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=== Scoundrel === [[File:StarWars.Scoundrel.jpg | 300px | right]] '''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''' :'''Weapons''': Pistols, Simple weapons :'''Saves''': Dexterity and Intelligence :'''Skills''': Thievery plus choose four more from among Acrobatics, Athletics, Computer Use, Deception, Drive, Galactic Lore, Gambling, Gather Information, Initiative, Insight, Intimidate, Investigation, Mechanic, Perception, Performance, Persuasion, Pilot, Sleight of Hand, Stealth and Technology. :'''Bonus Feat''': ''Point Blank Shot'' '''EQUIPMENT''': At first level 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 extra power pack * (a) two simple weapons or (b) one martial weapon * (a) Forgery kit or (b) security kit or (c) slicer kit * (a) field kit and short range comlink or (b) utility belt. * An additional 200 credits on your credstik. '''TALENTS'''</br> FORTUNE TALENT TREE *'''Crafty Action'''. As a Bonus action you can take the Dash, Disengage or Hide action on your turn. *'''Favor'''. When talking to another sentient creature, you may attempt to gain a favor from them. By spending 1 minute or more talking to a creature, you can ask them for a favor. To do so, make a Charisma (Deception) or (Persuasion) check, with a '''DC''' set by the GM, as appropriate for your relationship with that character. Generally, a the '''DC''' should be about 10 for a friendly character, about 15 for a neutral character, and about 20 for an unfriendly character. If you are successful, that character will provide the favor, provided it causes them no harm. Once you have used this ability, you cannot use it again until you have finished a long rest. *'''Fool’s Luck'''. Prerequisite: Charisma 13+. As an Action, you can spend a Destiny Point and you gain a benefits each round for 1 minute (10 rounds) or until you are Incapacitated or reduced to 0 hit points. For the duration, you gain your Charisma bonus as an additional bonus to one of the following: ability checks, armor class, attack rolls, saving throws or skill checks. The benefit last until the begining of your next round and you can change the type of benefit each round as a free action. You must complete a short or long rest to use talent again. *'''Fortune’s Favor'''. When you score a critical hit with an attack roll, you gain another immediate Action. *'''Gambler'''. You have Advantage on all Charisma (Gambling) skill checks, and games of chance and in addition you gain a +2 luck bonus with the skill checks. *'''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. *'''Knack'''. You can reroll any ability check, saving throw or attack roll that you just made and take the better result (like advantage but you don’t have to use this ability until after you have rolled). 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. MISFORTUNE TALENT TREE *'''Disruptive'''. You use your cunning at causing trouble to disrupt your enemies. As a Bonus action, pick one subject that you can see and who can see you within 30 feet. You suppress all bonuses from Equipment, Insight, Luck and Moral that the target many normally benefit from until the start of your next turn. *'''Trick'''. Prerequisite: Intelligence 13+, Scoundrel level 5+. You can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a '''DC''' of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature gains the '''''Stunned''''' condition until the end of its next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. *'''Walk the Line'''. Prerequisite: Scoundrel level 3+. As a bonus action, you say something that catches an enemy off guard. Make an opposed Charisma (Deception) check vs. Dexterity (Initiative) or Wisdom (Insight) of one opponent within 30 feet of you who you can see and hear and understand you. If you succeed it is at Disadvantage on all attack checks until the start of your next turn. OUTLAW TALENT TREE *'''Forgery Artist'''. You have Advantage and +2 insight with Intelligence (Thievery) when using a Forgery kit. *'''Guide Others'''. Prerequisite: Improved Stealth. You know how to get others to move quietly. If you are leading a group of up to six allies who are all within 20 feet of you and who can hear and see you, they gain advantage on their Dexterity (Stealth) checks. You must be moving a ½ Speed of the slowest member of the group to use this talent. *'''Improved Stealth'''. You have Advantage on your Dexterity (Stealth) checks. *'''Security Expert'''. You have Advantage and +2 insight on Intelligence (Thievery) with a Security kit. *'''Skirmisher'''. If you move at least 20 feet away from where you started the round, you gain advantage on your next attack (but only one per round). If you have movement remaining you can still use it after this attack. *'''Slicer'''. You have Advantage and +2 insight with Intelligence (Thievery) skill when using a Slice kit. *'''Sneak Attack'''. Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack if an enemy of the target is within 5 feet of it, the enemy is not Reeling or worst and you don’t have disadvantage on the attack roll. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d8 (maximum +5d8). SPACER TALENT TREE *'''Spacehound'''. You are considered proficient with all starship weapon even if you don’t have the Heavy Weapons proficiency. You also gain a +2 insight bonus to all saves, skills and ability checks (everything but attack checks) while on a starship. *'''Starship Raider'''. Prerequisite: Spacehound. You gain a +2 insight 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. *'''Stellar Fortune'''. Whenever you roll a natural 20 on an attack roll, save, ability check or skill made aboard a starship (piloting it or as a passenger) you gain one temporary Destiny Point. You can't have more then one temporary Destisty Point and you must use this Destiny Point before you next short or long rest or it is lost. *'''Smuggler'''. You known how to hide things. You have advantage on Dexterity (Stealth) check to hide items on a person, a starship or vehicle or in a hideout and with Charisma (Deception) checks when lying about having such things hidden or about smuggling, etc. '''Bonus Feats''': Acrobatic Strike, Action Surge, Actor, Armor Proficiency (light), Bravery, Careful Shot, Cutting Words, Danger Sense, Deadly Aim, Determined, Defensive Duelist, Dogfighter, Do Science on it!, Double Tap, Extra Second Wind, Far Shot, Feinting Attack, Freaking Love Science, Full Throttle, Gimmick, Hot Wire, Improved Mobility, Improved Second Wind, Lucky, Maneuvering Attack, Melee Defense, Mobility, Not a Solider, Pack Tactics, Parry, Pistoleer, Precise Shot, Pursuit, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Suspicious Mind, Sniper, Stoic, Tech Specialist, Throw Opponent, Throwing Expert, Tracer, Trip, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee), Z-G Training.
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