properties except for the launcher's range).
Missile Launcher: COST 1,500cr, DMG 6d6 energy, WT. 10kg, PROPERTIES Military. Ammo (range 100/1,000), area of affect (4-meter sphere), heavy, reload (1 missile), two-handed.
PISTOLS
Blaster pistol: COST 500cr, DMG 3d6 energy, WT. 1kg, PROPERTIES Restricted. Ammo (range 40/160), light, reload (100 power cell), stun setting.
Blaster pistol, heavy: COST 750cr, DMG 3d8 energy, WT. 1.5kg, PROPERTIES Military. Ammo (range 40/160), reload (50 power cell), stun setting.
Blaster pistol, holdout: COST 300cr, DMG 3d4 energy, WT. 0.5kg, PROPERTIES Illegal. Ammo (range 40/160), light, reload (6 power cell).
Blaster pistol, sporting: COST 300cr, DMG 3d4 energy, WT. 1kg, PROPERTIES Licensed. Ammo (range 40/160), light, reload (100 power cell), stun setting.
Ion Pistol: COST 250cr, DMG 3d6 ion, WT. 1kg, PROPERTIES Licensed. Ammo (range 40/160), light, reload (50 power cell).
RIFLES
Blaster carbine: COST 900, DMG 3d8 energy, WT. 2.5kg, PROPERTIES Restricted. Ammo (range 60/600 or without stock 40/160), autofire, folding stock, reload (50 power cell), stun setting (NOTE – without folding stock costs 850 credits).
Blaster, light repeating: COST 1,200cr, DMG 3d8 energy, WT. 6kg, PROPERTIES Military. Ammo (range 60/600), autofire only, heavy, reload (200 power cell), two-handed.
Blaster rifle: COST 1,000cr, DMG 3d8 energy, WT. 4.5kg, PROPERTIES Restricted. Ammo (range 60/600), autofire, heavy, reload (75 power cell), stun setting, two-handed.
Blaster rifle, heavy: COST 2,000cr, DMG 3d10 energy, WT. 6kg, PROPERTIES Military. Ammo (range 60/600), autofire, heavy, reload (30 power cell), stun setting, two-handed.
Blaster rifle, sporting: COST 800cr, DMG 3d6 energy, WT. 4kg, PROPERTIES Licensed. Ammo (range 60/600), reload (50 power cell), stun setting, two-handed.
Blaster rifle, sniper: COST 1,500cr, DMG 3d10 energy, WT. 6kg, PROPERTIES Military. Ammo (range 60/600), heavy, reload (30 powercell), sniper scope*, stun setting, two-handed.
Ion rifle: COST 800cr, DMG 3d8 ion, WT. 4kg, PROPERTIES Restricted. Ammo (range 60/600), heavy, reload (100 power cell), two-handed.
*This electronic sniper scope is mounted for the sniper blaster rifle. With the "aim" maneuver shots out to 600m are not at disadvantage and the weapon's range is extends to 1,200m (range 601-1,200m is at disadvantage).
SIMPLE RANGED WEAPONS
Energy ball: COST 20cr, DMG 2d8* energy, WT. 0.25kg, PROPERTIES Licensed, Rare. Light, one-use, thrown (range 10/30). NOTE that an energy ball can be thrown with a Atlati or Cesta (range 30/90) but then it also gain the Ammo and Loading properties (5th ed. pg. 147).
Grenade, frag: COST 200cr, DMG 4d6* slashing & energy, WT. 0.5kg, PROPERTIES Military. Area (4-meter sphere), light, one-use, throw (range 10/30).
Grenade, ion: COST 250cr, DMG 4d6 ion, WT. 0.5kg, PROPERTIES Restricted. Area (4-meter sphere), light, one-use, thrown (range 10/30).
Grenade, smoke: COST 100cr, DMG – (Heavy Obscure, for 1 minute/10 rounds), WT. 0.5kg, PROPERTIES Licensed. Area (8-meter sphere), light, one-use thrown (range 10/30).
Grenade, stun: COST 250cr, DMG – (4d6 stun), WT. 0.5kg, PROPERTIES Restricted. Area (4-meter sphere), light, one-use thrown (range 10/30).
Thermal detonator: COST 2,000cr, DMG 8d6* energy, WT. 1kg, PROPERTIES Illegal. Area (8-meter sphere), light, one-use, thrown (range 10/30).
* if the damage from this weapon meets or exceeds a target’s Damage Threshold, the target is knocked prone.
ARMOR
ARS = Armor Reflex Save, FORT = Fortitude Equipment Bonus.
Light Armor
Blast Helmet and Vest: COST 500, ARS 11+ Dex or Int modifier, FORT +1, STEALTH normal, WT. 3kg.
Battleframe: COST 3,500cr, ARS 11+ Dex or Int modifier, FORT +0, STEALTH normal, WT. 10kg. Properties – This is a light frame that can be worn underneath normal clothing. When powered on it grants the wearer a +2 equipment bonus to his base Strength score (but only if proficient with Light Armor) and allows him to carry up to his Strength score (adjusted with the suit) time 4kg before he is encumbered and Strength times 8 for heavy encumbrance. The suit runs on two power cells.
Flight suit, padded: COST 2,000cr, ARS 12+ Dex or Int modifier, FORT +2, STEALTH Disadvantage, WT. 5kg. Properties – sealed vs. vacuum conditions with 10 hours of life support.
Duraweave Jacket: COST 3,000cr, ARS 12+ Dex or Int modifier, FORT +1, STEALTH normal, WT. 3kg. Properties – made to look like a normal jacket.
Combat Jumpsuit: COST 1,500cr, ARS 13+ Dex or Int modifier, FORT +2, STEALTH normal, WT. 8kg.
Flight suit, armored: COST 4,000cr, ARS 13+ Dex or Int modifier, FORT +3, STEALTH Disadvantage, WT. 10kg. Properties – sealed vs. vacuum conditions with 10 hours of life support.
Scout Trooper Armor: COST 5,000cr, ARS 14+ Dex or Int modifier, FORT +2, STEALTH normal, WT. 9kg. Properties – Basic suit provides Advantage on any Constitution checks vs. inhaled toxins or causes Disadvantage for toxins attacking the wearer. Imperial Stormtrooper scout armor increases the cost by 2,000 credits and adds the following basic features – adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free commlink.
Medium Armor
Ceremonial Armor: COST 5,000cr, ARS 14+ Dex or Int modifier (max 2), FORT +3, STEALTH normal, WT. 14kg.
Combat Spacesuit: COST 7,500cr, ARS 14+ Dex or Int modifier (max 2), FORT +3, STEALTH Disadvantage, WT. 16kg. Properties – sealed vs. vacuum conditions with 10 hours of life support.
Trooper Armor: COST 6,000cr, ARS 15+ Dex or Int modifier (max 2), FORT +3, STEALTH Disadvantage, WT. 13kg. Properties – Basic suit provides Advantage on any Constitution checks vs. inhaled toxins or causes Disadvantage for toxins attacking the wearer. Imperial Stormtrooper armor increases the cost by 2,000 credits and adds the following basic features – adds +2 equipment bonus to Wisdom (Perception) check, provide Low-Light vision (see Species) and has a medium range, hands-free commlink. Other models include Snowtrooper Armor (cost 18,000cr) provides full protects vs. freezing and cold environmental conditions and Sandtrooper Armor (cost 18,000cr) provides full protection vs. hot and desert environmental conditions along with extra water.
Corllian powersuit: COST 10,000cr, ARS 15+ Dex or Int modifier (max 2), FORT +3, STEALTH Disadvantage, WT. 20kg. Properties – When powered on it grants the wearer a +2 equipment bonus to his base Strength score (but only if proficient with Medium Armor) and allows him to carry up to his Strength score (adjusted with the suit) time 4kg before he is encumbered and Strength times 8 for heavy encumbrance. The suit runs on four power cells.
Battle armor: COST 7,000cr, ARS 16+ Dex or Int modifier (max 2), FORT +3, STEALTH Disadvantage, WT. 16kg.
Heavy Armor
Armored Spacesuit: COST 12,000cr, ARS 18, FORT +3, STEALTH Disadvantage, WT. 35kg. Properties – sealed vs. vacuum conditions with 10 hours of life support.
Battle armor, heavy: COST 15,000cr, ARS 20, FORT +4, STEALTH Disadvantage, WT. 30kg.[/sblock]
[sblock=Other Equipment]
See Saga for full description of the following devices...
