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Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]
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<blockquote data-quote="GreenKarl" data-source="post: 6921718" data-attributes="member: 6801242"><p>Here is my best guess on everyone...</p><p></p><p><strong>Name</strong>: Kacela Nejis</p><p>Medium Twi'lek Jedi 5</p><p><strong>Init</strong>: +3; <strong>Perception</strong>: +1 (passive 11)</p><p><strong>Languages</strong>: Basic, Ryl</p><p><strong>Force Points</strong>: 10 (1d4+1, also can spend 2 FP for one roll)</p><p>–––––––––––––––––––––––––</p><p><strong>Defenses</strong>: Fort 17 Ref 17 Will 18</p><p><strong>Hit Points</strong>: 59</p><p>–––––––––––––––––––––––––</p><p><strong>Spd </strong>12 meters</p><p><strong>Melee </strong>+6 (lightsaber)</p><p><strong>Ranged </strong>+6</p><p><strong>Base Proficiency Bonus</strong>: +3</p><p>–––––––––––––––––––––––––</p><p><strong>Abilities </strong>Str 10, Dex 16, Con 12, Int 11, Wis 13, Chr 18</p><p><strong>Talents</strong>:</p><p>1 Lightsaber Defense (+1 all defenses when lightsaber is ignited and held at ready)</p><p>2 Clear Mind</p><p>3 Dark Side Sense </p><p></p><p><strong>Feats</strong>:</p><p>B Force Sensitive</p><p>B Force Training</p><p>2 Skill Expertise: Use the Force</p><p>3 Force Boon</p><p>4 Action Surge </p><p></p><p><strong>Racial</strong></p><p>- Adv on Charisma (Deception)</p><p>- +2 Fort defense</p><p>- Low Light Vision</p><p></p><p><strong>Skills</strong>:</p><p>Persuasion +7</p><p>Insight +4</p><p>Supernatural +3</p><p>Use the Force +10</p><p></p><p><strong>Force Powers</strong>: </p><p>- Move Object </p><p>- Negate Energy</p><p>- Force Slam </p><p>- Surge</p><p><strong>Force Techniques</strong>: </p><p></p><p><strong>Proficiencies</strong></p><p>Armor: None</p><p>Weapons: Simple, Lightsabers</p><p>Tools: Land vehicles (speeders) +6</p><p></p><p><strong>Background</strong></p><p>Jedi Acolyte</p><p></p><p><strong>Equipment</strong>: </p><p>Lightsaber, +6 atk, 2d8+5 slash/energy</p><p>Holdout blaster pistol w/extra cell, +3 atk, 3d4+5 energy, 6 shots, 40/160 rng</p><p>Short-range commlink</p><p>Aquata Mask</p><p>Field kit</p><p>- Canteen</p><p>- Water filter</p><p>- Sunshield</p><p>- Rations (1 week)</p><p>- 2 glow rods</p><p>- Breather mask (24 filters)</p><p>Jedi Icon</p><p>Credstick: 300</p><p></p><p></p><p></p><p> </p><p><strong>Jihahna Darut - Human ex-mercenary Fringer</strong></p><p>Human (Mercenary [Soldier])</p><p>Scout 2nd level - Soldier 2nd level – Jedi 1st level</p><p></p><p>Fortitude: 18, Reflex: 19, Will: 16</p><p>Hit Points: 57 (HD 2d8, 3d10), Damage Threshold: 17, Second Wind: 1d10+7</p><p>Speed: 12 meters </p><p>STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 11 (+0), CHA 12 (+1)</p><p>Force Points 7 (1d8+1 and can spend two FP on one roll)</p><p></p><p>Proficiency: Simple Weapons, Martial Weapons, Pistols, Rifles, Advanced melee weapons, Heavy weapons.</p><p></p><p>Tools:</p><p>(Class) Mechanics +4</p><p>(Class) Electronics +4</p><p>(Background) Slicer +4</p><p>(Background) Vehicle (speeders +6).