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=== EXAMPLES OF NPCs === [[File:SWD5.Rascals.jpg | 700px]] ==== Assassins ==== Its a dangerous universe and there are those who will often pay others to elimate their enemeies and foes. Assasins are those who accept such jobs for money.</br></br> [[File:SWD5.Droid.jpg | 300px |right]] '''ASSASSIN DROID''', ''Medium sized 4th degree droid Solider* 5/Scoundrel 3''</br> '''Destiny Points''' 6 (1d4+1), '''Dark Side''' 6</br> '''Armor Class''' 19 (unarmored)</br> '''Hit Points''' 66 (HD 5d10/3d6, ''Second Wind'' 2d10+8); '''Damage Threshold''' 24 (recover +5)</br> '''Speed''' 30 feet</br> STR 13 (+1), DEX 18 (+4), CON n/a, INT 14 (+2), WIS 10, CHA 11</br> '''Saving Throws''' Strength +4, Dexterity +7, Intelligence +5</br> '''Proficiencies''' Advanced Melee, Martial, Pistol, Rifle, Simple; Light & Medium Armor</br> '''Skills''' Computer Use +5, Initiative +7, Intimidate +3, Mechanic +5, Perception +3, Pilot +7, Stealth +7, Thievery +5</br> '''Feats''' Brawler (unarmed d6), Bolt Storm (auto area 20x20ft or 5x30ft), Charging Fire (when Dash can use bonus action to make range attack at end), Double Attack, Double Tap (-2 attack +1d damage), Improved Damage Threshold, Point Blank Shot (+1 to hit and damage within base range), Weapon focus (rifles)</br> '''Talents''' Devastating Attack (target’s Damage Threshold -5 vs. Reeling), Indomitable (recover from reeling instantly with reaction/long rest), Sneak Attack 2 (+2d8), Weapon Specialization (blaster rifle)</br> '''Senses''' ''passive'' perception 13; '''Languages''' Basic, Binary</br> '''Traits (Systems)''': Combat processor, Improved walking speed, Two-arm appendage, Two-leg walking locomotion, Reinforced structure, Vocabulatior</br> '''ACTIONS'''</br> '''''Double Attack.''''' With attack action, take two attacks in the round.</br> '''''Blaster Rifle''''' (100 pc). Ranged Weapon Attack: +8 to hit; Hit: 3d8+10 energy. Autofire Ranged Weapon Attack +3 (+6 brace); Hit: 5d8+10 or AOE 10x10ft 3d8+4, Dex save DC15 for ½. Range 200/1,200</br> '''''Vibro-blade''''' (pc). Melee weapon attack: +7 to hit, one target, reach 5ft; Hit: 2d6+8 piercing damage</br> '''Extra Gear''' Bandolier with 4 powercells for carbine and 4 for vibroblade, Repair kit.</br> Illegal in most of the greater known galactic regions, these independent or semi- autonomous droids are specifically designed to hunt down targets and killed them, generally in the most public manner. They are ruthless and without pity, cold as their programming allows.</br></br> '''DAGGER IN THE DARK''', ''Medium sized humanoid Scoundrel 6 (criminal)''</br> '''Destiny Points''' 5 (1d4+1), '''Dark Side''' 6</br> '''Armor Class''' 18 (unarmored)</br> '''Hit Points''' 42 (HD 6d6; Second Wind 2d6+7), '''Damage Threshold''' 19 (recover +1)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 16 (+3), CON 13 (+1), INT 12 (+1), WIS 10, CHA 12 (+1)</br> '''Saving Throws''' Dexterity +6, Intelligence +3</br> '''Proficiencies''' Advanced Melee, Pistol, Simple</br> '''Skills''' Acrobatics +6, Gather Information +4, Deception +4, Initiative +6, Pilot +6, Stealth +9, Sleight of Hands +6, Thievery +4</br> '''Feats''' Improved Mobility (dash ignores difficult terrain, if you move at least 15ft, OA against you are at disadvantage), Mobility (if you attack an opponent in melee, you do not provoke an OA from them), Point Blank Shot (+1 to hit and damage within base range), Skill Expertise (Security Kit, Stealth), Weapon Proficiency (advantage melee weapons)</br> '''Talents''' Crafty Action (bonus action to take Dash, Disengage or Hide action), Skirmisher (if you move and end up at least 20 feet from where you started, advantage on next attack roll), Sneak Attack 2 (+2d8)</br> Senses passive perception 10; Languages Basic, plus native</br> '''Equipment Mod''': Advantage with Stealth when still, can attempt to hide without obscure but no advantage.