COMMUNICATION DEVICES
Comlink: Short-range comlinks (50cr, Wt. 0.1kg) have a range of 50km or low orbit and can be built into helmets and armor for hand-free options for an additional 50cr. Long-range comlinks (250cr, Wt. 1kg) have a range of 200km or high orbit and requires a small packed sized com-set. For double the cost they can be miniaturized for write sized units (500cr, Wt. 0.1kg). Encryption imposes disadvantage on Computer Use or Splicer checks to intercept transmissions for ten times the cost. Video Capability have 2D imagines in additional to audio for twice the cost. Holo-Capacity have 3D holo projector in addition to audio for five times the cost.
Pocket Scrambler: scrambles outgoing messages imposing disadvantage on any Computer User or other tool use check to detect and intercept messages (400cr, Wt. 0.5kg)
Vox Box: can hold any number of pre-programmed phrases in Basic (or any other one common language of choice). How long it takes to communicate with the device depends on how complex the saying (200cr, Wt. 0.1kg)
COMPUTER and STORAGE DEVICES
Code Cylinder: Provides access to restricted areas, coded to the device (500cr, Wt. 0.1kg).
Datacards (blank 10): simple storage device used with a computer or data reader (10cr, Wt. 0.1kg).
Datacard (various subjects): Grant advantage on Intelligence or Wisdom check on specific subjects, GM determines cost (100-1,000cr. Wt. nil)
Datamap Reader: a dedicated pad with pull out flexible map board (200cr, Wt. 0.5kg)
Datapad: hand held personal computer (1,000cr, Wt. 0.5kg)
Holoprojector, personal: handheld personal hologram projector (1,000cr, Wt. 0.5kg)
DETECTION and SURVEILLANCE DEVICES
Electrobinoculars: Allows users to see out to the horizon or into low orbit (1,000cr, Wt. 1kg)
Glow Rod: 12m radius or 60m beam (5cr, Wt. 1kg)
Fusion Lantern: double glow rod (25cr, Wt. 2kg)
Recording Unit: storage devices for hundreds of hours’ worth of data. Audiorecorder: sound recorder (25cr, Wt. 0.1kg). Holorecorder hologram sound and visual recorder (100cr, Wt. 0.1kg). Videorecorder sound and 2D video recorder (50cr, Wt. 0.1kg)
Sensor Pack: portable scanning device. Advantage on Wisdom (Perception) checks out to 1km range (1,500cr, Wt. 9kg)
LIFE SUPPORT
Aquata breather: 2 hour air supply while underwater (350cr, Wt. 0.2kg)
Breath mask: atmosphere filter up to one hour Immunity to inhaled toxins before filter must be replaced (200cr, Wt. 2kg). Atmosphere filter pack of 10 (25cr, Wt. 1kg)
Flight Suit: one-piece coveralls and helm grants +2 fortitude defense vs. pressure and has 10 hours of life support. Wearer is at disadvantage with Dexterity (Stealth) checks (1,000cr, Wt. 3kg)
Space Suit: bulky sealed coveralls that provide vacuum life support for 24 hours. Wearer is at disadvantage with Dexterity (Stealth) checks (500cr, Wt. 15kg).
MEDICAL GEAR
Bacta tank (empty): When full, advantage on all Wisdom (Medical) checks and Surgery tool kit. Also after long rest regain all lost Hit Points and Hit Dice Requires 300 liters of bacta liquid to operate (100,000cr, Wt. 500kg). Bacta, 1 liter (100cr, Wt. 2kg).
Cybernetic prosthesis: replacement limbs. With more than three “prosthesis” barer takes full damage from ion attacks. Also -1 to Charisma (Use the Force) for each “prosthesis” (although each Dark Side point cancels a -1 penalty) (1,500cr +500cr surgical cost, Wt. varies).
Medpac: one-use pack with two functions. First if applied to a dying individual it automatically stabilized them (grant 3 death saves). Second, a non-incapacitated individual regains 1d8+2 hit points (at a rate of one hit point a round). Each time a medpac is used to heal HP, it heals 2 less points (1d8 the second time, 1d8-2 the third, etc.). If the result is 0 or less, the user gains no additional benefits from a medpac until she complete a long rest. (100cr, Wt. 1kg).
SURVIVAL GEAR
All-temperature cloak: wrap around cloak imposes disadvantage on any heat or cold environmental attack vs. user (100cr, Wt. 1.5kg).
Chain (3 meters): can support 5 metric tons of weight (25cr, Wt. 2.5kg).
Field Kit: backpack with 2-liter canteen, and built-in water filter, sunshield roll-on, one week’s worth of food rations, two glow rods, and a breather mask with 24 filters. Also grants advantage with Wisdom (Survival) checks (1,000cr, Wt. 10kg).
Jet Pack: backpack short range flight pack. Activation is a bonus action. Grants a Flying Speed of 16 meters until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) check or fall. Can lift up to 200kg of weight (300cr, Wt. 20kg, replacement fuel cell 100cr, 10kg)
Liquid cable dispenser (15 meters): can support up to 560kg of weight (10cr, Wt. 0.2kg)
Ration pack: one days’ worth (5cr, Wt. 0.1kg)
Syntherope (45 meters): supports up to 760kg of weight (20cr, Wt. 2.5kg)
TOOLS
Binder cuff: come in small, medium and large creature size. Disadvantage on target’s Strength or Dexterity opposed check vs. a +10 bonus that has advantage (50cr, Wt. 0.5kg).
Energy Cell: for most non-weapon hand-held devices (10cr, Wt. nil)
Fire extinguisher: heavy obscured when used (50cr, Wt. 3kg).
Mesh tape: 30m worth (5cr, Wt. 0.5kg).
Power Generator: can power up to gargantuan vehicle for 1 day or one “power-pack” for a heavy weapon (750cr, Wt. 15kg).
Power pack/cell: for backpack size devices or hand held weapon cell power (25cr, Wt. 0.1kg).
Power recharger: can recharge power packs and energy cell in about 4 hours, up to 100 recharges (100cr, Wt. 1kg).
Utility belt: 3-days’ supply of food rations, a medpac, a spare power pack, a spare energy cell, a glow rod, a short-range comlink, a liquid cable dispenser with small grapple hook, a couple of extra spare, empty pouches (can hold up to 0.5kg each) (500cr, Wt. 4kg).
WEAPON AND ARMOR ACCESSORIES
Bandolier: 12 slots that can hold up a light weapon or ammo power cell or single piece of equipment weighing up to 0.5kg each (100cr, Wt. 2kg)
Helmet package: +2 to Wisdom (Perception) checks, low-light vision, and hands-free comlink (4,000cr, Wt. 1kg)
Holster, concealed: Disadvantage on other’s Wisdom (Perception) check (50cr, Wt. 0.2kg)
Holster, hip (25cr, Wt. 0.5kg)
Targeting Scope: with “Aim” maneuver, no disadvantage to range weapon attack roll and can double the long range distance, but at this range, attack roll is at disadvantage (100cr, Wt. 0.2kg). Enhanced low-light adds low light vision (+1,000cr, Wt. +1kg)
OTHER
Diplomatic Kit: a backpack or formal travel pack includes a datapad, a medpac, a set of fine formal wear clothing, a short-range comlink, a fusion lantern, a week’s worth of good tasting ration food packs (1,000cr, Wt. 10kg).
One-year universal passenger ticket: A credstik that is good for passage on all legal passenger starships and accepted by most tramp freighter captains that take on passengers. Good for up to one year of continues use (5,000cr, Wt. nil).
Restraining Bolt & Control rod: With the bolt attached to a droid, it allows the holder of the control rod to use an Action and automatically impose the Paralyze condition onto the droid. It requires an action and Tools (Electronics) DC10 to install onto a helpless or willing droid. Otherwise the droid must first be Grappled and increases to DC20 (500cr, Wt. 1kg each part)
[/sblock]
[sblock=ADDITIONAL SITUATIONAL/COMBAT MODIFIERS]
As Star Wars takes place in a fantasy science fiction setting it requires a few new rules to cover some new situations.
Area of Effects (5th ed. pg. 204): In Saga instead of having saving throws, the attacker attempts to “hit” with an Area of Effect attack, doing full damage with a success verses target’s Reflex Defense and ½ damage if the attack roll fails. Certain feats and talents can further negate or lower this damage.
Aid Another: as per 5th ed. but also now there are some conditions where a ‘unit’ can be aided or aid each other. For large jobs, such as mechanics on a Star Destroyer, its’ not one lowly worker trying to fix something but a group working together. Normally they are not considered to be ‘aiding’ each other but the best one of the group makes the skill check.
Aim: if the attacker does not move on her turn (Move 0), she can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When she doesso, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aiming has noeffect on full cover.
