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=== CLASSES UPDATES FROM THE PHB === Any class that gains a tool proficiency should substitute for one of the New Skills instead. '''BARBARIAN'''[https://www.pinterest.com/pin/914862410135452/]</br> '''Proficiencies''': Armor – Light armor, Medium armor, Shields; Weapons – Simple weapons, Martial weapons; '''Skills''' – any three from Acrobatics, Animal Handling, Athletics, Gambling, Gather Information, Intimidate, Nature, Perception and Survival.</br> '''Equipment''': any one Martial melee weapon with Advanced Alloy upgrade; two other Martial Weapons (but without the upgrade) or two Simple melee or thrown weapons with the Advanced Alloy upgrade; an Explorer’s kit (the non-advanced, from the PHB); a set of traditional tribal clothing; a set of Light primitive armor (PHB) or an extra 20 gold piece; belt pouch with 100 gold pieces (credits).</br> '''''Primitive''''' – This character does not have knowledge of technology and advanced gear. Can’t use advanced gear until at least one level after their introduction to the greater universe. Until then they do not gain the proficiency bonus with them and are at disadvantage with advanced skills checks. They gain no advanced skill, armor or weapon proficiency from their background or race. The feat Skilled and Weapon Master would allow the character to gain these proficiencies. Otherwise, multi-classing after 1st level (if the barbarian is out in the Empire) also grants them normal proficiencies. One could put on and operate the basic functions of a Skinsuit and fire a blaster rifle but not easily change the powercell. Restricted backgrounds to Bruiser, Colonist, Drifters or Wildlander.</br> '''BARD'''[https://no.pinterest.com/pin/36380709478073051/]</br> '''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols, plus either Martial Weapons or Rifles; '''Skills''' – Any five of your choice.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; one Martial weapon with Advanced Alloy upgrade from the PHB; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; one Musical instrument worth 150 credits or less (acts as a +1 magical arcane focus); either an Explorer pack or Spacer pack; a Comlink; an extra 150 credits of cash.</br> '''''Notes''''': Gain Charisma mod +2 in Bardic Inspiration. Can be granted to anyone who the bard can see and who she is in communications with via a comlink, etc. The bard could even be viewing the target via a camera and so long as she can communicate with them, she can grant her inspiration.</br> The ''College of Valor'' also grants you proficiency with either Rifles or Heavy Weapons.</br> '''CLERICS'''[https://www.pinterest.com/pin/3025924740392129/]</br> '''Proficiencies''': Armor – Light armor, Medium armor; Weapons – Simple weapons, Pistols; '''Skills''' – any three from Arcana, Culture, Gather Information, Insight, Medicine, Persuasion, Religion or Technology (add Gambling for Trickery domain or Technology for Knowledge domain).</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a simple melee weapon from the PHB or a Basic melee weapon worth 25 credits or less; a Skinsuit; either a Force Body Vest or Aramid Combat armor; Holy vestments worth 200 credits and a +1 magical Holy symbol; either an Explorer pack or Spacer pack; a Comlink; and extra 100 credits of cash.</br> '''''Notes''''' – the War Domain also grants you proficiency with either Rifles or Martial Weapons.</br> Clerics can also use the City Domain from UA: Modern Magic.</br> '''DRUIDS'''[https://www.pinterest.com/pin/12596073948710582/]</br> '''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols; '''Skills''' – any three from Arcana, Culture, Gather Information, Insight, Medicine, Nature, Persuasion and Religion.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a simple melee weapon from the PHB or a Basic melee weapon worth 25 credits or less; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor (made of natural fibers); a +1 magical Druidic focus; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''FIGHTERS'''[https://www.pinterest.com/pin/4362930873793909/]</br> '''Proficiencies''': Armor – Light armor, Medium armor, Heavy armor, Shields; Weapons – Simple weapons, Martial weapons, Pistols, Rifles and Heavy weapons; '''Skills''' – Choose three skills from Acrobatics, Animal Handling, Athletics, Culture, Drive, Gambling, Gather Information, Insight, Intimidate, Mechanic, Perception, Pilot and Survival.</br> '''Equipment''': a Blaster Pistol, Hand Canon or two Heavy Autoloaders, and either an Assault Rifle, Combat Shotgun or a Laser Carbine, all with an extra clip of ammo or power cell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Tactical Body armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''''Notes''''' – Fighting Styles include Archery (only bows or crossbows), Defensive, Dueling, Firearm Focus (when making ranged attacks with an advanced firearm, add +1 to your attack rolls to hit and +2 to your damage rolls), Great Weapon Fighting, Protection, Two-Weapon Fighting.</br> '''MONK'''[https://www.pinterest.com/pin/281543712242651/]</br> '''Proficiencies''': Armor – none; Weapons – Simple weapons, Martial Weapons and either Pistols or Rifles; '''Skills''' – Choose any three from Acrobatics, Arcana, Athletics, Culture, Gather Information, Insight, Religion or Stealth.</br> '''Equipment''': a Laser Pistol along with one additional power cell; a simple melee weapon from the PHB or a Basic melee weapon worth 25 credits or less; a Skinsuit; either an Explorer pack or Spacer pack; a Comlink; an extra 50 credits of cash.</br> '''''Notes''''' – Your attacks with Martial arts and Martial art weapons are not considered primitive.</br> '''PALADIN'''[https://www.pinterest.com/pin/4362930879428018/]</br> '''Proficiencies''': Armor – Light armor, Medium armor, Heavy armor, Shields; Weapons – Simple weapons, Martial weapons, Pistols plus either Rifles or Heavy weapons; '''Skills''' – Choose three skills from Athletics, Drive, Culture, Gather Information, Insight, Intimidate, Medicine, Persuasion, Pilot, Religion or Survival.</br> '''Equipment''': a Blaster Pistol or Hand Canon and either an Assault Rifle or Laser Carbine, all with an extra clip of ammo or power cell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Tactical Body armor; either an Explorer pack or Spacer pack; a Holy symbol worth 50 credits; a Comlink; an extra 50 credits.</br> '''''Notes''''' – Fighting Styles include Defensive, Dueling, Firearm Focus (when making ranged attacks with an advanced firearm, add +1 to your attack rolls to hit and +2 to your damage rolls), Great Weapon Fighting, Protection, Two-Weapon Fighting.