</br> '''ACTION'''S</br> '''''Blaster Pistol''''' (50 pc). Range weapon attack: +6 to hit, one target; Hit: 3d6+6 energy. Range 50/300ft</br> '''''Vibro-dagger''''' (pc). Melee weapon attack: +6 to hit, one target, reach 5ft; Hit 2d4+6 slashing damage</br> '''Extra Gear''': Camo-Cloak, Short-range comlink, Security kit.</br> This assassin specializes in not being detected when the slip up and either stab or shot their intended targets from concealment. If possible, most will want to be able to slip away undetected also. This kind of work is best done out of the public eye.</br></br> '''POISONER''', ''Medium sized humanoid Noble* 3/Scoundrel 3 (charlatan)''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 42 (6d6; Second Wind 2d6+7), '''Damage Threshold''' 19 (recover +4)</br> '''Speed''' 30 feet</br> STR 11, DEX 14 (+2), CON 13 (+1), INT 14 (+2), WIS 12 (+1), CHA 15 (+2)</br> '''Saving Throws''' Dexterity +5, Wisdom +4, Charisma +5</br> '''Proficiencies''' Pistols, Simple</br> '''Skills''' Acrobatics +5, Athletics +3, Deception +5, Gather Information +5, Insight +4, Investigation +5, Medicine +5, Pilot +5, Sleight of Hands +5, Stealth +5, Thievery +5</br> '''Feats''' Actor (advantage with deception when pretending to be someone else), Linguistic, Martial Arts, Mobility (no OA if you attacked from those you attacked in melee), Point Blank Shot (base range), Skill Training (Deception and Sleight of Hands)</br> '''Talents''' Connections, Coordinate (+2 when granting advantage), Crafty Action (bonus action to take Dash, Disengage or Hide action), Jack of All Trades (+2 proficiency bonus with untrained skills), Knack (reroll any one check/rest)</br> Senses passive perception 11; Languages Basic, plus native and six additional languages (unknown +2 check)</br> '''ACTIONS'''</br> '''''Holdout Blaster''''' (6 pc). Range weapon attack: +5 to hit, one target; Hit: 3d4+5 energy. Range 50/300</br> '''''Martial Arts'''''. Melee attack +5 to hit, one target, reach 5ft; Hit: 1d4+5 bludgeoning.</br> '''Extra Gear''': various poisons. Typical ingested DC15 or higher Constitution save. Failure deals 2d8 poison damage (save for half) and Poisoned conditions 3d6 rounds. Success half the damage and no condition</br> The poisoner rely on their acting abilities to appear unthreatening and benign in order to get up nice and close to their targets before delivering the killing blow. Often this in the form of a deadly toxin that the target might eat or drink. This way the assassin has time to flee before the target expires.</br></br> '''SNIPER''', ''Medium sized humanoid Soldier* 3/Scoundrel 3 (military)''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 8</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 65 (HD 3d10/3d6; Second Wind 2d10+8), ''Damage Threshold'' 20 (recover +5)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 14 (+2), CHA 11</br> '''Saving Throws''' Strength +5, Dexterity +5, Constitution +5</br> '''Proficiencies''' Heavy, Pistols, Rifles, Simple; Light & Medium Armor</br> '''Skills''' Acrobatics +5, Athletics +5, Intimidate +3, Mechanic +3, Perception +5, Stealth +8, Thievery +3</br> '''Feats''' Far Shot, Point Blank Shot (+1 to hit and damage within base range), Skill Expertise (Stealth), Sniper (with aim, roll attack with 2d20; if both hit add +2d weapon damage), Weapon Focus (rifles)</br> '''Talents''' Battle Analysis (bonus action, know who is at ½ HP and gain +2 to attack them), Sneak Attack 2 (+2d8), Superior Weapon Expertise (blaster sniper rifles), Weapon Specialization (blaster sniper rifle)</br> '''Senses''' ''passive'' perception 15; '''Languages''' Basic, plus native</br> '''Equipment Mod''': Advantage with Stealth in appropriate terrain, disadvantage when not.