</p><p></p><p>Skills:</p><p>(class) Athletics +5</p><p>(class) Initiative +5</p><p>(Class) Insight +3</p><p>(Race) Use the force +4</p><p>(background) Survival +3</p><p>(background) Perception +3</p><p></p><p>Feats:</p><p>-Point Blank Shot (+1 to hit and damage within normal range of weapon)</p><p>-Force Sensitivity</p><p>-Shake it Off (free; have advantage to recover from reeling condition)</p><p>-Strong in the Force (force die increase to 1d8+1 and can spend two on one roll)</p><p>-Improved Defense (+1 to all of your Defense scores)</p><p>-Parry (as a Reaction, you substrate 1d10+str mod +level/+7 from any one melee attack that just hit you).</p><p> </p><p></p><p>Talents:</p><p>-Control - Damage Reduction (spend a Force Point as an Action and gain Resistance for 1 minute/10 rounds)</p><p>-Melee Smash (+1 to all melee damage)</p><p>-Battle Meditation (as an Action, spend a Force Point to give all allies with 12m of you a +2 force bonus on all attacks, skills and ability rolls and a +2 force bonus to Will defense. This bonus last until you take your next rest or move more than 12m away. Also lose the bonus if you are <em>Incapacitated</em> or reduced to 0 hit points)</p><p></p><p>Senses: passive perception 13</p><p>Languages:</p><p>-Basic</p><p>-Huttesse</p><p></p><p>Gear:</p><p></p><p>Blaster carbine (hit +6, (+7 point blank) damage 3d8+5 (+6 point blank) energy, ammo 50 power cell, folding stock, range 60/600 or 40/160 with stock folded, reload, stun damage, Wt. 2.5kg; or auto-fire: hit +1, damage 3d8+2 (+3 point blank), area affect 4x4meters), with two extra power cells (Wt. 0.2kg)</p><p></p><p>Vibro-Bayonet (hit +5, damage 2d8+6 piercing, Wt. 1kg, dagger when not attached to carbine, one additional bayonet (hit +5, damage 1d4+6, thrown hit +5, damage 1d4+6, range 10/30). Field kit (Wt. 10kg), comlink (short ranged) (Wt. 0.1kg) Common clothing, credstick with 50 credits, Mechanics tool kit (Wt. 1kg), Splicer Kit (Wt. 1kg)</p><p>Advanced Splicer kit (either grants you proficiency or grants Advantage on roll). </p><p></p><p></p><p></p><p> </p><p><strong>Reks Seviir</strong></p><p>Medium-Sized Human Jedi (Acoylte) 5 </p><p>Force Points: 7/7 (1d4+1) </p><p>Initiative: +4</p><p>Passive Perception: 11 Languages: Basic, Binary</p><p>-----------------------------</p><p>Defenses: </p><p>Fortitude 16, Reflex 19, Willpower 16</p><p>Hit Points: 64</p><p>Threshold 16 </p><p>(Second Wind: 1d10+7)</p><p>-----------------------------</p><p>Proficiency: +3</p><p>Speed: 12 Meters</p><p>Proficiency: Lightsaber, Simple Weapons, Tools (Electronics +3)</p><p>----------------------------</p><p>Combat Options:</p><p>Dual Lightsabers: +8 to hit, 2d8+6 energy/slashing damage (finesse, light, ignores hardness, can use bonus action to make off-hand weapon attack).</p><p>Heavy Blaster Pistol +7 to hit, 3d8+6 energy damage (Wt. 1.5kg, Military, Ammo 50 cell, Range 40/160, stun setting)</p><p>-----------------------------</p><p>STR 11, DEX 16, CON 14, INT 10, WIS 12, CHA 14</p><p>Talents: Lightsaber Defense (when wielding an ignited lightsaber you gain +1 to all defenses), Throw Lightsaber (range 10/30, can attempt Use the Force DC12/15 with two lightsabers, to call them back to hands as a free action), Damage Resistance (spend a Force Point as an Action and gain Resistance for 1 minute/10 rounds. Cannot be maintained). </p><p>Feats: Action Surge (gain another Action that turn, must