Autofire: Some military weapons are capable of firing multiple shots at one time. Any ranged weapon with the autofire property can be set to or off of autofire counts as your one weapon interaction on your turn. You cannot draw and modify a weapons setting in the same turn without the Quick Draw feat or using a Bonus action (some weapons are autofire only, listed under the property. These weapons can only fire on autofire mode). Autofire is a type of Area of Effect possibly hitting all targets in a 4 meter by 4 meter area that the attacker can chose at any point up to the range of the weapon. The attacker makes a single weapon ranged Attack roll at -5 penalty to hit and compares the result to the Reflex Defense of every creature in the area of effect. Creatures hit take full damage and creatures missed take half damage (if the attack got at least a 10 on his attack roll). Autofire consumes ten shots and can only be used if the weapon has 10 shots remaining.
Special: If an attacker spend a Bonus action and take no movement on his turn (Move 0), he can "brace" with the autofire weapon and only suffer a -2 to their weapon ranged Attack roll.
NOTE that when firing a weapon with Autofire, the attacker normally does not add any bonuses (for attacking or damage) from most feats and do not get to add their Dexterity modifier to damage (they still add their ½ Heroic level to damage).
Damage: per Saga pg. 145, add ½ Heroic level (round down) to all damage totals. [/sblock]
[sblock=VEHICLES AND STARSHIPS]
I am not going to change lots of the info here. Mostly changing what is found in the Saga rules in order for it to work with 5th ed. rules.
VEHICLE SIZE (Saga pg. 166): still using the vehicle size as a penalty to the Vehicle’s Reflex Defense, Initiative and Vehicle Operation checks.
ATTACK BONUS (Saga pg. 167): Proficiency bonus of gunner (if applied) + vehicle’s intelligence modifier
WEAPON RANGES (Saga pg. 168): For character scale, double Point Blank “squares” to equal the number of Meters range for “normal” ranged attacks and then double the “squares” for the maximum of Long Range as the Meters range for Long Range (attacks at Disadvantage; i.e. Turboblasters have a Range of 2,400/12,000 meters, etc.). Space scale remains the same and reflects an arbitrary big number, but Normal Range is the Point Blank listed, and Long Range is the maximum Long Range listing (i.e. an Ion Cannon has a Range of 2/20, etc.).
DEFENSE (Saga pg. 168)
Reflex Defense = 10 + vehicle’s Dexterity bonus + size modifier + armor bonus. If the operator of the vehicle is proficient with the vehicle, then she may add ½ (round down) of her Heroic Defense Bonus (heroic level/4, round up +1)
Damage Threshold = 10 + vehicle’s Strength modifier + size modifier (i.e. Large +5, Huge +10, Gargantuan +20, Colossal +50, Colossal/Frigate +100, Colossal/Cruiser +200, Colossal/Station +500) [For vehicles listed in the book, Fort Defense is just 10 + vehicle’s Strength modifier, but it’s not really used for anything but determining Damage Threshold so no real reason to list it IMO]
Vehicles that suffer their Damage Threshold from one attack gain the Reeling Condition and all actions taken by the crew suffer the affects this condition for any tasks on the vehicle’s systems (piloting, shooting, repair, etc.).
Vehicles already suffering the Reeling Condition who again take damage equal to exceeding its Damage Threshold acquires the Stunned Condition. The crew may still be able to act, but the vehicle cannot move under its only control, can make not attacks with vehicle based weapons, etc. This last one round while the vehicles systems reboot and then it starts operating again, but it is still suffering from the Reeling Condition until ‘repaired’. Any actions the crew attempts against or with the vehicle’s systems, while the vehicle is Stunned, are at a Disadvantage.
To recover the ship make a Strength ability check vs. 1/2 damage (as with normal creatures) vs. a DC of 10 or 1/2 the damage. Unlike normal creatures this DC can exceed 20.
At zero hit points, the vehicle is out of control and is no longer functioning. All the crew can do it attempt to fix it or abandoned it. If in space or in a hostile environment the vehicle starts venting atmosphere, and the crew has a number of rounds to escape or get to life support area (or jury-rig an area) equal to the reverse of the Vehicle size penalty (i.e. a Large vehicle has one round of atmosphere left, while a Colossal vehicle has ten rounds). If a vehicle is reduced to 0 hit points by and attack that deals damage equal to or greater than its damage threshold, it is destroyed. In addition, all of the vehicle’s occupants take half damage from the attack.
CREW QUALITY
Untrained: Attack Bonus +0, Checks Bonus +0
Normal: Attack Bonus +2, Check Bonus +2
Skilled: Attack Bonus +4, Check Bonus +5
Expert: Attack Bonus +6, Check Bonus +9
Ace: Attack Bonus +8, Check Bonus +12
Attack bonus assume Proficiency, Ability Modifiers and any Feats or Talents, Check bonus assume the same but also include Skill Expertise.
SPECIAL VEHICLE COMBAT RULES
Area of Effect: on Starship scale, these are treated as area attacks against one vehicle only UNLESS specifically notes in weapons description that it effects at starship scale spaces.
Autofire: on Starship scale assumes attack against one target (but otherwise use the Autofire rules, it just affects only one target). Airspeeders and Starfighters can make a special ‘Attack Run’ (see below) in which they affect targets in a 4-meters wide line and up to 20-meters length long (the vehicle’s attack penalty is equal to ½ the length of the run, minimum 10-meters or -5). Note with Attack run this attack is at Advantage, and with normal Area of Effect attacks, all targets in the area suffer full damage on a hit and half damage on a miss.
Collisions: Work fairly close to Saga pg. 173, except were revised below (see Ramming). Mobile Hazards have the same Attack bonus as listed vs. the target’s Reflex Defense.
Ion Damage: As with Droids and other devices, vehicles with Ion Vulnerability suffer a -5 to their Damage Threshold vs. Ion damage (some military grade vehicles are hardened verses this type of damage and do not suffer the -5 penalty). But Ion damage does not have as lasting affects as other damage. When making repairs, a success doubles the amount of damage that a mechanic (or mechanic team) restores.
Missile and Torpedoes: If the gunner of a missile or torpedo spends an Action before firing such a weapon, the gunner makes a special Attack against the target. If he is successful the missile or torpedo is “locked” onto the target. The gunner can maintain this ‘weapons lock’ for as many rounds as he wishes, so long as he does not try to weapons lock another target. Firing a weapon with ‘missile lock’ means that if the gunner misses on his Attack roll, the next round the missile or torpedo can again tries to attack the target with the same Attack roll bonus (with a -2 penalty). If this second attack misses then the missile or torpedo self-destructs harmlessly.
Out of Control: An out of control vehicle (one that is Stunned or has 0 hit points remaining) is no long under control of the vehicle operator. Land vehicles tend to move in the same general direction they were moving before being disabled, the first round at whatever speed it was traveling the previous rounds, and half speed each round after that. If there are any obstacles in the way it make crash into them (see Collisions). Spacecraft generally act the same way in space, moving forward in the same general heading it was on before. A flying vehicle in a gravity well at the time it becomes disabled immediately falls 150 meters plus another 300 meters for every rounds until it either hits the surface or is reactivated. Resolve falling damage as normal, and all passengers and crew suffer ½ this damage.
Tractor Beams: Work something like Grapple (5th pg. 195) but on a much larger scale. Starships have their Grapple bonus listed in their builds and can only grapple a target the same size or smaller. If the tractor beam ship wins, the target has a special form of Restrained Condition, in that its speed is reduced to 0, but that beam can force move the grappled target without moving themselves or ending the grapple (Moving a Grappled Target). Generally it moves the target 20 meters a round that it is grappled (or one Starship scale one space a round).
VEHICLES IN COMBAT (Updated for 5th ed.)
Attack with Vehicle Weapons (Capital Ships): Capital Ship weapons are designed for long-range bombardment against large or immobile targets, and have a difficultly tracking very small enemies. When attacking a target less then Colossal size, a vehicle that is Colossal (frigate) size or larger takes a -20 penalty on its attack rolls. Point-defense weapons are specifically designed to attack smaller targets and do not suffer this penalty.
Attack Run (Vehicle Operator Only): As an Action you can move up to the vehicle speed (minimum 2 spaces or ½ speed) in a straight line through unobstructed terrain towns your target and make an attack with a vehicle weapon(s) at the target at the end of your movement. This attack is at Advantage, but any attacks against your vehicle also have Advantage until the start of your next turn.
Dash (Vehicle Operator Only): As an Action you can move your vehicle up to its listed Maximum speed. Per round, take the KP/H as meters per round (i.e. an AT-AT that Dashes moves 60 meters as its Action). Non-piloting crew preforming any action during this movement are at a Disadvantage for any skill or attack roll.