</br> '''ACTIONS'''</br> '''''Blaster Sniper Rifle''''' (75 pc). Ranged Weapon Attack +7 to hit, one target; Hit: 3d10+7 energy, Range 200/1,200, with Scope (“aim” maneuver up to 1,2000ft, disadvantage for firing out to 2,400ft).</br> '''Extra Gear''': Various suits of Camouflage Clothing, extra power cell for sniper rifle, Utility belt.</br> The sniper prefers to kill its targets from long range, often while hidden from detection. This allows her to make the ‘kill’ and then slip away before detected.</br> ==== Bounty Hunter ==== When you need someone found and the law can’t or won’t get involved, those whom can afford them will hire a bounty hunter. They tend to range from the foppish rockies to big time legendary hunters whom are known (and feared) throughout the galaxy. '''WANT-A-BE HUNTER''', ''Medium sized humanoid Soldier* 1/Scout 1 (enforcer)''</br> '''Destiny Points''' 2 (1d4+1), '''Dark Side''' 4</br> '''Armor Class''' 17 (scout armor ACR 15, +2 threshold)</br> '''Hit Points''' 38 (HD 1d10/1d8; Second Wind 1d10+3), '''Damage Threshold''' 21 (rec +3; beginning of turn)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 14 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 12 (+1)</br> '''Saving Throws''' Strength +4, Dexterity +4, Constitution +3</br> '''Skills''' Athletics +5, Gather Information +3, Intimidate +3, Perception +3, Pilot +4, Stealth +4, Survive +3</br> '''Proficiencies''' Advanced Melee, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br> '''Feats''' Shake it Off, Weapon Focus (rifles)</br> '''Talents''' Devastating Attack (-5 to target's Threshold vs. its attacks), Evasion (vs. area, ½ from hits, and no damage from misses), Weapon Specialization (blaster rifle)</br> '''Senses''' ''passive'' perception 13; Languages Basic plus native</br> '''ACTIONS'''</br> '''''Blaster Rifle''''' (100 pc). Ranged Weapon Attack: +5 to hit; Hit: 3d8+5 energy. Autofire, Ranged Weapon Attack: +0 (+3 braces); Hit: Hit: 5d8+5 or AOE 10x10ft 3d8+1, Dex save DC12 for ½. Range 200/1,200ft</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack: +4 to hit, one target; Hit: 3d6+3 energy. Range 50/300ft</br> '''''Vibro-blade''''' (pc). Melee weapon attack +4 to</br> hit, one target, reach 5ft; Hit: 2d6+3 slashing.</br> '''Extra Gear''': Bandolier (4 power cells for rifle, 4 power cells for pistol, 2 power cells for vibroblade), Binder cuffs (2 sets), Datapad, Short range comlink, Stimpac (2), Utility belt</br> This is your typical bounty hunter who is just starting out. They are not especially dangerous to heroes unless traveling in a packs but they are often ruthless as they wish to make a name for themselves.