</br> '''RANGER'''[https://www.pinterest.com/pin/149463281374387958/]</br> Using the rules (revised below) for the '''''UA: Revised Ranger'''''.</br> '''Proficiencies''': Armor – Light armor, Medium armor; Weapons – Simple weapons, Martial weapons, Pistols and Rifles; '''Skills''' – Choose four among Acrobatics, Animal Handling, Athletics, Drive, Culture, Gambling, Gather Information, Insight, Investigation, Mechanic, Nature, Perception, Pilot, Stealth and Survival.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or power cell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Survival armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''''Notes''''' – Fighting Styles include Archery (only with bows or crossbows), Defensive, Dueling, Firearm Focus (when making ranged attacks with an advanced firearm, add +1 to your attack rolls to hit and +2 to your damage rolls), Two-Weapon Fighting.</br> '''ROGUE'''[https://www.pinterest.com/pin/2674081018935356/]</br> '''Proficiencies''': Armor – Light armor; Weapons – Simple weapons, Pistols plus any four specific weapons of choice; '''Skills''' – Choose five among Acrobatics, Athletics, Computer Use, Culture, Deception, Drive, Gambling, Insight, Investigation, Mechanic, Perception, Performance, Persuasion, Pilot, Sleight of Hands, Stealth, Technology and Thievery.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; any two Simple melee weapon from the PHB or Basic melee weapons, each worth 30 credits or less; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; either an Infiltrator’s pack, Spacer pack, or Surveillance pack; either a Forgery kit, Hacker’s kit or Security kit; a Comlink; an extra 100 credits of cash.</br> '''''Notes''''' – For a rogue’s Expertise they gain it with Thievery and one additional skill of their choice. Thieves’ Chant is renamed Outlaw Code and includes hand signals, code words, street graffiti, etc.</br> '''SORCERER'''[https://www.pinterest.com/pin/5418462042218269/]</br> '''Proficiencies''': Armor – none; Weapons – Simple Weapons, Pistols; '''Skills''' – Chose three from Arcana, Deception, Drive, Gambling, Insight, Intimidate, Persuasion, Pilot and Religion.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; a Skinsuit; a +1 magical Arcane Focus; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''WARLOCK'''[https://www.pinterest.com/pin/713257659729948489/]</br> '''Proficiencies''': Armor – Light Armor; Weapons – Simple Weapons, Pistols; '''Skills''' – Choose three from Arcana, Culture, Deception, Drive, Gambling, Intimidate, Investigation, Persuasion, Pilot and Religion.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; a Skinsuit; either a Light Flak Vest or Ballistic Cloth armor; a +1 magical Arcane Focus; either an Explorer pack or Spacer pack; a Comlink; and extra 100 credits of cash.</br> '''''Notes''''' – can use the UA: Modern Magic Warlock Outworldly Patron of the Ghost in the Machine.</br> '''WIZARD'''[https://www.pinterest.com/pin/3940718411224489/]</br> '''Proficiencies''': Armor – none; Weapons – Simple Weapons, Pistols; '''Skills''' – Choose three from Arcana, Culture, Drive, Insight, Investigation, Mechanic, Medicine, Physical Science, Pilot, Religion and Technology.</br> '''Equipment''': a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; a Skinsuit; a +1 magical Arcane Focus; a base Dataslate with your softspells included; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of cash.</br> '''''Notes''''' – can also choice Arcane Traditions UA: Modern Magic the Technomancy and from UA: Wizards Revisited, the Theurgy traditions.</br> '''''Holy Symbol, Druid Focus''''' and '''''Arcane Focus''''': a standard magical focus (of all types) costs 50 credits and grants a magical +1 to magical attack rolls and damage with any magical damaging spell that the caster uses. These are considered Common magical items DragonStar. One could also purchase an advanced one for 250 credits that also adds +1 to the spell caster’s Saving Throw DC. ==== New Classes ==== '''<u>MARSHAL</u>'''[https://www.pinterest.com/pin/33354853477843502/]</br> Marshals could be diplomats and military commands. As the later, you often begin your career in the same way as rank-and-file soldiers, but move into a command position either by accident in the field when the former commanding officer falls to enemy attack, or more often by taking classes on how to be someone responsible for a team. Perhaps you have a natural talent for leadership despite being a soldier like the rest. As a ambashator you know how not only inspire allies and disturb eneminies but to hold your own in noble and the elite of astrocorp society. CLASS FEATURES</br> As a marshal, you gain the following class features.</br> '''HIT POINTS'''</br> '''Hit Dice''': 1d8 per marshal level</br> '''Hit Points at 1st level''': 8 + your Constitution modifier</br> '''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier per marshal level after 1st.</br> '''PROFICIENCIES'''</br> '''Armor''': Light armor, Medium armor</br> '''Weapons''': Simple weapons, Pistol, Rifle</br> '''Saving Throws''': Wisdom, Charisma</br> '''Skills''': Select four skills from Athletics, Computer Use, Culture, Deception, Drive, Gambling, Investigation, Insight, Medicine, Perception, Persuasion, Pilot and Survival.</br> '''EQUIPMENT'''</br> You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader plus either a Bolt Rifle or Shotgun, each with one additional full clip or powercell; any two Martial melee weapon with Advanced Alloy upgrade from the PHB or Basic melee weapons; a Skinsuit; either a Force Body Vest or Aramid Combat armor; either an Explorer pack or Spacer pack; a Comlink; an extra 100 credits of extra cash.</br> {| class="wikitable" | '''LEVEL''' || '''PROFiCIENCY''' || '''FEATURES''' |- | 1st || +2 || Command Talent, Team Coordination |- | 2nd || +2 || -- |- | 3rd || +2 || Archetype |- | 4th || +2 || Attribute Score Improvement |- | 5th || +3 || Command Talent |- | 6th || +3 || Extra Attack |- | 7th || +3 || Archetype Feature |- | 8th || +3 || Attribute Score Improvement |- | 9th || +4 || -- |- | 10th || +4 || Command Talent |- | 11th || +4 || Archetype Feature |- | 12th || +4 || Attribute Score Improvement |- | 13th || +5 || -- |- | 14th || +5 || -- |- | 15th || +5 || Archetype Feature, Command Talent |- | 16th || +5 || Ability Score Improvement |- | 17th || +6 || -- |- | 18th || +6 || Archetype Feature |- | 19th || +6 || Ability Score Improvement |- | 20th || +6 || Command Talent, Manifestation of Greatness |- |} '''FEATURES'''</br> '''Command Talent''': At 1st level the Marshal gains one Command Talent (see list below) as long as she qualify for it. She gains an additional Command Talent for every 5 additional levels (5th, 10th, etc.). </br> '''Team Coordination''': Starting at 1st level, as a free action, at the beginning of the round, you can swap your initiative with any other ally you can see and who can hear and understand you. Also, as an action, you can grant any one ally within line of sight, whom can hear and understand you, gain an additional action on her turn.