Dogfighting (Vehicle Operator Only): As an Action, the pilot of an airspeeder or Starfighter can initiate a dogfight against an enemy ‘nearby’ airspeeder or Starfighter. Make a Vehicle skill check at -2 opposed by the enemy’s Vehicle skill check. If you success, you and the target vehicle are engaged in a dogfight.
Consequences of Dogfighting: Vehicles engaged in a dogfight must select the dogfighting action on every turn, and cannot move out of their current “area” until one disengages. While engaged in a dogfight you cannot attack targets outside the dogfight.
Firing into a Dogfight: Other vehicles firing into a dogfight are at Disadvantage (unless the gunner has the Precise Shot feat)
Attacking in a Dogfight: Vehicle operators make Opposed Vehicle operation skill checks (this is part of the movement of the vehicle as they fly around each other trying to get into the best position). The operator that wins may make attack rolls as normal this turn, while the loser is at Disadvantage for all attacks this round.
Disengaging from the Dogfight: A vehicle that wishes to exit a dogfight must take a Bonus action and win an opposed Vehicle operation skill. If successful the operator ends the dogfight and can move its speed as normal. If the operator fails, you remain in the dogfight this round and you automatically lose the ‘Attacking in Dogfight’ test for superior position.
Opportunity Dogfights: If an enemy Starfighter tries to move through your space or an adjacent space (spaceship scale) you may attempt to initiate a dogfight as a Reaction. If successful, the enemy Starfighter must stop moving.
Fly Defensively (Vehicle Operator Only): As an Action, you concentrate more on protecting your vehicle then hurting your enemies. You as the operator cannot make any attacks until the start of your next turn (except Reactions). All attacks made by your vehicle are at Disadvantage until the start of your next turn, but all against your vehicle are also at Disadvantage. The vehicle operator must have proficiency in the vehicle she is operating in order to gain this bonus. Capital ships cannot take this action except against other capital ships (and then they are at a Disadvantage attacking smaller craft also).
Increase Vehicle Speed (Vehicle Operator Only): If the operator is proficient with the vehicle he is operating, you can attempt to push the vehicles speed past its normal limits. As a Bonus action, make a DC 15 Vehicle skill check. If successful you increase the base Speed of your vehicle by 50% for that round. If you get over a DC 20 you double the vehicle’s speed. A failed roll results in the vehicle acquiring the Reeling Condition.
Raise or Lower Shields (System Operator Only): As a Bonus action an operator can activate or deactivate the shields on a vehicle. Shields are generally kept inactive in noncombat situations as the strain it puts on the vehicle’s systems.
Ram (Vehicle Operator Only): As an Action, a vehicle operator can attempt to ram a target by moving into the target vehicle’s space. You must have sufficient movement to reach the target’s space and the ram is treated as an Area of Effect (5th ed. pg. 204). You can use your vehicle to ram just about anything including another vehicle, a creature a structure.
Make a Vehicle operation skill check at Disadvantage against the target’s Reflex Defense. If the check is successful, your vehicle, the target and all passengers about the vehicles involved in the collision take Collision Damage (see above). Assuming your vehicles is operating and you are alive you continue the rest of your movement past the target space. If the check fails, your vehicle and the target suffer ½ damage as to all passengers involved and your vehicles moves the next unoccupied space and stops (end of your turn).
Ramming Speed: If you vehicle was able to take the Dash action before entering the target’s space, double the damage caused by the collision.
Avoid Collision (Vehicle Operator Only): At any time your vehicle is subject to a collision, if you see the attacker, you can spend a Reaction and make a Vehicle operation check DC 10 + the reserve size of the vehicle attempting to ram you (Large size DC is 11, Colossal size is a DC 20). If you succeed, all target’s involved take ½ damage if the attack was successful and no damage if the attacked failed. You cannot avoid a collision if you are intentionally ramming a target.
Recharge Shields: With an Action, a crew for the ship can attempt a Tools (Electrical) DC 15 to increase the vehicle’s current shield rating by 5, up to the vehicle’s normal maximum.
Repair: A damaged vehicle can be repaired, with time. If reduced to 0 hit points that also took more then its Damage Threshold in the attack the vehicle has been destroyed and is generally not repairable. Someone may be able to jury-rig a short term fix to get it moving for a short period, but generally a vehicle in this state is sold for scrap. To repair a non-destroyed vehicle (one reduced down to 0 hit points), a crew can work on it for one hour and make a Tools (Mechanic) check DC 10 + the reverse of the Vehicle size penalty (i.e. a Large vehicle is at DC 11, a Colossal vehicle is DC 20). A success repairs 1d8 + your tools proficiency bonus. If the vehicle is suffering any conditions these apply to the skill check.
Jury-Rig: You can attempt to make short-term repairs to a destroyed vehicle or make install some condition (like seal a room on a starship that is venting atmosphere). Increase the DC by +5, but you only need a number of rounds equal to the ½ the reverse of the Vehicles size penalty (round up; i.e. a Large vehicle would require one round, a Colossal vehicle would require five rounds). The vehicle will acts as if Reeling for a number of rounds equal to ½ your character level (round up) or the condition that you installed last for the same number of hours. At the end of this time the vehicle or condition ends (but you can keep trying to jury-rig it to keep it limping along).
Reroute Power: A crew set (on smaller vehicles and starships this can be one person, on capital ships it is large numbers of crew) can attempt to spend a number of Actions equal to the Size Penalty of the vehicle (large vehicles need 1 round, Colossal vehicles require 10 rounds) to remove the Reeling condition. At the end of the time they must make a Tools (Mechanic) or (Electronics) check verses 10 + the reverse of the Vehicle size penalty (i.e. a Large vehicle is at DC 11, a Colossal vehicle is DC 20). Success removes the Condition from the ship. A crew can try and jury-rig the repairs in ½ (round down, minimum 1 round) the time, but the DC increases by +5. Failure at jury-rigging causes the vehicle to suffer the Stunning Condition for one round.
VEHICLE DESCRIPTIONS
Most of the information found in the Saga chapter on vehicles is fine, except to change the following…
Initiative is the Crew Quality check number minus the vehicles size modifier.
Perception should just use Crew Quality Check number. Otherwise this is the Vehicles’ Operator’s or Sensor Operator’s Perception skill.
Speed for non-spaceships double base Speed listed as the vehicles base walk Speed in meters. Max. velocity is the speed (in km/h) that the vehicle is moving with the Dash maneuver. Starship scale remain the same number. In these cases the Dash action simply means the vehicle moved its starship scale speed twice.
Flat-footed is not used, ignore.
DR is considered Hardness and reduces all damaging attacks by listed amount.
Ignore Base Attack,
Fighting Space, is not used, ignore.
Base Attack is now figure either through Crew Quality attack bonus plus the Vehicle’s Intelligence modifier or the gunner’s.
Skills are based on Crew Quality minus size penalty for operating Vehicle (type)
Area Burst or Effect, etc. multiple the number by 2 for the number of meters that the attack affects. [/sblock]
[sblock=PRESTIGE CLASES]
Levels – this is the maximum number of levels the class has and can be taken. Most are limited to 10 levels but a few have only 5 levels.
ACE PILOT
Requirements
Minimum Heroic Level: 5th
Proficiency: Vehicle (Spacecraft)
Feats: Vehicle Combat
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Reflex Defense, +2 class bonus to Fortitude Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the ace pilot selects a talent. This talent may be from the Expert Pilot or Gunner talent trees or from the Spacers talent tree (see Scoundrels in base classes).
Vehicle Dodge: You now how to avoid damage in a vehicle. Apply a dodge bonus to the Reflex Defense of any vehicle that you are piloting equal to your one-half you Ace Pilot class level, round down (so +1 to +5).
EXPERT PILOT TALENT TREE
Elusive Dogfighter: When engaged in a dogfight, an enemy pilot engaged in the same dogfight suffers an additional -5 to his attack rolls if you won that rounds Vehicle Operators check for ‘Attacking in a Dogfight’ (along with making attacks that round at a Disadvantage, see Vehicles and Starships section on Actions).
Full Throttle: You are at Advantage with your Vehicle operation checks when attempting to ‘Increase Vehicles Speed’’ (see Vehicles and Starships section on actions).
Juke: When an attacker that you can see hits a vehicles with an attack, you can use a bonus action to halve the attack's damage against you.
Keep it Together: When a vehicle you are operating takes damage that would cause it to suffer either a Reeling or Stunned Condition, you can use your Reaction to ignore this affect until the end of your next turn. You must complete a short or long rest before you can use this talent again.
