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=== Soldier === [[File:StarWars.Soldier.jpg | right]] '''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, plus either Advanced Melee Weapons or Heavy Weapons. :'''Saving Throws''': Strength and Constitution :'''Skills''': Choose three from among Acrobatics, Animal Handling, Athletics, Computer Use, Drive, Galactic Lore, Gambling, Initiative, Insight, Intimidate, Medicine, Mechanic, Perception, Pilot and Survival. '''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: * one set of any Light armor or (b) blaster rifle with two extra power pack (or bowcaster rifle if proficient) or (c) two blaster pistols, each with an extra power pack or (d) blaster carbine and blaster pistol, each with an extra power pack * (a) heavy blaster pistol or (b) advanced melee weapon, either with an extra power pack * (a) two simple weapons or (b) martial weapon * (a) field kit and short range comlink or (b) utility belt. * An additional 100 credits on your credstik. '''TALENTS'''</br> ARMOR SPECIALIST TALENT TREE *'''Armor Mastery'''. Prerequisite: Armored Defense, Second Skin, proficiency with armor being worn. When calculating your Armor Class add ½ (round down) your Proficiency bonus to your Armor Class Rating when wearing armor. *'''Armored Defense'''. Prerequisite: Second Skin, proficiency with armor worn. When wearing armor you increase the equipment bonus to Damage Threshold by an additional +2. Also when wearing medium armor, you can add up to 3, rather than 2, to your Armor Class Rating, if you have a Dexterity or Intelligence bonus of 16 or higher. If wearing heavy armor you can add 1 to your Armor Class Rating, if your Dexterity or Intelligence is a 12 or higher. *'''Juggernaut'''. Prerequisite: Second Skin, proficiency with armor worn. While you are wearing medium or heavy armor, any bludgeoning, piercing, slashing or weapon energy damage that you take is reduced by 2 points with medium armor or 4 points with heavy armor. *'''Second Skin'''. Prerequisite: Proficiency with armor being worn. While wearing armor that you are proficient with, the armor’s weight counts as ½ its normal total for demining encumbrance and you increase its Armor Class Rating by +1 and your Wound Damage Threshold total by +2 while wearing the armor. Finally when wearing light or medium armor does not impose Disadvantage with Dexterity (Stealth) checks for you if it normally would (heavy armor still does). BRAWLER TALENT TREE *'''Expert Grappler'''. You have Advantage on your Strength (Athletics) skill check to start a grapple. Against foes that you have imposed the Grabbed condition you have Advantage on your attack rolls. *'''Gun Club'''. When using a gun as a weapon in melee increase the damage dice by one step and you have advantage when using such a firearm when making an Opportunity Attack. Normally a pistols acts as a club while a rifle and heavy weapon as greatclub (two handed; all as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle attacks as light melee weapons (Two-Weapon fighting PHB pg. 195). *'''Melee Smash'''. You deal +2 points of damage with all melee attacks (unarmed or with weapons). *'''Riposte'''. When a creature misses you with a melee weapon attack, you can use your Reaction to make an immediate melee attack against that creature. *'''Stunning Strike'''. Prerequisite: Melee Smash. If you successfully hit an opponent with a melee attack, you can spend a Bonus Action to automatically impose the Reeling condition onto the target until the start of your next turn. If the damage would deal enough to already impose the Reeling conditions it is instead Stunned until the beginning of your next turn. *'''Too Close'''. If you are hit with an Opportunity Attack in melee, you can make a free melee attack back against the target, using your blaster as a club. If you have a rifle mounted bayonet you could use that attack instead. *'''Unbalance Opponent'''. As a Bonus action designate one adjacent foe that is no more than one size category larger or smaller then you. That opponent does not gain its Strength or Dexterity bonus on attack rolls when targeting you. The opponent’s modifiers still apply to damage. COMMANDO TALENT TREE *'''Battle Analysis'''. As a Bonus action you know all targets below ½ their maximum HP total, both allies and opponents that you can see. You gain a +2 insight bonus to your attack rolls vs. all opponents you identified as being at ½ hit points or less, that you can see until the start of your next round. Between the Eyes. Before making a ranged attack roll you can spend a Bonus action and gain advantage with the attack. If both attack rolls would hit, add your proficiency bonus to the damage. You can use this feature a number of times equal to your