complete a short or long rest to use again), Dual Weapon (when wielding a melee weapon in each hand add +1 Reflex Defense), Dual Weapon Mastery (add ability modifier to off-hand attack damage), Force Sensitive, Martial Arts (unarmed does 1d6, +1 Reflex), Weapon Focus-Lightsabers (+1 to attack rolls with lightsabers)</p><p>Skills: Acrobatics (+7), Insight (+4), Persuasion (+5), Supernatural (+3), Use the Force (+5)</p><p>-----------------------------</p><p>Possessions: Lightsabers, Short-range comlink, Breath mask, Field kit, Jedi icon, Datapad, Jedi Robes, Common clothing, credstik 10credits</p><p>2 Medikits, Heavy Blaster Pistol with extra power cell.</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 6921718, member: 6801242"] Here is my best guess on everyone... [B]Name[/B]: Kacela Nejis Medium Twi'lek Jedi 5 [B]Init[/B]: +3; [B]Perception[/B]: +1 (passive 11) [B]Languages[/B]: Basic, Ryl [B]Force Points[/B]: 10 (1d4+1, also can spend 2 FP for one roll) ––––––––––––––––––––––––– [B]Defenses[/B]: Fort 17 Ref 17 Will 18 [B]Hit Points[/B]: 59 ––––––––––––––––––––––––– [B]Spd [/B]12 meters [B]Melee [/B]+6 (lightsaber) [B]Ranged [/B]+6 [B]Base Proficiency Bonus[/B]: +3 ––––––––––––––––––––––––– [B]Abilities [/B]Str 10, Dex 16, Con 12, Int 11, Wis 13, Chr 18 [B]Talents[/B]: 1 Lightsaber Defense (+1 all defenses when lightsaber is ignited and held at ready) 2 Clear Mind 3 Dark Side Sense [B]Feats[/B]: B Force Sensitive B Force Training 2 Skill Expertise: Use the Force 3 Force Boon 4 Action Surge [B]Racial[/B] - Adv on Charisma (Deception) - +2 Fort defense - Low Light Vision [B]Skills[/B]: Persuasion +7 Insight +4 Supernatural +3 Use the Force +10 [B]Force Powers[/B]: - Move Object - Negate Energy - Force Slam - Surge [B]Force Techniques[/B]: [B]Proficiencies[/B] Armor: None Weapons: Simple, Lightsabers Tools: Land vehicles (speeders) +6 [B]Background[/B] Jedi Acolyte [B]Equipment[/B]: Lightsaber, +6 atk, 2d8+5 slash/energy Holdout blaster pistol w/extra cell, +3 atk, 3d4+5 energy, 6 shots, 40/160 rng Short-range commlink Aquata Mask Field kit - Canteen - Water filter - Sunshield - Rations (1 week) - 2 glow rods - Breather mask (24 filters) Jedi Icon Credstick: 300 [B]Jihahna Darut - Human ex-mercenary Fringer[/B] Human (Mercenary [Soldier]) Scout 2nd level - Soldier 2nd level – Jedi 1st level Fortitude: 18, Reflex: 19, Will: 16 Hit Points: 57 (HD 2d8, 3d10), Damage Threshold: 17, Second Wind: 1d10+7 Speed: 12 meters STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 11 (+0), CHA 12 (+1) Force Points 7 (1d8+1 and can spend two FP on one roll) Proficiency: Simple Weapons, Martial Weapons, Pistols, Rifles, Advanced melee weapons, Heavy weapons. Tools: (Class) Mechanics +4 (Class) Electronics +4 (Background) Slicer +4 (Background) Vehicle (speeders +6). Skills: (class) Athletics +5 (class) Initiative +5 (Class) Insight +3 (Race) Use the force +4 (background) Survival +3 (background) Perception +3 Feats: -Point Blank Shot (+1 to hit and damage within normal range of weapon) -Force Sensitivity -Shake it Off (free; have advantage to recover from reeling condition) -Strong in the Force (force die increase to 1d8+1 and can spend two on one roll) -Improved Defense (+1 to all of your Defense scores) -Parry (as