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== GENERIC NONFORCE TALENTS == NOTE That these talents are open to any character class whom can take a talent of these types, so long as they qualify for it. [[File:StarWars.Pilot.jpg | 250px | right]] '''ACE PILOT TALENT TREE'''</br> These talents require the character to have the Vehicle Combat feat and Proficiency with the Dexterity (Pilot) skill. You cannot use any of these talents when the vehicle is stationary, stunned or disable. * '''Combat Ace'''. Prerequisite: Heroic level 3+. As reaction you have Advantage on all of your Piloting skill maneuver checks until the start of your next turn. You can use this feature a number of times equal to your Dexterity or Intelligence modifier (whichever is better). You regain them after a short or long rest. * '''Keep It Together'''. Prerequisite: Level 3+. When a vehicle you are operating takes damage that would reduce it to 0 hit points you use your Reaction to instead have it retain your Heroic level plus your Dexterity or Intelligence modifier (whichever is better) in Hit Points. You must take a short or long rest to use this ability again. You can use this ability even if the vehicle is suffering from either a Reeling or Stunned Condition, but not if it is disabled. * '''Junk'''. Prerequisite: Heroic level 5+. You are an expert at moving your fighter in random directions to throw off your opponents. As a bonus action, make a Piloting skill test against another Starfighter that you are NOT in a dogfight with. If you succeed you gain advantage on all your attacks against this one target until the start of your next turn. * '''Relentless Pursuit'''. When you are initiating a ‘Dogfight’ (see Vehicle and Starship actions) you ignore the -1d6 penalty to your Piloting check against the enemy’s vehicle check to force one and you gain a +1d6 to want to maintain one. * '''Vehicle Evasion'''. Prerequisite: Heroic level 3+. If the vehicle you are operating is hit by an area of effect attack, it takes half damage if you succeed with a maneuver check and no damage if you succeed with your check. [[File:StarWars.Hutt.jpg | 250px | right]] '''BOSS TALENT TREE''' * '''Attract Minions'''. Prerequisite: Level 3+. You attract loyal minions. When you take this talent you gain your level in loyal minions. These minions are non-heroic character with a character level equal your heroic level. You may select this talent more than once, gaining additional minions (of your current level). Your minions raise in levels as you do (but their numbers don’t increase). * '''Attract Follower'''. Prerequisite: Inspire Fear I, Heroic level 5+. You have attracted a loyal follower. When you take this talent you attract one follower with Heroic class levels equal to ½ (round up) your Heroic levels. You may select this talent more than once, each time gaining one additional follower (that starts at ½, round up your current level). Your followers raise in level as you do. * '''Impel Ally I'''. Prerequisite: Heroic level 5+. You can spend a Reaction to grant one ally that can see and hear you to also spend a Reaction and then can move up to his speed immediately. You can also spend your Bonus and/or normal Action in the same round granting an ally this same action and/or bonus action as an extra action and/or bonus action on its turn. * '''Impel Ally II'''. Prerequisite: Impel Ally I, Heroic level 7+. You can spend your Bonus and grant one ally that can see and hear you the ability to take one extra Action on its next turn. The ally must use this extra Action on its next turn or the opportunity is wasted. * '''Inspire Fear I'''. Prerequisite: Heroic level 7+. Your infamy and reputation are such that any opponent whose level is equal to or less than your character’s level takes a -2 fear penalty on attack rolls and opposed skill checks made against you, as well as Force Attack modifier. This is a mind-affecting fear effect. * '''Inspire Fear II'''. Prerequisite: Inspire Fear I, Heroic level 9+. As Inspire Fear I, but the penalties increase to -5. This is a mind-affecting fear effect. * '''Negotiator'''. Prerequisite: Level 7+. You have extensive training dealing with one group of like-minded individuals. Pick one of the following grounds – Corporate, Criminal, Government, Force User or Military. You have Advantage on all Charisma ability or skill checks when dealing with any individual within this group. You also have advantage on Wisdom (Insight) checks when dealing with such people. You can take this talent more than once, each time it applies to a different group. [[File:StarWars.Warror.jpg | 200px | right]] '''ELITE TROOPER TALENT TREE''' * '''Advance & Retreat'''. Veteran troopers know how to move in combat. You can take a Dash and Disengage action as a Bonus action. In addition whenever you take either of these actions increase your speed by +10 feet until the start of your next turn. * '''Controlled Burst'''. Prerequisite: Heroic level 5+. You only suffer a -2 to your attack rolls when using the Autofire weapon feature. If you are ‘bracing’ (see Autofire situation in Houserules) you take no penalty to your attack roll with the Autofire. * '''Exotic Weapon Mastery'''. You gain your proficient bonus with all exotic weapons (and you are considered proficient with all types). * '''Ferocity'''. Prerequisite: Heroic level 3+. Elite troopers can be ferocious fighters. As a Bonus action, add +1dx weapon die to all your attack’s damage checks until the start of your next turn. You must complete a short or long rest to use this ability again. * '''Glory'''. Prerequisite: Heroic level 5+. Many elite troopers fight for honor & glory. When you reduce an opponent to 0 HP, your next attack roll is with Advantage (but only one). * '''Hard Target'''. Prerequisite: Heroic level 5+. Elite troopers are some of the toughest individuals in the galaxy. An elite trooper can use a Reaction and choose to end the effect of a single Condition effecting it –Frightened, Reeling, or Stunned. The trooper needs to complete a short or long rest before she can use this ability again. You can take this talent multiple times, each time allowing you to end one of the above conditions with a Reaction before you are required to take a rest. '''GUNNER TALENT TREE'''</br> The following talents require that the character be a gunner only and not the pilot of a craft to gain the benefits of these talents. They all require the Weapon Proficiency (Heavy Weapons). * '''Dogfighter Gunner'''. Prerequisite: Expert Gunner, Heroic level 5+. While your vehicle is engaged in a dogfight, you are not at a Disadvantage to your attack checks on rounds where the vehicle operator lost the opposed operators check when ‘Attacking in a Dogfight’. * '''Expert Gunner'''. Prerequisite: Level 3+. You gain a +1 insight bonus on attack and a +1d on weapon die to damage rolls, made when using a vehicle weapons. * '''Quick Trigger'''. Prerequisite: Expert Gunner, Heroic level 5+. 