</br></br> '''VETERAN BOUNTY HUNTER''', ''Medium sized humanoid Soldier* 4/Scout 4 (enforce)''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br> '''Armor Class''' 17 (scout armor ACR 15, upgrade; +2 threshold)</br> '''Hit Points''' 79 (HD 4d10/4d8; Second Wind 2d10+10), '''Damage Threshold''' 22 (rec +5; beginning of turn)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)</br> '''Saving Throws''' Strength +5, Dexterity +5, Constitution +5</br> '''Proficiencies''' Advanced Melee, Pistol, Rifles, Simple; Light & Medium Armor</br> '''Skills''' Athletics +6, Computer Use +3, Gather Information +7, Intimidate +7, Perception +5, Pilot +6, Stealth +6</br> '''Feats''' Action Surge (extra Action/rest), Bravery (advantage vs. frightened and fear), Double Attack, Point Blank Shot (+1 to hit and damage in base range), Precise Shot (fire into melee), Shake it Off, Skill Expertise (Gather Information, Intimidate), Weapon Focus (rifles)</br> '''Talents''' Acute Senses (advantage on perception), Devastating Attack (-5 to target's Threshold vs. its attacks), Evasion (vs. area, ½ from hits, and no damage from misses), Hunter’s Mark (with ‘Aim’ and spend a destiny point, one target additional -3 Threshold, stacks with Devastating attack and deal +4 damage with attacks), No Where to Hide (advantage with gather information, insight), Weapon Specialization (blaster rifle).</br> '''Senses''' ''passive'' perception 20/22 (low-light with goggles); '''Languages''' Basic, plus native</br> '''Equipment Mod''': +4 equipment bonus to saves vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons.</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action, take two attacks in the round.</br> '''''Blaster Rifle''''' (100 pc). Ranged Weapon Attack: +7 to hit, one target; Hit: 3d8+9 energy damage. Or Autofire, Ranged Weapon Attack: +2 (+5 braces) to hit; Hit: 5d8+9 or AOE 10x10ft 3d8+4 energy, Dex save DC14, ½. Range 200/1,200ft.</br> Blaster Pistol (50 pc). Ranged Weapon Attack: +6 to hit, one target; Hit: 3d6+7 energy. Range 50/300ft</br> '''''Vibro-blade''''' (pc). Melee weapon attack +6 to hit, one target, reach 5ft; Hit: 2d6+7 slashing damage.</br> [[File:SWD5.BountyHunter.jpg | 400px | left]]'''Extra Gear''': Bandolier (4 power cells for rifle, 4 power cells for pistol, 4 power cells for vibroblade), Binder cuffs (2 sets), Datapad, Helmet Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Stimpac (2), Utility belt</br> Hunters such as this one do the ‘job’ and get paid. They rarely care what the job is only the credits. Cheating employers are likely to find themselves with new holes in their precious hides, though even a hunter such as this must be careful. With luck he can take down a squad of Imperial Stormtrooper, maybe even an entire platoon if he's clever and lucky.</br></br> '''PRIME HUNTER''', ''Medium sized humanoid Soldier* 10/Scout 5 (enforcer)''</br> '''Destiny Points''' 8 (1d4+1), '''Dark Side''' 15</br> '''Armor Class''' 23 (heavy battle armor ACR 20, +8 threshold)</br> '''Hit Points''' 167 (HD 10d10/5d8; Second Wind 4d10+18), '''Damage Threshold''' 34 (recover +8; at the beginning of turn)</br> '''Speed''' 30 feet, 40 feet fly speed (with Jet Pack)</br> STR 18 (+4), DEX 18 (+4), CON 16 (+3), INT 15 (+2), WIS 15 (+2), CHA 16 (+3)</br> '''Saving Throws''' Strength +9, Dexterity +9, Constitution +8, Wisdom +7</br> '''Proficiencies''' Advanced Melee, Heavy, Pistols, Rifles, Simple; Light, Medium & Heavy Armor</br> '''Skills''' Computer Use +7, Galactic Lore +7, Gather Information +13, Initiative +14, Intimidate +8, Perception +7, Pilot +9, Stealth +9, Thievery +7</br> '''Feats''' Armor Proficiency (Heavy), Action Surge (extra Action/rest), Careful Shot (when aim +2 to hit and damage), Determined (Wis saves), Double Attack, Double Tap (-2 to hit +1d damage), Far Shoot, Martial Arts, Martial Art Expert (free martial strike when melee attack), Shake it Off, Skill Expertise (Gather Information, Intimidate), Skill Training (Galactic Lore and Pilot), Triple Attack, Weapon Focus (rifles), Weapon Proficiency (Heavy Weapons)</br> '''Talents''' Acute Senses (advantage on perception), Armor Defense (dex +1 to AC, +2 threshold), Devastating Attack (-5 to target's Threshold vs. its attacks), Evasion (vs. area, ½ from hits, and no damage from misses), Hunter’s Mark (with ‘Aim’ and spend a destiny point, one target additional -5 Threshold, stacks with Devastating, deal +7 damage), Juggernaut (reduce damage by 4 with heavy armor), No Where to Hide (advantage with gather information), Second Skin (+1 to AC wearing armor), Weapon Specialization (blaster rifle)</br> '''Senses''' ''passive'' perception 24/26 (low-light with goggles); Languages Basic, plus native</br> '''Equipment Mod''': Disadvantage with Stealth, +4 equipment bonus to saves vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons.</br> '''ACTIONS'''</br> '''''Triple Attack'''''. With attack action, make three attacks in the round.</br> '''''Blaster Rifle*''''' (100 pc). Ranged Weapon Attack: +11 to hit; Hit: 3d8+15 energy. Autofire, Range Attack: +6 (+9 brace); Hit: 5d8+15 or AOE 10x10ft 3d8+8, Dex save DC17 for ½. Range 600/1,200ft</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack: +9 to hit, one target; Hit: 3d6+11 energy. Range 150/300ft</br> '''''Martial Arts'''''. Melee attack +9 to hit, one target, reach 5ft; Hit: 1d6+11 bludgeoning.</br> '''''Vibro-blade''''' (pc). Melee weapon attack +9 to hit, one target, reach 5ft; Hit: 2d6+11 slashing.</br> '''Extra Gear''': Bandolier (6 power cells for rifle, 4 power cells for pistol, 2 power cells for vibroblade), Binder cuffs (2 sets), Datapad with various criminal files, Goggles Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Jet Pack, Stimpac (2), Utility belt.</br> (* ''Enhanced blaster rifle via tech specialization, etc., adds +1 to attack rolls and +2 to damage.'')</br> Bounty hunters of this quality are expensive and rare but worth every credit. Relatively famous, these individuals are often called the 'best bounty hunter in the galaxy' as flattery. By this point they are stone cold killers and care light about the job or the client or who the target is. They will search the galaxy for their prey if the money is enough. ==== Civilians ==== Civilians fulfill all the other non-adventuring jobs that keep the Republic (and Empire) running. The following are only a few that the heroes might encounter… '''BUREAUCRAT''', ''Medium sized humanoid nonheroic 3''</br> '''Dark Side''' 0 or 1d10</br> '''AC''' 12 (unarmored)</br> '''Hit Points''' 8 (3d4), '''Damage Threshold''' 15 (recover +1)</br> '''Speed''' 30 feet</br> STR 10, DEX 10, CON 10, INT 14 (+2), WIS 12 (+1), CHA 12 (+1)</br> '''Proficiencies''' Simple, Pistol</br> '''Skills''' Computer Use +6, Galactic Lore +4, Insight +3, Intimidate +3</br> '''Feats''' Frigging Love Science (advantage w/various skills), Skill Expertise (Computer Use)</br> '''Senses''' ''passive'' perception 11; '''Languages''' Basic plus native</br> '''Extra Gear''': Datapad with various disks of official records, laws and regulations, Uniform.</br> Administrators and bureaucrats are common in all eras often times causing trouble for the heroes as they have to cut through red tape to find some important information or piece of equipment or dock their ship.