Relentless Pursuit: When you are initiating a ‘Dogfight’ (see Vehicle and Starship actions) you have Advantage on your Vehicle operation check vs. the enemy vehicle to force one.
Vehicle Evasion: If the vehicle you are operating is hit by an Area of Effect attack, it takes half damage if the attack hits and no damage if the attack misses your vehicle. You cannot use this ability when your vehicle is stationary, stunned or disable.
GUNNER TALENT TREE
Dogfighter Gunner: While your vehicle is engaged in a dogfight, you are not at a Disadvantage on rounds where the vehicle operator lost the opposed operators check when ‘Attacking in a Dogfight’, if you are not the vehicles operator. Prerequisite: Expert Gunner.
Expert Gunner: You gain a +1 bonus on attack rolls and a +1 on damage rolls per die of weapon damage, made when using a vehicle weapon.
Quick Trigger: Whenever an enemy vehicle moves out of your space or adjacent space (for Starship scale) you may make a single Opportunity weapons attack against the vehicle as a Reaction. Prerequisite: Expert Gunner.
System Hit: Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the Stunned Condition instead of the normal Reeling Condition, onto it (recovers normally). Prerequisite: Expert Gunner.
BOUNTY HUNTER
Requirements
Minimum Heroic Level: 5th
Proficiency: Survival
Talents: at least two from the Awareness (Scout), or Misfortune (Scoundrel) or Commando (Soldier) talent trees (can mix and match if you wish)
Levels: up to 10 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +4 class bonus to Reflex Defense, +2 class bonus to Fortitude Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the bounty hunter selects a talent. This talent may be from the Bounty Hunter talent trees, or the Awareness (Scout), Misfortune (Scoundrel), or Commando (Soldier) talent trees.
Familiar Foe: By observing your enemy in combat, you know how to defeat him more easily. If you spend an Action observing an opponent in combat, you gain a bonus on your attack rolls against that specific target and a bonus to your Reflex Defense from attacks made by this specific opponent equal to one-half your Bounty Hunter class level, round down (+1 to +5). The effects last until you take your next short or long rest. You cannot use this ability until after your opponent has acted during the combat. You cannot gain the bonus of this talent again until after you next short or long rest.
BOUNTY HUNTER TALENT TREE
Hunter’s Mark: If you take the aim maneuver you can spend a Force Point to also ‘mark’ the target. For the remained of that combat (or until you next rest or if you are Incapacitated or reduced to 0 hp) if one of your ranged attacks that hits the target and do at least 1 pt. of damage, it acquires the Reeling condition. (recovers normal).
Hunter’s Target: As a Reaction, you designate an opponent that you can see. There after once per round, when you succeed on a melee or range attack against that opponent you gain a bonus on damage rolls equal to your Bounty Hunter class level. The bonus ends at your next rest or if you are Incapacitated or reduced to 0 hit points. You must complete a short or long rest to use this talent again. Prerequisite: Hunter’s Mark.
Notorious: Your skill as a bounty hunter is known throughout the underworld, even on fringe worlds. You have Advantage on Charisma (Intimidate) checks.
Nowhere to Hide: You have Advantage on Charisma (Gather Information) checks when looking for specific individuals or targets with bounties on their heads.
Relentless: Any effect originating from opponent whom is under your Hunter’s Target talent that would normally cause you to suffer a Reeling or Stunned condition, instead these attacks do not cause these conditions. Prerequisite: Hunter’s Mark, Hunter’s Target.
Ruthless Negotiator: You have Advantage on Charisma (Persuasion) checks (or any other Charisma check) when haggling over the price of a bounty or similar job. Prerequisite: Notorious
CRIME LORD
Requirements
Minimum Heroic Level: 5th
Proficiency: Deception, Persuasion.
Talents: at least one from the Fortune (Scoundrel), Lineage (Noble) or Misfortune (Scoundrel) talent trees
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Will Defense, +2 class bonus to Reflex Defense
Talents: At 1st level and every level thereafter, you select a Talent. The talent must be selected from the Infamy or Mastermind talent trees or the Influence (Noble) talent tree.
Command Cover: You can use your allies to shield you from harm. You gain a +1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your crime lord level, round down (+1 to +5)
INFAMY TALENT TREE
Inspire Fear I: Your infamy and reputation are such that any opponent whose level is equal to or less than your character’s level takes a -1 penalty on attack rolls and opposed skill check made against you, as well as Charisma (Use the Force) check made to activate Force Powers that target you. This is a mind-affecting feat effect.
Inspire Fear II: As Inspire Fear I, but the penalties increase to -2. Prerequisite: Inspire Fear I
Inspire Fear III: As Inspire Fear I and II, except that now not only do the opponents suffer these penalty to all rolls, but once a round, you can impose Disadvantage on one of these checks (the Crime Lord gets to decide which one). Prerequisite: Inspire Fear I, Inspire Fear II
Notorious: Your skill as a crime lord is known throughout the underworld, even on fringe worlds. When you are not in disguise or undercover, you have Advantage on Charisma (Intimidate) checks.
Shared Notoriety: When your minions invoke your name, others take note. If you have minions (see below) then have Advantage on Charisma (Intimidate) checks when they mention you. Prerequisite: Attract Minion, Notorious
MASTERMIND TALENT TREE
Attract Minions: You attract a loyal minion. The minion is a non-heroic character with a class level equal to ¾ of your character level, round down. You may select this talent more than once, gaining another minion. Your minions raise in levels as you do (at ¾ your level).
Impel Ally I: You can spend a Reaction to grant one ally that can see and hear you to also spend a Reaction and move up to his normal speed immediately. If you want you can also spend your Bonus and normal Action in a round granting up to two additional allies this same ability.
Impel Ally II: You can spend your Bonus and grant one ally that can see and hear you the ability to take an extra Action of any type on her next turn. The ally must use this extra Action on her next turn of the opportunity is wasted. Prerequisite: Impel Ally I.
ELITE TROOPER
Requirements
Minimum Heroic Level: 5th level (or 7th non-Heroic level)
Proficiency: Light and Medium Armor
Feats: Martial Arts I or Point Blank Shot
Talents: at least one from the Armor Specialist, Commando or Weapons Specialist talent trees (Soldiers).
Levels: up 10 levels.
Hit Dice: 1d12 (or 7) + Constitution modifier
Defense Bonuses: +4 class bonus to Fortitude Defense, +2 class bonus to Reflex Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the elite trooper selects a talent. This talent may be from the Weapon Master Talent tree or the Commando (Soldier) or Camouflage (Scout) talent trees.
Delay Damage: Elite troopers are the toughest individuals in the galaxy. An elite trooper can use a Reaction and choose to delay the effects of a single damaging attack, ability or effect used against him. The damage or effect does not take hold until the end of his next round. The elite trooper can use this ability again after completing a short or long rest.
Damage Reduction: While wearing any kind of armor, damage from all attacks are reduced by one-half your elite trooper class level, round down (1 to 5 points). This stacks with the Juggernaut talent, but only while wearing heavy armor.
WEAPON MASTER TALENT TREE
Advance: Veteran troopers know how to move in combat. As a bonus action you can take a Dash or Disengage action and your base move speed is +2 meters.
Controlled Burst: Your penalty when making an autofire attack or using the Burst Fire feat is reduced to -2. In addition, if you brace (see new combat modifiers) with an autofire only weapon you have no penalty on your attack roll.
Exotic Weapon Mastery: You are considered proficient with all exotic weapons.
Ferocity: Elite troopers can be ferocious fighters. As a Bonus action, add +1 weapon die to all your attacks in one round. You must complete a short or long rest to use this ability again. The Elite Trooper can take this Talent multiple times, allowing them to use this Talent again before complete a short or long rest.
Glory: Many elite troopers fight for honor & glory. When you reduce an opponent to 0 HP, your next attack roll is with Advantage. You must complete a short or long rest to use this ability again. The Elite Trooper can take this Talent multiple times, allowing them to use this Talent again before complete a short or long rest.
Greater Weapon Focus: Choose one exotic weapon or weapon group. You gain a +1 bonus on attack rolls with this chosen exotic weapon or weapon group (except lightsabers). This bonus stacks with the bonus granted by the Weapon Focus feat. You may select this talent multiple times, each time it is selected it applies to a different exotic weapon or weapon group. Prerequisite: Proficiency with weapon you are using, Weapon Focus feat with chosen exotic weapon or weapon group.