</br> '''Archetype''': At 3rd level you can chose one of the following Archetypes – Diplomat, Inspiring Commander or Tactician.</br> '''Ability Score Improvement''': When you reach 4th level, and again at 8th, 12th, 16th and 19th level increase ability score(s).</br> '''Extra Attack''': Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.</br> '''Manifestation of Greatness''': Starting at 20th level you gain a pool of 1d4 natural 20’s when you finish a long rest, which you can use to replace any one ally’s, whom you can see and who can hear and understand you, d20 roll as a reaction.</br> '''COMMAND TALENTS'''</br> Starting at 1st level the Marshal gain one of the following command talents of choice. The marshal must meet prerequisites listed. You must be able to see those whom you wish to affect and they must be able to see and hear you to benefit. *'''Bolster Ally''': As an Action, you can bolster one ally who can see and hear you, automatically remove one of the following Condition – Charmed, Frightened or Stunned. You also grant him a number of temporary hit points equal to his character level plus your Intelligence or Charisma modifier. These temporary hit points only last until the target takes its next rest. You cannot boost the same ally until it has taken a rest. *'''By Example''': You don't issue order from a distance; you stand shoulder to shoulder with those you lead. All allies that can see and hear you gain your proficiency as a bonus on Wisdom and Charisma saving throws. As an Action, for the next minute (10 rounds), all allies who you can see and hear you gain a +1 bonus to their AC. You must complete a rest to grant AC bonus again. *'''Enlightenment''': Select one of the following skills – Intelligence (Investigation) or Intelligence (Technology), Wisdom (Insight), Charisma (Intimidation) or Charisma (Persuasion). You have Expertise with this skill (double proficiecny bonus) going forward. You can select this trait multiple times, selecting a different skill each time. *'''Flash of Inspirational''': You gain a flash of isight. Before your make skill roll with the following skills - Intelligence (Investigation) or Intelligence (Technology), Wisdom (Insight), Charisma (Intimidation) or Charisma (Persuasion) you can gain a natural 20 with the skill check. You must complete a rest before you can use this trait again. *'''Field Advice''': Using only your words, you call your comrades back from the most harmful of afflictions. As an Action, you give a rousing speech, and all allies that can see and hear you and understand you suppress all effects of exhaustion for one hour. You must complete a long rest before you can use this ability again. *'''Ignite Fervor''': Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose one ally who can see and hear you and understand you and who saw you strike your opponent. That ally gain Advantage on their next attack roll against the same opponent. If they have multiple attacks, the advantage is only on the first one. Prerequisite: Marshal 5th+ level. *'''Inspire Confidence''': As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 bonus on all Attack rolls and a +2 bonus on Ability checks and Saves for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see or hear you to remain inspired. You must complete a long rest to use this trait again. *'''Inspire Zeal''': Whenever an allying who can see and hear you and understand you, makes a successful attack against an opponent that you can also see, you can spend your Reaction to turn the result into a critical success. You must complete a rest to use this talent again. Prerequisite: Marshal 10th+ level. *'''Mask Of Authority''': Your friends believe in themselves more just knowing you are around. All allies that can see and hear you and understand you can re-roll all 1s on their damage rolls (must take the result of the re-roll even if it results in another 1s). *'''Strength Resolve''': as the Inspiring Leader feat (PHB) with the following changes – first you can use either you Intelligence or Charisma modifier and second you double your chosen attributes modifier bonus for the total temporary hit points granted. A creature must complete a rest before they can benefit from either Inspiring Leader or Strength Resolve again. '''MARSHAL ARCHETYPES'''</br> '''''DIPLOMAT'''''[https://www.pinterest.com/pin/17381148549768263/]</br> The Diplomat is get not only at talking with people and coordinating actions, but they can influence and force others to do as they say in some situations. Note that all of these talents are mind-affecting effects. Also many of the following features require a Saving Throw to resist their affects. Diplomat’s use their Charisma modifier when setting the ability saving throw DC = 8 + your proficiency bonus + your Charisma modifier.</br> '''Willing Smile''': You gain this ability at 3rd level when you acquire this archetype. As an Action you can talk a non-hostile target into almost anything. A target that is not fighting and is not hostile too you, who can also hear and understand you, must make a Charisma save or gain the Charmed condition (PHB pg. 290) against you. If you attack it or take any hostile action against it, the condition ends automatically. Otherwise it ends if you do not spend at least an action renewing your ‘friendship’ at least once every minute (10 turns). </br> '''Cutting Words''': You gain this ability at 7th level Marshal. You are good at insulting your enemies, causing them to become distracted or angry in combat. On your round, as a Bonus action, one target that can see and hear and also understand you, must make a Wisdom save. Failure means that it is at Disadvantage on its Attack rolls until the start of your next turn. You also gain '''Selling Ice on an Ice World''' at 7th level. This allows to automatically purchase standard goods (non-illegal or military ware) at 10% off the base price or sell such goods for 10% more. </br> '''Sharper Words''': You gain this feature at 11th level Marshal. You are really good at insulting people or causing them to become flustered with your words. On your round, as a Bonus action, you attempt to distract or fluster a group within 30 feet of you that you can see and whom can see and hear and understand you. They must all make a Wisdom save. Failure results in the targets suffering Disadvantage to all Attack rolls until the start of your next turn. Note that those that are higher level than you are at an Advantage to this save and they can also spend a Resolve point to ignore it if they choice as a Reaction.