Intelligence modifier (min 1). You regain these uses after a short or long rest. *'''Cover Fire'''. Prerequisite: Soldier level 3+. When you make a weapon ranged attack with Autofire, you and all allies within 30 feet of you that you can see, gain ½ Cover bonus (PHB pg. 196) until the start of your next turn. Allies must remain with this 30 feet area of you to gain bonus but you do not need to see them for them to gain the benefit. *'''Demolitionist'''. You have Advantage to use Intelligence (Mechanic) checks to place explosive devices and explosives set by you do +2d(x) weapon dice of damage. You can take this talent multiple times, each time adding +2d(x) weapon damage die to the explosives that you set; the effects stacks (up to double the explosives base damage dice). *'''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, a number of opponents up to your Soldier level (maximum of 10), whom can see and hear and understand you are at a Disadvantage when making ranged weapon attacks against anyone but you until the start of your next turn. *'''Harm’s Way'''. You often act as a protector, knowing when to move into harm’s way to shield an ally. As a Reaction you can shield an adjacent ally that has just suffered a successful hit from an attack, taking the damage and suffering the ill effects in your ally’s stead. You have Resistance (PBH pg. 194) to this damage if it is bludgeoning, piercing, slashing or weapon energy damage. You cannot shield an ally from area damage in this way. *'''Imposing Frame'''. If you don’t move (Speed 0) you gain +1 bonus to your Armor Class and provide ½ Cover to all adjacent allies until the beginning of your next round. You also have advantage verses any forced moved (Shoves or Force Thrust, not Slam though) effects used against your will. *'''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. *'''Slow is Smooth'''. When you move, you can and pull one adjacent ally that same distance. Moving in this way costs you 2 feet for every foot you wish to travel. If you use the Disengage action, the ally also disengages for free. *'''Tough as Nails'''. You really know how to take a hit in combat. As an Action, you gain 5+ your heroic level plus your Strength or Constitution modifier (your choice) in temporary hit points. You cannot gain temporary hit points from this talent again until you have finished a long rest. WEAPON SPECIALIST TALENT TREE *'''Devastating Attack'''. Prerequisite: Soldier level 3+, Proficiency with the weapon you are using. Whenever you make a successful attack against a target, you treat your target’s Damage Threshold as if it were -5 less when determining the effects of your attack results vs. Reeling (see Conditions). *'''Greater Weapon Focus'''. Prerequisite: Proficiency with weapon you are using, Weapon Focus feat with chosen exotic weapon or weapon group, Soldier level 5+. Choose a weapon group one exotic weapon. 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 Weapon Focus feat. You may select this talent multiple times, each time it applies to a different exotic weapon or weapon group. *'''Greater Weapon Specialization'''. 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, Soldier level 7+. Choose one exotic weapon or weapon group (except lightsabers). You gain a +3 bonus on damage rolls with this choose exotic weapon or weapon group. This bonus stacks with the bonuses granted by Weapon Specialization talent. You may select this talent multiple times, each time it applies to a different exotic weapon or weapon group. *'''Weapon Specialization'''. Prerequisite: Weapon Focus in chosen exotic weapon or weapon group. Chose a single exotic weapon or weapon group, which you are proficient (except lightsabers). 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. '''Bonus Feats''': Acrobatic Strike, Action Surge, Armor Proficiency (heavy), Athlete, Bantha Rush, Bolt Storm, Brawler, Bravery, Brutal Critical, Careful Shot, Charger, Charging Fire, Crush, Deadly Aim, Determined, Defensive Duelist, Disarming Strike, Distracting Strike, Dogfighter, Double Attack, Double Tap, Dual Weapon, Duel Weapon Mastery, Durable, Exotic Weapon Proficiency, Extra Second Wind, Far Shot, Feinting Attack, Full Throttle, Goading Attack, Hot Wire, Improved Critical, Improved Damage Threshold, Improved Mobility, Improved Second Wind, Lucky, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Over Watch, Pack Tactics, Parry, Pin, Pistoleer, Point Blank Shot, Power Attack, Precise Shot, Pursuit, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Savage, Sniper, Stoic, Superior Critical, Suppressing Fire, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Vehicle Combat, Weapon Focus, Weapon Proficiency, Whirlwind Attack, Z-G Training.
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