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=== Scout === [[File:StarWars.Scout2.jpg | 400px | right]] '''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 :'''Saving Throws''': Constitution and Wisdom :'''Skills''': Choose four from among Acrobatics, Animal Handling, Athletics, Drive, Galactic Lore, Gambling, Initiative, Insight, Mechanic, Medicine, Nature, Perception, Pilot, Stealth, and Survival. :'''Bonus Feat''': ''Shake it Off'' '''EQUIPMENT''': At first level 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) field kit with short range comlink or (b) utility belt. * An additional 100 credits on your credstik. '''TALENTS'''</br> AWARENESS TALENT TREE *'''Acute Senses'''. You have Advantage on Wisdom (Perception) skill check. *'''Instincts'''. Prerequisite: Improved Initiative, Scout level 5+. If you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn. *'''Improved Initiative'''. Gain Advantage on Dexterity (Initiative) checks. *'''Feral Senses'''. Prerequisite: Acute Senses, Scout level 7+. When you attack a creature you can’t see, you inability to see it doesn’t impose disadvantage on your attack rolls against it. You are aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden behind full cover and you aren’t deafened. *'''Keen Sight'''. Prerequisite: Acute Senses You ignore light dim obscured with Perception checks, and ½ cover bonus with attack rolls verse foes in these conditions. *'''Uncanny Dodge'''. Prerequisite: Scout level 3+. 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. *'''Improved Uncanny Dodge'''. Prerequisite: Uncanny Dodge, Scout level 5+. Unseen attackers (5th ed. pg. 194) do not gain Advantage with their attacks against you if they are attacking in melee or if they are within 30 feet and you with ranged attacks. CAMOUFLAGE TALENT TREE *'''Hidden Movement'''. Prerequisite: Improved Stealth. You’re very good at hiding when mobile. You do not need to travel at a slow pace (PHB pg. 182) to use your Stealth to surprise others. *'''Hide In Plain Sight'''. Prerequisite: Improved Stealth, Scout level 5+.You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other natural occurring material. Once you are camouflage in this way by pressing yourself against a solid surface such as a tree or wall that is at least as tall and as wide as you are, you gain a +10 insight bonus to Dexterity (Stealth) check for as long as you do not move or take any non-subtle actions. *'''Improved Stealth'''. You have Advantage on your Dexterity (Stealth) checks. *'''Total Concealment'''. Prerequisite: Improved Stealth. When you have at least ½ cover (PHB pg. 196) you can treat it ¾ cover and you treat ¾ cover as total cover (including making Stealth checks). *'''Vanish'''. Prerequisite: Improved Stealth. You can take the Dash or Hide action as a bonus action and impose disadvantage for other’s perception when using Sense Surrounds on you. You cannot be tracked by non-Supernatural or ultra-technological means. FRINGER TALENT TREE *'''Barter'''. You have Advantage on any Charisma (Persuasion) checks made to haggle. Normally if you beat an opponent’s opposed Charisma (Persuasion) check to haggle they will give you 10% discount on the price. Each 5 points you exceed their check reduces the final price by an additional 10% (max 50% off). *'''Fringe Savant'''. Whenever you roll a natural 20 on an attack roll you gain 1 temporary Destiny Point. You can gain more the one Destiny Point in this way but you must use them before your next short or long rest or they are lost. *'''Long Stride'''. Increase your base land movement speed(s) by +10 feet. *'''Jury-Rigger'''. You have Advantage on any Jury-Rigging checks made to repair damage and when attempting restore power on a vehicle. HUNTER TALENT TREE *'''Analyze Foe'''. Prerequisite: Scout level 5+. By observing your enemy in combat, you can gleam its weaknesses. As a free action you designate one target that you can see that is within base range of you weapon and choose to go last in the round (after all allies and enemies). You gain Advantage on the first attack that round against the target (only the first). You also impose Disadvantage on any Opportunity attacks made against you by the target until the start of your next turn. You can take this free action each round if you wish. *'''Giant Hunter'''. When a large sized creature or larger, that is within 5 feet of you hits or misses with an attack roll, you can use your reaction to attack the creature immediately after the attack, provided you can see the creature and can make an attack check. *'''Hunter’s Mark'''. Prerequisite: Scout level 5+. With an Aim maneuver you can spent a Destiny Point as a free action to make the target of your aim your ‘mark’. For the remained of that combat or until you are incapacitated or reduced to 0 HP or your mark is, you can apply your Hunter’s Mark feature against this target. Whenever you successfully hit the target you deal your full heroic level in damage (instead of ½) and you lower the target’s Damage Threshold against your attacks by your Proficiency bonus. If you have the Devastating Attack talent the affects stack. *'''Mob Fighter'''. Once on each of your turns when you take an Attack action, you can make a melee weapon or unarmed attack against a different creature that is within 5 feet of our original target and within range of your melee attack. This is a free action. *'''Relentles'''s. Prerequisite: Hunter’s Mark, Scout level 7+. Any attack or effect originating from opponent whom is under your Hunter’s Mark talent, that would normally cause you to suffer a Reeling or Stunned condition, instead these attacks do not cause these conditions. *'''Slayer'''. Your tenacity can wear down the most potent foes. When you hit a creature with an attack (weapon, unarmed, the force, etc. but not AOE) you deal and extra +1d10 damage if the creature is below its maximum hit points, but only once per turn. SURVIVOR TALENT TREE *'''Bounce Back'''. You can take your Second Wind as a reaction at any time, instead of an Action. *'''Elite Explorer'''. Prerequisite: Explore. 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. *'''Explorer'''. You have Advantage on any Wisdom (Survival) skills checks. *'''Evasion'''. You can nimbly dodge out of the way of certain area of affect attacks that provide a Dexterity saving throw for half. On these attacks you only suffer half damage if you failed your Dexterity saving throw, and no damage if you succeed with your save. *'''Extreme Effort'''. You spend a Bonus action and gain Advantage on all Strength ability checks, skill checks and saving throws (but not melee attack checks) until the end of your next round. You also deal an additional amount of damage in melee combat equal to your proficiency bonus for one attack a round (even if you have more attacks in a round). '''Bonus Feats''': Action Surge, Armor Proficiency (medium), Athlete, Bolt Storm, Bravery, Careful Shot, Danger Sense, Determined, Dogfighter, Double Tap, Durable, Extra Second Wind, First Aid, Full Throttle, Hot Wire, Improved Critical, Improved Mobility, Improved Second Wind, Lucky, Mobility, Over Watch, Pact Tactics, Parry, Pistoleer, Point Blank Shot, Precise Shot, Pursuit, Savage, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Stoic, Suppressing Fire, Suspicious Mind, Take a Knee, Tech Specialist, Throwing Expert, Toughness, Tracer, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee, heavy), Z-G Training.
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