Greater Weapon Specialization: Choose one exotic weapon or weapon group (except lightsabers). You gain a +2 bonus on damage rolls with this choose exotic weapon or weapon group. This bonus stacks with the bonuses granted by the Weapon Specialization talent. You may select this talent multiple times, each time it is selected it applies to a different exotic weapon or weapon group. Prerequisite: Proficiency with weapon you are using, Greater Weapon Focus talent and Weapon Focus feat with chosen exotic weapon or weapon group, Weapon Specialization talent with chosen exotic weapon or weapon group.
FORCE ADEPT
Requirements
Minimum Heroic Level: 5th
Proficiency: Use the Force
Feats: Force Sensitivity
Talents: Any one Force Talents.
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Will Defense, +2 class bonus to Reflex Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the force adept selects a talent. This talent may be from the Dark Side Devotee, Force Adept, or Force Item talent trees.
Force Technique: At every even-number level (2nd, 4th, 6th, etc.) in force adept you gain one Force Technique.
DARK SIDE DEVOTEE TALENT TREE
Channel Aggression: Any time you attack a target with Advantage, you may spend a Force Point after a successful attack and deal additional damage to the target equal to 1d6 per force adept class level (max 10d6).
Channel Anger: You let your anger swell into a rage. As a Bonus action you can spend a Force Point and gain a +2 rage bonus on melee attack rolls and melee damage rolls for a number of rounds equal to 5 + your Constitution modifier. At the end of this duration you gain one level of Exhaustion. While raging you cannot use skills or abilities that require patience or concentration. Prerequisite: Channel Aggression.
Crippling Strike: Whenever you score a critical attack roll, you also reduce the target’s speed by half (if you score a critical on the same target again then their Move is reduced to 0 or crawling only). This is a persistent condition that lasts until the target has been fully healed (back to maximum hit points). Prerequisite: Channel Aggression.
Embrace the Dark Side: Whenever you use a Force Power with the [dark side] descriptor you can use a Bonus action to gain Advantage on your Charisma (Use the Force) check with this power. Upon choosing this talent you can no longer use Force powers with the [light side] descriptor. Prerequisite: Channel Aggression, Channel Anger.
FORCE ADEPT TALENT TREE
Force Power Adept: You are skilled at using a particular Force power. Select one Force power you know. When using that Force Power you have the option of spending a Force Point to gain Advantage on your Charisma (Use the Force) check (and then adding the Force die result to the end of either die results). You may select this talent multiple times, each time it applies to a different Force power.
Force Treatment: You can make a Charisma (Use the Force) check instead of a Wisdom (Medicine) check for stabilizing etc. and you gain the benefits of a Medical kit without having one.
Fortify Body: The Force shields you against ailments. You are now immune to disease, poisons, toxins and radiation. You also take 1/2 damage from all 'energy-form' Force powers (i.e. Force Lightning, etc.) Prerequisite: Equilibrium
FORCE ITEM TALENT TREE
Attune Weapon: You can spend a Force Point to attune a melee weapon. Attuning a weapon takes an Action, but it remains attuned to you thereafter so long as you 'interact' with it at least once a day. From that point forward, whenever you wield the attuned weapon you gain a +1 force bonus on attack rolls. This bonus works for you alone. This weapon also gains the property allowing it to ‘parry’ lightsabers.
Empower Weapon: You can spend a Force Point to empower a melee weapon. Empowering a weapon takes an Action, but it remains empowered to you thereafter so long as you 'interact' with it at least once a day. From that point forward, whenever you wield the empowered weapon it deals one additional weapon die of damage. This bonus works for you alone. This weapon also gains the property allowing it to ‘parry’ lightsabers.
Force Talisman: You may spend a Force Point to imbue a weapon or some other portable object with the Force, creating a talisman that provides protection to you. Creating the talisman takes an Action. While you wear or carry the talisman on your person you gain a +1 Force bonus to your defenses (Reflex, Fortitude and Will). You may only have one Force Talisman active at any given time, and if your Force Talisman is destroyed or lost you may not create another until after a long rest.
Greater Force Talisman: As Force Talisman above, except now your Talisman also grants a +1 Force bonus too all of your ability and skill checks. Prerequisite: Force Talisman.
FORCE DISCIPLE
Requirements
Minimum Heroic Level: 10th
Proficiency: Use the Force
Feats: Force Sensitivity
Talents: Any two talents from the Dark Side Devotee, Force Adept or Force Item talent tree.
Force Powers: Farseeing
Force Techniques: Any one
Levels: up to 5 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +6 class bonus to Will Defense, +3 class bonus to Reflex Defense
Indomitable: You are immune to mind-affecting effects.
Prophet: Each time you gain a level in this class, you receive +2 additional Force Points (over what you would normally get for your level). In addition, you may sacrifice these extra Force Point after gaining a class level. If you choice to do so you instead receive a prophetic vision from the Force. The content of this vision is instantaneous and determined by the GM
Talents: At every odd-number levels (1st, 3rd and 5th) the force disciple selects a talent. This talent may be from any Force Adept or basic Force Talent tree.
Force Secret: You have glimpsed an eternal truth through your contemplation of the Force. At 2nd level and every Force Disciple level after that you gain one Force Secret.
GUNSLINGER
Requirements
Minimum Heroic Level: 5th
Proficiency: Pistol
Feats: Point Blank Shot, Precise Shot, Quick Draw.
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Reflex Defense, +2 class bonus to Will Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the gunslinger can select a talent. This talent may be selected from the Gunslinger talent tree or the Fortune (Scoundrel) or Awareness (Scout) talent trees.
Trusty Sidearm: Gunslingers gain a bonus on damage rolls equal to one-half, round down, their gunslinger class level when wielding a pistol. This damage is in addition to the character’s usual heroic level bonus to damage and from feats or talents such as weapon specialization.
GUNSLINGER TALENT TREE
Debilitating Shot: If you aim before making a range attack, you can spend a Bonus action and if your attack hits, you automatically impose the Reeling condition onto the target (recovers normally) in addition to normal damage.
Deceptive Shot: Select one target that you can see and is within 12 meters. You can spend a Bonus action and make a Charisma (Deception) check. If your check meets or exceeds the target’s Will Defense you have Advantage against the target with ranged weapon attacks until the start of your next turn.
Improved Quick Draw: If you are carrying a pistol (either in your hand or holstered) you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised (roll initiative as normal for when this attack happens). If you are not surprised you can make a single weapon ranged attack at the very beginning of the surprise round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This only applies to the surprise or first round of combat. After that you react normally on your initiative.
Knockdown Shot: If you aim before making a ranged attack, you can spend a Bonus action and if your attack hits, you knock the target prone in addition to dealing normal damage. You can’t use this talent to knock down targets that are up to two sized categories larger then you are.
Quick Shot: Whenever you take the Attack action to make a weapon attack with a pistol, you can attack one additional time, instead of once, on your turn. This stacks with Double and Triple attack.
Ranged Disarm: You can disarm an opponent using a range attack. When you strike a creature with a ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength check DC vs. the damage that you dealt (you can add your Intelligence modifier to the DC). On a failed check, it drops one object of your choice at its feet. Prerequisite: Intelligence 13+.
Trigger Work: You take no penalty on weapon ranged attack when using the Double-Tap feat.
JEDI KNIGHT
Requirements
Minimum Heroic Level: 5th
Proficiency: Lightsabers, Use the Force
Feats: Force Sensitivity
Special: You must have built your own lightsaber (see Jedi) and you must be a member of the Jedi tradition.
Levels: up to 10 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +2 class bonus to Fortitude Defense, Reflex Defense, and Will Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the Jedi Knight can select a talent. This talent may be selected from the Duelist or Lightsaber Form talent trees, or from the Armored Specialist (Solider) or any of the Jedi talent trees.
Force Technique: At every even-number level (2nd, 4th, 6th, etc.) in Jedi knight you gain one Force Technique.
DUELIST TALENT TREE
Force Fortification: As a Reaction, you can spend a Force Point to negate a critical hit score against you and take normal damage instead. You can spend this Force Point even if you have already spent a Force Point this round.
Greater Weapon Focus (lightsaber): You gain a +1 bonus on melee attack rolls with lightsabers. This bonus stacks with the bonus granted by Weapon Focus (lightsaber) feat. Prerequisite: Weapon Focus (lightsaber)
Greater Weapon Specialization (lightsaber): You gain a +2 bonus on melee damage rolls with a lightsaber. This bonus stacks with the bonus grants by Weapon Specialization (lightsaber). Prerequisite: Greater Weapon Focus (lightsaber), Weapon Focus (lightsaber), Weapon Specialization (lightsaber).
Rapid Attack (lightsaber): Whenever you take the Attack action to make a weapon attack with a lightsaber, you can use your Bonus action to make another melee attack with the same bonuses or penalties of your base melee attacks.