</br></br> [[File:SWD5.Doctor.jpg | 300px | left]] '''DOCTOR''', ''Medium sized humanoid nonheroic 7''</br> '''Dark Side''' 0 or 1d12</br> '''AC''' 11 (unarmored)</br> '''Hit Points''' 18 (7d4), '''Damage Threshold''' 15 (recover +3)</br> '''Speed''' 30 feet</br> STR 10, DEX 11, CON 11, INT 13 (+1), WIS 16 (+3), CHA 14 (+2)</br> '''Proficiencies''' Simple weapons, Pistols</br> '''Skills''' Computer Use +4, Galactic Lore +4, Insight +6, Medicine +9, Nature +4, Perception +6, Technology +4</br> '''Feats''' First Aid (can remove reeling or stun from adjacent ally same DC, use of medical kit heals 1d6+ 9+ creatures level, when stabilizing a check 20+ restore target to 1HP), Medic (advantage w/HD rolls short or long rest and add +6 to each HD, can restore spent HD with medicine check DC10+, two if 20+), Skill Expertise (Medicine), Surgical Expertise</br> '''Senses''' ''passive'' perception 16; Languages Basic, native plus two more</br> '''Extra Gear''': Medical Pack, Stimpac (2), Uniform.</br> The doctor is a trained professional in treating wounds and illness and can perform surgeries. Many are pacifist.</br></br> '''MERCHANT''', ''Medium sized humanoid nonheroic 5''</br> '''Dark Side''' 0 or 1d10</br> '''AC''' 11 (unarmored)</br> '''Hit Points''' 12 (5d4), '''Damage Threshold''' 15 (recover +1)</br> '''Speed''' 30 feet</br> STR 11, DEX 12 (+1), CON 10, INT 12 (+1), WIS 12 (+1), CHA 17 (+3)</br> '''Proficiencies''' Simple, Pistols</br> '''Skills''' Deception +6, Galactic Lore +4, Insight +7, Perception +4, Persuasion +9</br> '''Feats''' Skill Expertise (Insight, Persuasion), Skill Proficiencies (Galactic Lore)</br> '''Senses''' ''passive'' perception 14; Languages Basic, native plus two more</br> '''ACTIONS'''</br> '''''Holdout Blaster Pistol''''' (6 pc). Range weapon attack: +4 to hit, one target; Hit: 3d4+1 energy</br> '''Extra Gear''': Datapad, various goods to sell.</br> Everyone needs to buy “stuff” and there are different sellers for everything and anything. These are your more common legal traders but they might have something “special” on the side for the right client.</br></br> '''SCIENTIST''', ''Medium sized humanoid nonheroic 8/Noble 1''</br> '''Density Points''' 1 (1d4+1), '''Dark Side''' 0 or 1d12</br> '''AC''' 19 (unarmored)</br> '''Hit Points''' 24 (8d4/1d6, Second Wind 1d6+1), '''Damage Threshold''' 19 (recover +1)</br> '''Speed''' 30 feet</br> STR 10, DEX 12 (+1), CON 10, INT 18 (+4), WIS 12 (+1), CHA 10</br> '''Saves''' Intelligence +8</br> '''Proficiencies''' Pistol, Simple weapons</br> '''Skills''' Computer Use +8, Investigation +12, Mechanic +8, Medicine +5, Nature +8, Perception +5, Technology +12</br> '''Feats''' Do Science on it (expertise with int or wis skill you don’t have it with), Frigging Love Science (advantage w/ various skills), Science Not Soldier (disengage action allows on ranged attack but ½ damage), Skill Expertise (Investigation, Technology)</br> '''Talant''' Flash of Genius (can re-roll one failed skill check and take the better)</br> '''Senses''' ''passive'' perception 15; '''Languages''' Basic, native plus two more</br> '''ACTIONS''' </br> '''''Sport Blaster Pistol''''' (25 pc). Range weapon attack: +5 to hit, one target; Hit: 3d4+1 energy (stun setting)</br> '''Extra Gear''': Datapad with various chips of info, Hand Scanner, civilian cloths and robes.</br> The scientist is a brilliant investigator and leader in her field, but they can be arrogant and introverted. Their work is all that really mattetrs to them.