</br> '''I Think We Got Off on the Wrong Foot''': You gain this feature at 15th level Marshal. As a reaction, at any time, you can expend one of your Hit Dice to instead of healing get a ‘natural 20’ on your next Charisma or Wisdom save, ability or skill check before making the roll. Hit Dice recover as normal. As an Action you demand the surrender of a target within 30ft of you that is at ½ or less its maximum Hit Points, who can hear and see you and understand you. It must make a Charisma save. Failure means that it surrenders to you and your allies, dropping any weapons (even one’s it is hiding) and will not no hostile actions against you or your allies, allow itself to be searched and/or restrained, etc. If the target is higher level than you it gains advantage on this save. If you or any of your allies take hostile actions against it, it automatically recovers and will attack and/or defend itself as normal and you cannot use this feature against it again. You have to take a rest before you can use this second feature again.</br> '''Everything you Got''': You gain this feature at 18th level Marshal. As an Action, select one target within 30ft of you that can see and hear and understand you. That target must make a Charisma save. Failure imposes the Stunned condition onto the target until the start of our next turn. If the target suffers any damage during this time it gets a new save. Success automatically ends the condition after the damage is rolled.</br> '''''INSPIRING COMMANDER'''''</br> The inspiring commander marshal could be a natural born leader of a mercenary troop or have been trained in the Star Legions Officer Core. He leads by example and inspiration.</br> '''Control The Battle Theatre''': You gain this ability at 3rd level when you acquire this archetype. When rolling for initiative, you and each ally that can see or hear you add your Proficiency bonus to their initiative roll. On each of your rounds, as a Bonus action, you grant one ally who can see and hear you and understand you, a 1d4+1 bonus on an attack roll, saving throw, skill or ability check or to its AC against one attack. It must take this bonus before the start of your next turn or it is lost. An ally loses this bonus immediately if they can’t see or hear or if you are incapacitated or reduced to 0 hit points.</br> '''Deployment Tactics''': You gain this ability at 7th level Marshal. You use your tactical knowledge to direct allies in battle to move more effectively. On your round, as a Bonus action, you and all allies who can see, hear and understand you gained the benefits of your Control the Battle Theatre, add +10 feet to Speed and ignore penalties for difficult terrain when moving until the start of your next turn. Allies do not lose the benefits of Control the Battle Theatre if they cannot see you (they still need to be able to hear from you, via communicator, etc.)</br> '''Rally''': You gain this feature at 11th level Marshal. As a Bonus Action, you can rally your allies and bring them back from the edge of defeat. All allies who can see and hear and understand you, and who has less than half their total hit points remaining, gains their level plus your Charisma modifier in temporary hit points, gains advantage on any saves against the Frightened Condition and a +2 bonus to all damage rolls they make. This bonus last for up to 1 minute (10 rounds). Allies lost these bonuses if you are Incapacitated or reduced to 0 hit points. You can use this ability again after you have completed a rest. Secondly, you can provide a courage example for your allies. As a Bonus action you remove the Frightened Condition from any number of allies who can see and hear and understand you, equal to your Charisma bonus.</br> '''Assault Tactics''': You gain this feature at 15th level Marshal. As an Action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear and understand you, deal an additional points of damage equal to ½ (round down) your level plus your Charisma modifier to the target with each successful melee or ranged attack, until the start of your next turn.</br> '''Field Commander''': You gain this feature at 18th level Marshal. You know how to use existing terrain to the best of your advantage and get your troopers to the right place at the right time. As a Reaction, you bark out a short command to find cover. All allies who you can see and who can hear and understand you improve their Cover by one step (including no cover which becomes ½ cover) as they grab and use all existing cover to their absolute advantage. If they move on their turn before you next action they lost this bonus unless they use ½ their Speed in movement to get to another cover location. This bonus lasts until the start of your next turn.</br> '''''TACTICIAN'''''[https://www.pinterest.com/pin/87679523986741104/]</br> You use your analytical mind to evaluate the tactical situation of the battle field and then coordinate your allies or troopers on how best to respond to the situation. Your abilities allow you to react to the changing tactical situation of the battle.</br> '''Tactical Command''': You gain this ability at 3rd level when you choose this archetype. You gain Tactical Points (TP) equal to your Intelligence modifier (min 1) plus additional points each time something unfortunate happens to you or an ally. As these points compound, you are able to counter with positive effects. Points are lost when you take a short rest or long rest or when you roll for initiative. Spending points usually takes either a bonus action or a reaction.