Severing Strike: When you deal damage with a lightsaber that is equal to or greater then both the target’s current hit points and the target’s damage threshold, you can choose to use this talent. Instead of dealing full damage, you instead deal half damage and the target automatically gains the Stunned condition. In addition you sever one of the target’s arms at the wrist or elbow joint or one of the target’s legs at the knee or ankle joint (your choice). Severing part of an arm puts the target at Disadvantage for Strength and Dexterity skill and ability checks. Severing part of a leg knocks the target prone, reduces the target’s speed by half and imposes Disadvantage for Strength and Dexterity skill and ability checks. These effects are persistent, although a target can learn to somewhat compensate and lose the Disadvantage on skills and ability checks that can be performed one handed (GM’s call). Otherwise the only way to remove these persistent conditions is with a cybernetic replacement.
LIGHTSABER FORM TALENT TREE
Ataru: When using a lightsaber as a Finesse weapon (Dexterity modifier for attack and damage) you gain a +2 bonus on damage rolls with a lightsaber, +4 if using it two-handed.
Djem So: When a creature hits you with a melee attack and you are wielding a lightsaber, you can spend a Force Point and use your Reaction to make an immediate melee attack against the creature.
Jar’Kai: When you use the Lightsaber Defense talent you gain an additional +2 deflection bonus to your Reflex Defense when you are wielding two lightsabers. This stacks with the bonuses you gain from Lightsaber Defense and Niman. Prerequisite: Lightsaber Defense, Niman.
Juyo: You may spend one Force Point and designate a single enemy that you can see. Until your next short or long rest, the first attack roll each round against this opponent is at Advantage. You can designate a new target of this talent after a short or long rest. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, heroic level 10.
Makashi: When wielding a single lightsaber in one hand, you gain a +2 deflection bonus to your Reflex Defense. This bonus stacks with the bonus you gain from Lightsaber Defense. Prerequisite: Lightsaber Defense.
Niman: When wielding a lightsaber you gain a +1 bonus to your Fortitude, Reflex and Will Defense. This stacks with the bonus you gain from Lightsaber Defense.
Shien: Whenever you redirect a deflected blaster bolt you do so with Advantage on the ranged attack roll. Prerequisite: Deflect, Redirect Shot
Shii-Cho: When wielding a lightsaber in both hands, and you have already used your Reaction to re-direct a blaster bolt, you can re-direct on additional bolt that has missed you before the start of your next turn. Prerequisite: Deflect, Redirect Shot
Sokan: When making Dexterity (Acrobatics) checks, treat all rolls 9 or less as if you had rolled a 10. Additionally, when you tumble through a space occupied by an enemy it is not considered difficult terrain. Prerequisite: Acrobatic Recovery.
Trákata: By harnessing the unique characteristics of a lightsaber you can catch an opponent off guard by quickly shutting off and reigniting the blade. When wielding a lightsaber you may spend your Bonus action to make a Charisma (Deception) check vs. one opponents Will Defense. If you meet or exceeded it, until the start of your next turn all of your attacks against this opponent have Advantage. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, heroic level 12.
Vaapad: When attacking with a lightsaber you damage increases by one weapon damage die (standard lightsaber does 3d8 damage, short 3d6 damage, etc.). Prerequisite: Juyo, Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, heroic level 12.
JEDI MASTERS
Requirements
Minimum Heroic Level: 10th
Proficiency: Lightsaber, Use the Force
Feats: Force Sensitivity
Force Techniques: Any one
Special: You must be a member of the Jedi Order.
Levels: up to 5 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +3 class bonus to Fortitude Defense, Reflex Defense and Will Defense.
Fearless: You are immune to fear effects.
Serenity: You may enter a brief meditative state as an Action. You may remain in this trance as long as you wish, and you are still aware of your surroundings. Upon emerging from the trance as a Bonus action you first attack roll or Charisma (Use the Force) check made is considered to be a natural 20.
Talents: At every odd-number levels (1st, 3rd and 5th) the Jedi master selects a talent. This talent may be from Duelist talent tree or any Force talent tree.
Force Secret: You have glimpsed an eternal truth through your contemplations of the Force. At 2nd level and every Jedi Master level after that you gain one Force Secret.
OFFICER
Requirements
Minimum Heroic Level: 5th
Proficiency: Initiative
Talents: At least one talent from the Leadership (Noble) or Commando (Soldier) talent tree.
Special: Must belong to an organization with a military or paramilitary division.
Levels: up to 10 levels.
Hit Dice: 1d8 (or 5) + Constitution modifier
Defense Bonuses: +4 class bonus to Will Defense, +2 class bonus to Reflex Defense
Talents: At every odd-number levels (1st, 3rd, 5th, etc.) the officer can select a talent. This talent may be selected from the Military Tactics talent tree or the Leadership (Noble) or Commando (Soldier) talent trees.
Command Cover: You can use your allies to shield you from harm. You gain a +1 cover bonus to your Reflex Defense for each ally that is adjacent to you, up to a maximum bonus equal to one-half your officer level, round down (+1 to +5).
Share Talent: At every even-number level in officer, choose a talent that you already possess. The talent you select must be under the Influence (Noble), the Inspirational (Noble) the Commando (Soldier) or the Military Tactics talent tress. As a Bonus action you can impart the benefits to one or more allies, effectively granting this talent (even if they don’t meet the prerequisites). An ally must be within 20 meters of you and be able to see and hear you to gain the talent. Once gained the benefits last until the ally’s next short rest. You can share the talent with a number of allies equal to one-half, round down, your officer level. Each time you gain the ability, it applies to a different talent. A 10th level officer has five different talents that she can share with up to five allies at a time. You must complete a long rest to regain the use of this ability (if you have multiple shared talents one long rest regains the use of all of them).
MILITARY TACTIC TALENT TREE
Assault Tactics: As a Bonus action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear you and understand you, deal an additional +1d6 points of damage on to the target with each successful melee or ranged attack, until the start of your next turn. This is a mind-affecting effect.
Deployment Tactics: You use your tactical knowledge to direct allies in battle. As a Bonus action you and all allies who can see, hear and understand you gain a +1 competence bonus on attack rolls that are made with Advantage or a +1 dodge bonus to Reflex Defense against Opportunity attacks, your choice (but everyone gains the same bonus), until the start of your next turn. This is a mind-affecting effect. If you have the Born Leader talent (Nobles) or the Battle Analysis talent (Soldier) the bonus granted by this talent increases to +2.
Field Tactics: You know how to use existing terrain to the best advantage. If you use your Bonus action, you and all your allies whom can hear and understand you within 20 meters improve any Cover bonus they gain by +2 (5th ed. pg. 196, but also see Houserules). This bonus last until the start of your next turn. This is a mind-affecting effect. Prerequisite: Deployment Tactics.
One for the Team: As a Reaction, you can choose to take one-half or all of the damage dealt to an adjacent ally from a single attack. Similarly, as a Reaction, an adjacent ally can choose to take one-half or all of the damage dealt to you by a single attack (even if he does not have this talent). Prerequisite: Deployment Tactics.
Outmaneuver: An officer has learned to counter the tactics of his enemies. As an Action, enemies that you can see lose all competence, insight and morale bonuses on attack rolls, as well as any dodge bonus to Reflex Defense until the start of your next turn. If one or more officers can see, the highest level one you they can attempt an opposed Charisma (Persuasion) check. If her check is higher than yours, your attempt to outmaneuver your enemies fails. Prerequisite: Deployment Tactics, Field Tactics.
Shift Defense I: As a Bonus action you can take a -2 penalty to one defense (Reflex, Fortitude or Will) and gain a +1 competence bonus to another defense until the start of your next turn.
Shift Defense I: As a Bonus action you can take a -5 penalty to one defense (Reflex, Fortitude or Will) and gain a +2 competence bonus to another defense until the start of your next turn. Prerequisite: Shifting Defense I
Shift Defense III: As a Bonus action you can take a
-5 penalty to two defense (Reflex, Fortitude or Will) and gain a +5 competence bonus to the remaining defense until the start of your next turn. Prerequisite: Shifting Defense I, Shifting Defense II
Tactical Edge: You can use Assault Tactics, Deployment Tactics or Field Tactics requiring no action on your turn, provided you have the talent in question.
SITH APPRENTICE
Requirements
Minimum Heroic Level: 5th
Proficiency: Lightsaber, Use the Force
Feats: Force Sensitivity
Dark Side Score: Your Dark Side Score must be equal to your Wisdom score. If your Dark Side Score even becomes less than your Wisdom score you loss access to all class features granted by this class (including talents) until your Dark Side Score again equals your Wisdom score.