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. * '''System Hit'''. Prerequisite: Expert Gunner, Heroic level 5+. 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). You must complete a short or long rest to use this feature again. [[File:StarWars.Gunslinger.jpg | 300px | right]] '''GUNSLINGER TALENT TREE'''</br> These Talents require that you are proficient with pistols (and using one) and you must have the Point Blank Shot feat. * '''Debilitating Shot'''. Prerequisite: Heroic level 5+. If you aim before making a successful weapon range attack, you can spend a Destiny Point as a free action to automatically impose the Reeling condition onto the target in addition to normal damage. If the attack would already cause a Reeling affect you can instead impose the Stunned condition instead on the target. Target recovers as normal from these affects. * '''Deceptive Shot'''. Prerequisite: Heroic level 5+. Select one target that you can see and is within 30 feet. You can spend a Bonus action and make an opposed Charisma (Deception) versus the target’s Wisdom (Insight) or Dexterity (Initiative) check (target’s choice). If you win you have Advantage against the target with all ranged weapon attacks until the start of your next turn. * '''Improved Quick Draw'''. Prerequisite: Proficiency in Initiative, Quick Draw feat, Heroic level 5+. If you are carrying a pistol you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised. If you are not surprised in the first round of combat you can make a single weapon ranged attack at the very beginning of the 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 one attack is at Advantage to anyone who has not reacted yet on the first round. * '''Knockdown Shot'''. Prerequisite: Heroic level 3+. If you aim before making a ranged attack and if your attack hits, you knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, no larger. * '''Quick Shot'''. Prerequisite: Heroic level 9+. Whenever you take the Attack action to make a weapon attack with a pistol, as a free action you can make one additional ranged weapon attack with a pistol weapon on your turn. This stacks with Double and Triple attack, Duel Weapon, etc. * '''Ranged Disarm'''. Prerequisite: Heroic level 3+.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 save DC verse the damage that you dealt (you add your Intelligence modifier to this DC). On a failed check, it drops one object of your choice at its feet. * '''Trigger Work'''. Prerequisite: Double-Tab feat, Level 5+. You take no penalty on weapon ranged attack when using the Double-Tap feat. You can also use a pistol to make Opportunity attacks. * '''Trusty Sidearm'''. Prerequisite: Heroic level 7+. When wielding a pistol weapon (only a pistol, no carbines with folded stock) you add your full Heroic level, not just ½, to your damage total. '''LINGEAGE TALENT TREE''' * '''Connections.''' You are able to obtain a licensed without paying the fee, and purchase restricted, military or illegal equipment without 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 gear that is restricted, illegal or military grand you reduce the increased cost by ½ the %. * '''Wealth'''. Each time you gain a new level (including the level you take this talent) you receive an amount in credits equal to your Heroic level x 5,000. The credits appear in a civilized, accessible location of your choice or private bank account. [[File:StarWars.Mechanic.jpg | 300px | right]] '''MECHANIC TALENT TREE'''</br> Note that all of these talents requires the Intelligence (Mechanics) skills. * '''Droid Maker'''. Prerequisite: Proficient with Intelligence (Computer Use) and the Tech Specialist feat, Level 3+. You have advantage on all skill checks made to program, repair and modify a droid in some way. This includes Computer Use when programming and reprogramming a droid and to Repair kit to repair and when adding Modifiers to a droid. You can also exceed the maximum Mods a droid can include by your Proficiency Bonus (i.e. a Droid with a Strength of 10 can hold 10 total Mods. A 6th level Droid Maker can add a three additional Mods to a droid). * '''Fast Repairs'''. The number of rounds required to perform either a Jury-Rig repairs or restore power is halved, round up. * '''Grenade Expert'''. When you throw grenades you add your proficiency bonus to the damage. * '''MacGyver'''. Prerequisite: Heroic level 3+.You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. Either the GM can supply a random assortment of items you can use to create a tool or you can make a case for common items one is likely to find in order to solve an immediate crisis (maybe a Perception or Gather Information skill check). This may involve searching an area or assuming certain items are available. If the GM is convinced by your argument, make a '''DC15+''' Intelligence (Technology) skill check to see if the improvised gadget or solution works. When you use this trait, you cannot use it again until you finish a long rest. * '''Mechanic'''.You are an expert with repairing broking equipment. You double the hit points restored with repair checks (including Jury-Rigging). * '''Pure Engineer'''. Prerequisite: Level 5+. Before you make an Intelligence (Mechanic) or (Technology) check you set it as a natural 20. You must complete a long rest to use this feature again. Repairs that you perform cost 20% less in supplies going forward. * '''Quick Fix'''. You automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after a short or long rest. * '''Sapper'''. When you are setting explosives, as a separate Mechanics check and as an Action, the explosives ignore Resistance and Hardness.
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