</br> You receive +1 tactical point (TP) when each of the following occurs… *An ally you can see or communicate with rolls a natural 1 on an attack. *An ally you can see suffers a critical hit. *An ally you can see is reduced to less then half its hit point maximum. *An ally you can see is reduced to zero hit points. *Three or more allies you can see suffer damage from an area effect. You can then spend acquired TPs the followings ways… :1. '''Attack!!!''' (3-9 points): As a bonus action, select one ally per 3 points spent (maximum 3 allies); the targeted ally makes a single attack as a reaction immediately. :2. '''Elevate Strategy''' (2+ points): As a bonus action, select one ally per 2 points spent; the targeted ally immediately either move (at its normal speed) or take a bonus action. Targeted ally still get its’ turn when it comes up. :3. '''Intelligent Defense''' (1 point): as a reaction, one ally gains a +3 bonus to AC until the beginning of your next turn: if you move before then, the bonus is lost. :4. '''Opportune Weakness''' (3 points): As a reaction, one ally’s successful attack becomes a critical hit. :5. '''Outmaneuver''' (2 points): As a bonus action spend 2 points to move a creature within 30 feet of you that is your size or smaller up to 5 feet (it cannot be moved into hazardous terrain). The target suffers disadvantage on attack rolls until the beginning of your next turn. :6. '''Tactical Shift''' (1-3 points): As a bonus action, select one ally per 1 point spent (maximum 3 allies); the targeted ally can either make Disengage action for free on her turn or can move immediately up to ½ its Speed as an immediate Reaction. :7. '''Reverse Course Of Action''' (10 points): As an action, all enemies you can see must make an Intelligence save against DC 8 + your proficiency modifier + your Intelligence mod. If they fail, they are at disadvantage for all attacks, ability checks and saves until the end of your next turn. '''Reevaluate Strategy''': You gain this ability at 7th level Marshal. You can be ready for any battle situation that might arise. Instead of using your Hit Dice to recover hit points during a short rest, you can use them to gain TP points. For every Hit Die you spent this way using a bonus action, you gain 1d4+2 TP. These points last until your next rest.</br> '''Tides of War''': You gain this feature at 11th level Marshal. You now gain +1d4 TP each time you or an ally meet a Coordination condition (see above) instead of just one.</br> '''Battle Instinct''': You gain this feature at 15th level Marshal. You have an instinct for reading ambush sites and can react to such situations quickly. If the enemies gain a surprise action against you and your team, you gain an additional +5 TP. If any creature hits you with an attack at any time (not just the surprise round), you gain an additional +1 TP.</br> '''Battle Leader''' You gain this feature at 18th level Marshal. You can issue a last commands to your troops if you know you are about to fall. If you are reduced to 0 hit points, you gain +10 TP that you can use as many Coordination abilities that you want immediately (and the various abilities that you would spend your points on do not require any other action, bonus action or reaction). In addition you can spend any and all remaining TP points at this time also. '''<u>TECHNICIAN</u>'''[https://www.pinterest.com/pin/2674081015899142/]</br> Technicians fill the roles as scienist, medical and engineering personnel, solving problems and repairing the ship, its crew, or more often both. As engineers, scientists, doctors, mechanics… and a host of other roles, technicians are vital to the safety and wellbeing of their ship and crew, being relied upon constantly to create ingenious solutions to the countless problems that plague spacers.</br> Technicians are hardy enough to assist in the combat pillar, usually in a support role, but truly shine in exploration pillar, overcoming obstacles and creating innovative solutions to problems with their broad skill set.</br> CLASS FEATURES</br> '''HIT POINTS'''</br> '''Hit Dice''': 1d8 per Technician level.</br> '''Hit Points at 1st level''': 8 + your Constitution modifier.</br> '''Hit Points at Higher Level''': 1d8 (5) + your Constitution modifier per Technician level.</br> '''PROFICIENCIES'''</br> '''Armor''': Light Armor.</br> '''Weapons''': Simple Weapons, Pistols</br> '''Saving Throws''': Dexterity, Intelligence</br> '''Skills''': Choose four from Capital Ship Pilot, Computer Use, Culture, Drive, Life Science, Gather Information, Insight, Investigation, Mechanic, Medicine, Nature, Perception, Physical Science, Pilot and Technology</br> '''EQUIPMENT'''</br> You start with the following equipment in addition to any you gain from your background: a Laser Pistol or Heavy Autoloader with one additional full clip or power cell; a Simple melee weapon from the PHB or Basic melee weapon, worth 25 credits or less; either an Armored Flight suit or a Skinsuit and a Light Flak Vest; either a Golem Control Rig, a Medical kit or a Repair kit; an Explorer pack or Spacer pack; a basic Dataslate; an extra 150 credits of extra cash. {| class="wikitable" | '''LEVEL''' || '''PROFiCIENCY''' || '''FEATURES''' |- | 1st || +2 || Expertise, Savant |- | 2nd || +2 || Fast Hands. Specialization |- | 3rd || +2 || -- |- | 4th || +2 || Attribute Score Improvement |- | 5th || +3 || Quick Thinking, Savant |- | 6th || +3 || Extra Attack |- | 7th || +3 || Specialization Feature |- | 8th || +3 || Attribute Score Improvement |- | 9th || +4 || Expertise |- | 10th || +4 || Specialization Feature, Savant |- | 11th || +4 || -- |- | 12th || +4 || Attribute Score Improvement |- | 13th || +5 || -- |- | 14th || +5 || -- |- | 15th || +5 || Expertise, Specalization Feature, Savant |- | 16th || +5 || Attribute Score Improvement |- | 17th || +6 || -- |- | 18th || +6 || Specialization Feature |- | 19th || +6 || Attribute Score Improvement |- | 20th || +6 || Expertise, Savant |- |} FEATURES </br> '''Expertise''': At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability skill check you make when you use this proficiencies. You gain a new expertise in one additional skill at 9th, 15th and 20th level.</br> '''Savant''': At 1st level you gain a Savant ability. Pick one from those listed below. Gain a new Savant ability at 5th, 10th, 15th and 20th level.</br> '''Fast hands''': At 2nd level, you halve the time it would normally take to complete certain tasks, minimum 1 action. Pick one of the following skills this applies to – Computer use, Mechanic or Medicine.</br> '''Specialization''': At 2nd level you chose your technician specialization. Pick either a Golem Master, Medic, Mechanic or Operator. </br> '''Ability Score Improvement''': When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase ability score(s) or gain a feat.</br> '''Quick Thinking''': Starting at 5th level you can now take one additional Bonus or Reaction on each of your rounds (so 2 of either Bonus actions a round or 2 Reactions in a round).