</br></br> [[File:SWD5.Guard.jpg | 250px | right]] '''SECURITY AND ENFORCER''', ''Medium sized humanoid nonheroic 3''</br> '''Dark Side''' 0 or 1d10</br> '''AC''' 15 (combat jumpsuit ACR 14, +2 to threshold)</br> '''Hit Points''' 16 (3d4), '''Damage Threshold''' 18 (recover +1)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 10, WIS 12 (+1), CHA 12 (+1)</br> '''Proficiencies''' Simple, Pistol; Light armor</br> '''Skills''' Drive (or Pilot) +3, Insight +3, Perception +3</br> '''Feats''' Menacing Attack (bonus after successful hit, target must make Cha save vs. damage or be frightened start of next turn), Toughness</br> '''Senses''' ''passive'' perception 13; Languages Basic plus native</br> '''ACTIONS'''</br> '''''Stun Pistol''''' (100 pc). Range weapon attack: +3 to hit, one target; Hit: 3d6+1 stun only</br> '''''Stun Baton''''' (pc). Melee weapon attack: +5 to hit, one target, reach 5ft; Hit: 3d8 stun damage, touch attack.</br> '''Extra Gear''': Uniform, Binder Cuffs (at least one set of small, medium and large), Cylinder code, Short-range comlink, Utility belt.</br> Secruity guards and local enforcers tend to be on the low-end of protection and enforcement, dealing mostly with petty criminals and misdemeanor crimes</br></br> '''TECHNICIAN''', ''Medium sized humanoid nonheroic 3/Scout 2''</br> '''Destiny Points''' 2, '''Dark Side''' 0 or 1d6</br> '''AC''' 17 (unarmored)</br> '''Hit Points''' 26 (3d4/2d8, Second Wind 1d8+3), '''Damage Threshold''' 19 (recover +4, beginning)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 14 (+2), WIS 10, CHA 10</br> '''Saving Throws''' Constitution +4</br> '''Proficiencies''' Simple, Pistol</br> '''Skills''' Computer Use +5, Investigation +5, Mechanic +8, Technology +8, Thievery +5</br> '''Feats''' MacGyver (tech check to create some useful equipment), Shake It Off, Skill Expertise (Mechanic, Technology), Technical Expertise (can improve basic equipment with Mechanic/Tech check)</br> '''Talents''' Jury-Rigger (jury rig fixes don’t go away at end of scene)</br> '''Senses''' ''passive'' perception 10; Languages Basic plus native</br> '''ACTIONS'''</br> '''''Sporting Blaster Pistol''''' (25 pc). Range weapon attack: +3 to hit, one target; Hit: 3d4+2 energy</br> '''Extra Gear''': Short-range comlink, Repair kit, Security kit, Utility belt, Coverall work-cloths.</br> Equipment breaks down or can be damaged. Or sometimes you want something special or upgraded. That’s where a technician comes in. If you can afford their talents.</br></br> '''WEALTHY NOBLE''', ''Medium sized humanoid Nonheroic 7/Noble 3''</br> '''Density Points''' 1 (1d4+1), '''Dark Side''' 1d10</br> '''Armor Class''' 17 (unarmed)</br> '''Hit Points''' 32 (HD 7d4/3d6; Second Wind 1d6+3), '''Damage Threshold''' 19 (recover +0)</br> '''Speed''' 30 feet</br> STR 10, DEX 13 (+1), CON 10, INT 15 (+2), WIS 10, CHA 18 (+4)</br> '''Saving Throws''' Charisma +8</br> '''Proficiencies''' Pistol, Simple Weapons</br> '''Skills''' Computer Use +5, Deception +8, Galactic Lore +5, Gambling +12, Insight +4, Persuasion +8</br> '''Feats''' Cutting Words (Intimidate vs. Insight, if target fails at disadvatnage next attack), Sidestep (reaction from ranged attack just hit you, minus 1d10+11 damage), Skill Expertise (Gambling), Skill Proficiency (Insight), Suspiceious (advantage against charm), Weapon Proficiency (Pistols)</br> '''Talents''' Connections, Wealth</br> '''Senses''' passive perception 10; '''Languages''' Basic, native plus two more</br> '''ACTION'''</br> '''''Hold-Out Blaster Pistol''''' (6 pc). Ranged weapon attack +5 to hit, one target; Hit: 3d4+2 energy, Range 150/300ft</br> '''Extra Gear''': lots of money, manor house of some form, servants (both droid and other)</br> A wealthy aristocrat with an acient lineage or ideal rich of new 'family money'. Spends most their time gambling and enjoying life. Might sponsour a group for various