a Reaction, you substrate 1d10+str mod +level/+7 from any one melee attack that just hit you). Talents: -Control - Damage Reduction (spend a Force Point as an Action and gain Resistance for 1 minute/10 rounds) -Melee Smash (+1 to all melee damage) -Battle Meditation (as an Action, spend a Force Point to give all allies with 12m of you a +2 force bonus on all attacks, skills and ability rolls and a +2 force bonus to Will defense. This bonus last until you take your next rest or move more than 12m away. Also lose the bonus if you are [I]Incapacitated[/I] or reduced to 0 hit points) Senses: passive perception 13 Languages: -Basic -Huttesse Gear: Blaster carbine (hit +6, (+7 point blank) damage 3d8+5 (+6 point blank) energy, ammo 50 power cell, folding stock, range 60/600 or 40/160 with stock folded, reload, stun damage, Wt. 2.5kg; or auto-fire: hit +1, damage 3d8+2 (+3 point blank), area affect 4x4meters), with two extra power cells (Wt. 0.2kg) Vibro-Bayonet (hit +5, damage 2d8+6 piercing, Wt. 1kg, dagger when not attached to carbine, one additional bayonet (hit +5, damage 1d4+6, thrown hit +5, damage 1d4+6, range 10/30). Field kit (Wt. 10kg), comlink (short ranged) (Wt. 0.1kg) Common clothing, credstick with 50 credits, Mechanics tool kit (Wt. 1kg), Splicer Kit (Wt. 1kg) Advanced Splicer kit (either grants you proficiency or grants Advantage on roll). [B]Reks Seviir[/B] Medium-Sized Human Jedi (Acoylte) 5 Force Points: 7/7 (1d4+1) Initiative: +4 Passive Perception: 11 Languages: Basic, Binary ----------------------------- Defenses: Fortitude 16, Reflex 19, Willpower 16 Hit Points: 64 Threshold 16 (Second Wind: 1d10+7) ----------------------------- Proficiency: +3 Speed: 12 Meters Proficiency: Lightsaber, Simple Weapons, Tools (Electronics +3) ---------------------------- Combat Options: Dual Lightsabers: +8 to hit, 2d8+6 energy/slashing damage (finesse, light, ignores hardness, can use bonus action to make off-hand weapon attack). Heavy Blaster Pistol +7 to hit, 3d8+6 energy damage (Wt. 1.5kg, Military, Ammo 50 cell, Range 40/160, stun setting) ----------------------------- STR 11, DEX 16, CON 14, INT 10, WIS 12, CHA 14 Talents: Lightsaber Defense (when wielding an ignited lightsaber you gain +1 to all defenses), Throw Lightsaber (range 10/30, can attempt Use the Force DC12/15 with two lightsabers, to call them back to hands as a free action), Damage Resistance (spend a Force Point as an Action and gain Resistance for 1 minute/10 rounds. Cannot be maintained). Feats: Action Surge (gain another Action that turn, must complete a short or long rest to use again), Dual Weapon (when wielding a melee weapon in each hand add +1 Reflex Defense), Dual Weapon Mastery (add ability modifier to off-hand attack damage), Force Sensitive, Martial Arts (unarmed does 1d6, +1 Reflex), Weapon Focus-Lightsabers (+1 to attack rolls with lightsabers) Skills: Acrobatics (+7), Insight (+4), Persuasion (+5), Supernatural (+3), Use the Force (+5) ----------------------------- Possessions: Lightsabers, Short-range comlink, Breath mask, Field kit, Jedi icon, Datapad, Jedi Robes, Common clothing, credstik 10credits 2 Medikits, Heavy Blaster Pistol with extra power cell. [/QUOTE]
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