</br> '''Extra Attack''': Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.</br> '''SAVANT ABILITIES'''</br> These are generic savant abilities that all Technicians can acquire. There are also specialized ones listed under each Archetype that are only allowed for that Archetype. *'''Breakthrough''': You have made some technological breakthrough with a piece of technology that uses a class skill that you have proficiency with. You gain a +2 equipment bonus to using this skill so long as you have the piece of equipment that you have upgraded in this way. You can take this ability more than once but the bonus must be applied to a different piece of tech. For Golem Masters and Operators, this could be applied to a specific golem or vehicle, and only for one of its checks (must be chose when ability is picked). *'''Do Science on it!''': With any one Intelligence or Wisdom skill that you have proficience (or Expertise) with you add +5 to your next skill roll total. You must complete a rest before you can use this ability again. *'''Friggin’ love Science''': as a bonus action you have Advantage on one of the following skill checks – Computer Use, Mechanic, Medicine, Nature, Physical Science, Religion, Technology or Thievery. You must complete a rest to use this ability again. *'''Outwit and Outthink''': On your action and until the end of your next turn, you can make ranged attacks using your Intelligence or Wisdom (pick one) modifier for attack and damage rolls instead of your Dexterity. You can do this a number of rounds up to your Intelligence or Wisdom modifier times (pick one; Min 1) before you must complete a rest to regain all of these uses again. *'''Science, Not a Soldier''': When you take the Disengage action, you can make a single weapon ranged attack as a bonus action. *'''Widget Bag''': You have a bag of miscellaneous spare parts, useful material and salvage worth 200 +50 credits per Technician level. During a rest you can scavenge for components and parts, in most industrial or civilized areas. Doing so you can regain 10 x 1d4 credits for a short rest (but only once per long rest) and 25 x 1d6 credits for a long rest. '''TECHNICIAN ARCHETYPES'''</br> '''''GOLEM MASTER'''''[https://www.pinterest.com/pin/8303580554539080/]</br> Non-sentient robots and drones are called Golems in the DragonStar setting. A Golem Master is a specialize tech who controls them.</br> '''Mechanical Minion''': You gain this ability at 2nd level when you acquire this specialization. The Golem Master requires a Golem Control Rig or Excortex Implant to control his drone. You bond with one drone that you have acquired. It responses to your commands so long as you are within your ‘command range’ (standard range is 5 miles baring any blockage). Add your Proficiency bonus to the drone’s AC, attack bonus and damage rolls as well as saving throws and any skill it is proficient with. You can order it to move as a free action, or as a Bonus action you can order it to take the Attack, Dash, Disengage, Dodge or Help action. As an action you can direct it to use all of its actions (movement, action, reaction). If you are incapacitated or reduced to 0 hit points the drone can only take its move action. If your drone is outside the command range it can still action semi-independent (but without your proficiency bonuses) so long as you can communicate with it via a comlink. </br> You can see what it sees drone even if it is out of your range and can order it to act.</br> '''Drone Upgrade''': You gain this ability at 7th level Technician. You have upgraded one drone with an enhanced AI processor allowing it to a full round of actions and all the actions listed with only a Bonus action on your part each round to issue commands. If you are incapacitated or reduces to 0 hit points or if the drone can now take any action based on your last commands, interpret and try and logic what you might have last wished, etc. It loses your proficiency bonuses as listed above.</br> '''Best Friends 2.0''': You gain this ability at 10th level Technician. Using your golem interface you may attempt to hack an enemy robot or drone as an Action. The target resists with an Intelligence save DC 8 + proficiency bonus + your Intelligence modifier. Failure and it gains the Charmed condition with you. Also, whenever a creature you can see targets you or a friendly drone or robot within five feet of you, you can use a reaction to redirect the attack to yourself or your friendly drone.</br> '''Drone Upgrade II''': You gain this ability at 15th level Technician. You have upgraded one of your drones with a true AI and can act as an independent character that aids you as you wish it to even if you are incapacitated, at 0 hit points or out of contact with the drone. In this situation is gains ½ (round down) your proficiency bonuses even when you are incapacitated in this way. Otherwise you must still issue it commands with a bonus action to gain your full proficiency bonuses.</br> '''Ghost in the Machine''': You gain this ability at 18th level Technician. You can fully split your awareness between your own actions and that of your drone, allowing each of you to take a full round of actions in a turn and requiring no bonus action on your part. If you are incapacitated your consciousness can remain active in your drone, and continue to act as normal (and in direct control of the drone). It can remain their even if your body died!!! If you are resurrected or restored to life somehow your consciousness returns to your real body again.</br> GOLEM MASTER ONLY SAVANT ABILITIES</br> You must have taken the Golem Master specialization to gain these savant abilities. Note that these upgrades can also be installed into a golem or drone with cash instead. The affects do not stack. *'''Combat Tracking Software''': You can update a drone’s software, once, with a +1 to its ranged attack rolls. You can take this ability twice, granting a drone to a +2 with ranged attacks. *'''Target Acquisition''': You update a drone’s targeting system, once, so that now it re-rolls any 1s or 2s that it rolls on ranged attack damage. It must accept the result of these rerolls. *'''Target Scanner''': You can update a drone’s targeting system, once, so that now it scores a critical hit with ranged attacks with a 19 or 20 (so long as the 19 still hits the target). '''''MEDIC'''''[https://www.pinterest.com/pin/293859944443957914/]</br> Medics are trained medical professionals well verses in diagnosing and treating a variety of ailments and injures.