Special: You must be a member of the Sith tradition.
Levels: up to 10 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +2 class bonus to Fortitude Defense, Reflex Defense, and Will Defense
Talents: At evert odd-number levels (1st, 3rd, 5th, etc.) the sith can select a talent. This talent may be selected from the Sith talent tree, the Duelist or Lightsaber Form (Jedi Knights) talent trees, or from the Armored Specialist (Solider) or Lightsaber Combat (Jedi) talent trees.
Force Technique: At every even-number level (2nd, 4th, 6th, etc.) in sith apprentice you gain one Force Technique.
SITH TALENT TREE
Cloud Thoughts: You impose Disadvantage on all Wisdom (Insight) checks and Charisma (Use the Force) mind-affecting power checks targeting you and also to avoid Force detection (as Clear Mind).
Dark Healing: You can spend a Force Point to heal wounds by drawing the life energy from another creature within 12 meters of you. You use an Action and you must succeed on a ranged attack roll (that you are considered proficient with). If the attack roll equals or exceeds the target’s Fortitude Defense, you deal 1d6 points of damage per sith class level to the target and heal the sith an equal amount. If the attack fails, there is no effect.
Dark Scourge: You have dedicated your life to wiping out the Jedi Order and your hatred of them knows no bounds. Against anyone with Jedi levels, who are not ‘Consumed by Darkness’ (see Houserules), you gain a +2 dark side bonus to your attack and damage rolls vs. them.
Dark Side Adept: Force powers that are strongly tied to the dark side flow through you more easily. You gain a +2 Force bonus to your Charisma (Use the Force) skill check to activating any power with the [dark side] descriptor.
Force Deception: You can use your Charisma (Use the Force) check instead of your Charisma (Deception) check modifier.
Improved Dark Healing: You dark healing ability improves such that the range increases to 24 meters and even if the attack roll fails the target take half damage while you heal an equal amount. Prerequisite: Dark Healing
Wicked Strike: When you score a critical hit with a lightsaber you may spend a Force Point and automatically impose the Stunned condition to the target. They recover at the start of your next turn. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent.
SITH MASTER
Requirements
Minimum Heroic Level: 10th
Proficiency: Lightsaber, Use the Force
Feats: Force Sensitivity
Force Techniques: Any one
Dark Side Score: Your Dark Side Score must be equal to your Wisdom score. If your Dark Side Score even becomes less than your Wisdom score you loss access to all class features granted by this class (including talents) until your Dark Side Score again equals your Wisdom score.
Special: You must be a member of the Sith tradition.
Levels: up to 5 levels.
Hit Dice: 1d10 (or 6) + Constitution modifier
Defense Bonuses: +3 class bonus to Fortitude Defense, Reflex Defense and Will Defense.
Fearless: You are immune to fear effects.
Talents: At evert odd-number levels (1st, 3rd and 5th) the sith master selects a talent. This talent may be from the Sith talent tree (Sith Apprentice), or any Force talent tree.
Temptation: You are adept at using Dun Möch, an ancient and vile technique for tempting other to tap into the dark side of the Force. As an Action, make a Charisma (Persuasion) check vs. a single target that you can see. If you equal or exceed their Will Defense the target is filled with fear and anger, briefly giving into the dark side. If the spend a Force Point before the end of your next turn, it must either add 1 point to its Dark Side Score or add the Reeling Condition and it is overcome with doubt and remorse. If the target spends a Destiny Point before the end of your next turn it instead must add 1d4+1 points to its Dark Side Score or add the Stunned Condition (this lasts until the start of you next turn).
Force Secret: You have glimpsed an eternal truth through your contemplations of the Force. At 2nd level and every Sith Master level after that you gain one Force Secret. [/sblock]
[sblock=GM Section]Creating Non-Heroic characters, Creatures and Constructs.
NONHEROIC CHARACTERS
Game Rule Information
Hit Dice: at each level non-heroic characters gain 1d4 hit points + constitution modifier.
Force Points: Non-heroic character do not gain Force Points
PROFICIENCIES
Armor and Weapons: Simple Weapons plus one either of Martial Weapons, Pistol, Rifle, Heavy Weapons, or Light Armor
Skills and Tools: Any two of choice
Backgrounds: gain one of the skills, tools and languages for a basic backgrounds (for Droids use their Degree as their background and pick one of their listed ones).
Non-Heroic characters gain normal Proficiency bonuses for their level, Feats (at 1st, 3rd, 5th, etc.), and Attribute bonuses (at 4th, 8th, etc.) as normal.
Non-Heroic character have 16 points (13 points for Droids) to assign to attributes, as there are no standard templates, although if you want to assign one use the following – 12, 12, 12, 10, 10, 10 (or 12, 12, 11, 10, 10 for droids).
BEASTS AND CONSTRUCTS (DROIDS)
Use the rules Size (pg. 274) from Saga for attribute modifiers but from 5th ed. for the Hit Dice type. Also see Houserules above for Damage Threshold updates. Stealth modifiers are ½ (round up) the listed bonus or penalty.
Use the rules for Natural Armor (very dependent on the individual creature) and Natural Weapons (see size for base damage based on the creature’s size. This is for ‘base’ attacks. Predator creatures can increase the die type of these attacks by at least one (some fearsome or alpha predator should increase the amount by two dice steps).
Species Traits
Airborne: creatures have advantage on Dexterity (Initiative) skill checks.
Aquatic: creatures cannot drown in water. Also they have advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the creature treats these rolls at if they rolled a 10. They also gain Low-Light Vision (see Species notes about)
Arctic: creatures have advantage on Wisdom (Perception) and (Survival) skill checks but only in cold/artic environments.
Desert: creatures have advantage on Wisdom (Perception) and (Survival) skill checks but only in hot/desert environments.
Subterranean: creatures have advantage on Wisdom (Perception) rolls. They also have darkvision minimum of 60 meters. [/sblock]
For the first character set I would like to use the Array from page 13 in the PHB 5th, but a bit tougher, instead 15, 14, 13, 12, 11, and 10. If you really want to use the Point Buy you can but you still only get 27 points to spend on your attributes. Per Saga, everyone starts with a Feat at first level and then add a class (that grants you a Talent). You don’t need to have the Saga rules except for other equipment and vehicles but we can work that out as we go also.
The game will be set a few months after the signing of the Treaty of Coruscant. The galactic republic has been divided into half between the Republic and the Sith Empire.
The player characters are a band of young heroes whom have been tasked with helping stop a possible massacre on the Mid-Rim World of Dathomir (note that this is pre-Nightwitch days by a couple of thousand years). The republic is trying to stop the slaughter of the native species, the Kwi by mercenaries hired by the miners under Czerka Corporation (an intergalactic corporation, very powerful and wide reaching at this time). The miners have been using the Kwi as domesticated animals and beasts of burdens as they did not know they were sentient. The Kwi are very primitive and their form of communication is so bizarre and complex that no one recognized it as a form of speech. Recently though the miners discovered a new deposit of industrial crystals in one of the many heavily forested mountain ranges and set up mining camps there. Then the Kwi started attacking these camps (with spears and bows) and Czerka brought in bounty hunters and mercenaries to “deal with the problem”. About then, members of the Republic Survey Corps discovered that the Kwi were sentient and have sent back urgent messages requesting help.
With the present state of the Republic in shambles do their war with the Sith Empire and the Shacking of Coruscant, they don’t have the resources to deal with such a minor world out on the Rim and have hired the heroes to deal with it. A Jedi padawan would be sent along as part of their trails and tests to becoming a Jedi. Others would be sent for various reasons. The Republic has hired a tramp freighter to transport the group to Dathomir and back but the ship will have little to no weapons and its pilot will not risk it in any kind of combat...
The present Heroes are…
Cal Domaru, a Human Scout/Bounty Hunter (Naturalist) and doctor (played by Forged Fury)
This Gand, a Gand Soldier/Elite Trooper/Jedi (Tech Sage) and scholar (played by Binder Fred)
Kacela Nejis, a Twi’lek Jedi Knight (Acolyte) (played by Shayuri)
Jinahna Daru, a Human ex-mercenary Fringer/Jedi/Force Adept (Scout/Mercenary) (played by Sezarious)
Jor Dan, a Miraluka Jedi/Force Adept (Acolyte?) (played bytglassy)
The lost but not forgotten...
Reks Seviir, a Human Jedi (Acolyte) (played by Trogdor199)
Some good background information on the setting can be found with the following vidoes…
Star Wars: The Old Republic Mini-Movies
And Old Republic Timeline
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