</br> '''Healing Hands''': You gain this ability at 2nd level when you acquire this specialization. With a Medical Kit (see Gear pg. 77), when you use a full round action to heal an adjacent creature you heal it an additional 1d8 + your Technician level in hit points. If you get a 20+ on your check you heal it an additional +1d8 hit points. This uses a unit from the Medical Kit.</br> '''Back on your Feet''': You gain this ability at 7th level Technician. Requires a Medical Kit to use and requires one of the kit’s unit of supplies. As an action when the Medic is stabilizing a disable creature that he is adjacent to, if the medic succeed not only does the creature gain 1 HP but it gains an additional number of HP equal to your Wisdom modifier plus your Technician level (up to its max HP). Targets can benefit from this multiple times per rest but at a cost of a unit of uses from the Medical Kit.number of HP equal to your Wisdom modifier plus your Technician level (up to its max HP).</br> '''Fast Healer''': You gain this ability at 10th level Technician. Requires a Medical Kit to use but does not requires one of the kit’s unit of supplies. During a rest make a DC10 Wisdom (Medicine) check to restore one spent Hit Dice to a creature, two spent Hit Dices if your check was 20+ or higher. A creature must complete a long rest before they can benefit from this use again.</br> '''Field Medic''': You gain this ability at 15th level Technician. Requires a Medical Kit to use but does not requires one of the kit’s unit of supplies. During a short or long rest while the healer is granting advantage on their Hit Die rolls (from the Medical kit in Gear) she also restore an additional number of HP equal to ½ (round down) her Technician level + her Wisdom modifier for each Hit Dice spent during the rest. She can add up to her Technician's level in allyies (including herself) in this way. The medic also also now preform field surgery with a normal skill roll instead of being at disadavntage.</br> '''Don’t’ you die on me!''': You gain this ability at 18th level Technician. Requires a Medical Kit to use and requires one of the kit’s unit of supplies. As an action and make a DC20 Wisdom (Medicine) skill check on a creature whom you are adjacent to and you restore a creature that has died within the last minute to life with 1 hit point but also one level of Exhaustion. MEDIC ONLY SAVANT ABILITIES</br> You must have taken the Medic specialization to acquire this Savage abilities. *'''Diagnose and Cure''': As an Action, you use your medical kit on a willing creature you are adjacent too. This does not cost one the kit usage. For the next minute (10 rounds) the target gains advantage on its next Strength, Constitution, Intelligence or Wisdom saving throw. A target can only have this feature applied to it once. Once it has used the feature you can then reapply it again. *'''Physician Heal Thyself''': As a bonus action, you recover hit points equal to your 5+ Wisdom modifier + your Technician level. Once you have used this ability, you must complete a rest to use it again. You can take this ability again, allowing you to use this feature an additional before requiring a rest. *'''Race to the Fallen''': You can use the Disengage action as a reaction so long as you move at least ½ your Speed directly towards an ally on the same turn. '''''MECHANIC'''''[https://www.pinterest.com/pin/10062799158580191/]</br> Specialists who apply their knowledge of all things ‘machine’ in a wide variety of sciences and technical aptitudes towards repair and maintenance of starships, vehicles, golems, and equipment.</br> '''Intimate Knowledge''': You gain this ability at 2nd level when you acquire this specialization. You are considered proficiency with all weapons on any starship even if you don’t have the Heavy Weapon proficiency normally. Whenever you use a Repair kit to repair damage you add your Technician’s level as a bonus to the amount repaired to vehicles. You have the equivalent of the Widget Bag Savant ability, even if you have not selected it. If you select this savant ability your bag has 200 + 100 times you level in share parts and you can salvage 20 x 1d4+1 with a short rest, 50 x 1d6+1 with a long rest.</br> '''Miracle Worker''': You gain this ability at 7th level Technician. As a bonus action you grant yourself advantage on your next Mechanic skill check. You must take a rest before you can use this ability again. You can use this ability twice, before requiring a rest, at 12th level Technician and three times when you reach 17th level Technician.</br> '''Hot Wire''': You gain this ability at 10th level Technician. The number of rounds required to perform either a Jury-Rig to repairs or to restoring power is halved, round down (minimum 1 round; with Fast Hands ability the number of rounds is ¼, minimum 1 round) and you restore twice the base amount of hit points or force field points when doing so. If you succeed with this jury-rig check by +10 over the DC any hit damage restored this way does not return at the end of the scene amount of hit points or force field points when doing so.</br> '''MacGyver''': You gain this ability at 15th level Technician. 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. This may involve searching an area or assuming certain items are available; if your widget bag currently contains at least 200 credits worth of parts, you can always be assumed to have a variety of small useful items such as screws, nails, paper clips, duct tape, and chewing gum. If the GM is convinced by your argument, make a 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.</br> '''Pure Engineer''': You gain this ability at 18th level Technician. When you make an Intelligence (Mechanic) or (Technology) skill check you set it as a natural 20. You must complete a rest to use this feature again. Also any repairs that you perform cost 50% less in supplies going forward.</br> MECHANIC ONLY SAVANT ABILITIES</br> You must have taken the Mechanic specialization to gain this savant abilities. *'''Ablative Plating''': With a DC15 Mechanics check, 100 credits worth of spare parts and at least one hour of work you can improved the Armor Class of any personal armor by +1. This affect lasts for the next combat encounter. You can make the effect permanent by spending 500 credits and with an 8 hour work day. You can still add the ablative on top of this (i.e. granting you +2 AC over the base armor’s value) but it now costs you 250 credits in spare parts each time you do this. A failure on any of these rolls means a loss of the spare parts but no other penalty. *'''Chief Engineer''': You can attempt to boost the power output of a starship’s engines to help your crew in an emergency. As an Action with a DC15 Mechanic check you grant a boost to one of the following system – Boost Sensors ads advantage to any Computer Use check to do scans, Increase Force Fields Threshold by +10, Increase Speed by +2 squares (starship scale) or Increase Weapons Output adding +1d weapon dies to all starship energy weapons. If you succeed with a 20+ you can boost two systems at the same time. These bonuses last until the start of your next turn. Failure results in Maneuver damage to the ship. Each time you succeed with this check costs the ship 1 energy point. *'''Grenade Expert''': Add your proficiency bonus to the damage with thrown grenades, grenade launchers and mortar rounds that you fire. *'''Knack''': You can also automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after you have taken a rest. *'''Midas Touch''': With a DC15 Mechanics checks, 250 credits worth of spare parts with at least one hour of work you upgrade a firearm. For the next combat encounter increase the damage dice (one if multiple) with the firearm by +1 step (a Hand Cannon would deal 1d8+1d6 piercing damage, etc.) *'''Sapper''': When you set explosives with a demotion kit, increase the damage by +2d weapon dice, add +10ft to the AOE and add your proficiency bonus to the DC for saving throws to avoid damage. '''''OPERATOR'''''[https://www.pinterest.com/pin/1618549850989141/]</br> Operators are skilled starfighter pilots, mech-walker controllers, combat tank drivers, aerocraft aces, and anyone else who specializes in vehicle control and combat operations.</br> '''Expert Control''': You gain this ability at 2nd level when you acquire this specialization. You are able to learn Vehicle Stunts. Select one stunt from the list below. You can select one additional stunt at 7th, 11th, 15th, and 18th level. Stunts and Savant abilities count as the same (are interchangeable for you). Some of these stunts require the vehicle to attack an enemy target. When a vehicle you are in operating and proficient with it hit with a successful attack, you can use your Reaction to halve the damage the vehicle just suffered. The vehicle cannot be disabled, stunned or not moving to use this feature. You are also considered proficient with any of the vehicles weapons that you are piloting or driving so long as you are also proficient with the vehicle type. </br> '''Inside Out''': You gain this ability at 7th level Technician. You are one with your machine. Any vehicle under your direct control that you are proficient in its operation, adds your proficiency bonus to the vehicle’s AC and vehicle saves and you gain an additional +2 insight on all of its attacks, skills and ability checks with vehicle mounted weapons.</br> '''Flat-Out''': You gain this ability at 10th level Technician. Increase the vehicle of any vehicle you are operating that you are also proficient with by +10ft base feet (+1 starship scale) and you advantage on the Increase Speed maneuver check.</br> '''Combat Ace''': You gain this ability at 15th level Technician. Also as a bonus action you grant yourself advantage on your next attack roll, saving throw or vehicle operating skill check with a vehicle you are operating that you are proficient with. You can use this ability twice, before requiring a rest, at 15th level Technician and three times when you reach 20th level Technician.</br> '''I’m the best there is''': You gain this ability at 18th level Technician. Before you make an attack roll or save or vehicle control roll with a vehicle weapon attack or vehicle save, you use a bonus action and can assume to have rolled a natural 20 on this check. You can’t use this ability again until you have taken a rest.</br> STUNTS & OPERATOR ONLY SAVANT ABILITIES</br> You must have taken the Operator specialization to acquire any of these abilities and you can take them either as generic Savant Technician abilities or Operate Stunt abilities. You must be proficient with and operating the vehicle in question for these abilities as well. *Counter Maneuver: If a vehicle or creature hits your vehicle while it is moving with a physical attack (ram or a melee attack), you can make ram attack against the target as a reaction (see Ram). If you hit, add one damage die to the damage dice base. Your vehicles only suffers ¼ of the same value. *Damage Avoidance: As a bonus action, you half all ‘maneuver damage’ that you might suffer with a vehicle until the start of your next turn. *Defensive Driving/Flying: As a bonus action, you gain a +2 bonus to AC and saving throws with a vehicle you control until the beginning of your next turn. *Drop The Hammer: As a bonus action, you can increase your vehicle’s speed by ½ it Base Speed until the start of your next turn. You are not at disadvantage with any other Maneuver check you might preform before the beginning of your next turn nor do you make a maneuver check. *Expert Speedester: You know the limits of your vehicle better than anyone else. As a bonus action you can remove either a Reeling, or Stunned conditions that is affecting your vehicle at the time. You need to take a short or long rest to use this ability again. *Kamikaze: As an action, you can make a ram against another vehicle or creature with your vehicle, you are not at disadvantage if they target is at least your size or larger. If you hit, add two damage dice to your total damage. Your vehicles suffers the same damage. If you succeed with this attack and are still alive, you cannot use it again until you finish a long rest. *Keep it Together: When a vehicle you are operating takes damage that would bring it down to 0 Hit Points, it immediately regains your level in Technician + your Intelligence modifier back. You cannot use this ability again until you have taken a long rest. *Relentless Pursuit: When you are attempting of ‘Force ‘Dogfight’ (see Vehicles) you have Advantage on your Vehicle operation check for that initial check (but only to Force one). *Signature Move: As a bonus action, gain a +1d6 bonus with all Dexterity (Drive), (Pilot) and Intelligence (Capital Ships) check until the end of your turn. Vehicle Evasion: If the vehicle you are operating is hit by an area of effect attack, it takes half damage if you failed your saving throw and no damage if you succeed with the save. You cannot use this ability when the vehicle is stationary, reeling, stunned or disable.
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