missions and quests. ==== Criminals ==== Crime has been a constant plague on the Republic and Empire from the early days. Criminals include organized crime (under a Crime Boss or Leader type) and independents. Every criminal organization has a boss and a number of minions to run the day to day operations for the organization. Thugs and muscle to punish civilians, enforcers to maintain discipline in the group or sent out to take care of those trouble makers the day-to-day minions can take care of and the boss to make sure the money flows.</br></br> [[File:SWD5.Gamble.jpg | 400px | right]] '''GAMBLE''', ''Medium sized humanoid nonheroic 3/Scoundrel 3''</br> '''Destiny Points''' 3 (d4+1), '''Dark Side''' 4</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 27 (HD 3d4/3d6; Second Wind 1d6+4), '''Damage Threshold''' 19 (recovery +1)</br> '''Speed''' 30 feet</br> STR 10, DEX 12 (+1), CON 13 (+1), INT 14 (+2), WIS 12 (+1), CHA 16 (+3)</br> '''Saving Throws''' Intelligence +5</br> '''Proficiencies''' Simple, Pistols</br> '''Skills''' Deception +6 Gambling +9 (+11), Insight +7, Intimidate +6, Perception +4, Thievery +5</br> '''Feats''' Actor (advantage on Performance & Deception), Point Blank Shot (+1 to hit and damage base range), Skill Expertise (Gambling, Insight)</br> '''Talents''' Gambling (advantage on all games of chance, +2 insight bonus), Knack (can re-roll one d20 check, long rest)</br> '''Senses''' ''passive'' perception 14; Languages basic plus native</br> '''ACTIONS'''</br> '''''Hold-out Blaster Pistol''''' (6 pc). Ranged weapon attack +4 to hit, one target; Hit: 3d4+2 energy, Range 150/300</br> Professional gamblers have to balance their reputations as gamblers with not scaring off their opponents at the table long enough to extract enough creds from their pockets.</br></br> '''SLICER''', ''Medium sized humanoid Scoundrel 5 (criminal)''</br> '''Destiny Points''' 5 (d4+1), '''Dark Side''' 4</br> '''Armor Class''' 19 (unarmored)</br> '''Hit Points''' 39 (5d6; Second Wind 2d6+6), '''Damage Threshold''' 19 (recovery +1)</br> '''Speed''' 30 feet</br> STR 11, DEX 15 (+2), CON 13 (+1), INT 18 (+4), WIS 13 (+1), CHA 11</br> '''Saving Throws''' Dexterity +5, Intelligence +6</br> '''Proficiencies''' Simple, Pistols</br> '''Skills''' Computer Use +7, Deception +3, Galactic Lore +7, Mechanic +7, Sleight of Hands +5, Stealth +5, Technology +7, Thievery +10 (+12)</br> '''Feats''' Do Science on it! (double proficiency with int or wis based skill w/o Expertise, rest), Freaking Love Science (advantage on int/wis skill, rest), Gimmick (half time to improve computer’s attitude), Skill Expertise (Thievery), Tracer (Computer use instead of Gather Information)</br> '''Talents''' Crafty Action (dash, disengage or hide as bonus action), Fortunes Favor (with a Critical hit can take a free extra action), Knack (can re-roll one d20 check, long rest), Slicer (advantage with slicer kit, +2 insight with Thievery to hack a computer)</br> '''Senses''' ''passive'' perception 11; '''Languages''' basic plus native</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Ranged weapon attack +4 to hit, one target; Hit: 3d6+4 energy, Range 150/300</br> '''Extra Gear''': Datapad, Repair kit, Slicer kit</br> The Slicer specializes in bypassing computer system security to get to the juicy secret data troves others want to keep hidden.</br></br> '''THUG''', ''Medium sized humanoid nonheroic 4''</br> '''Dark Side''' 4</br> '''Armor Class''' 15 (combat jumpsuit ACR 14, +2 threshold)</br> '''Hit Points''' 19 (HD 4d4), '''Damage Threshold''' 18 (recovery +1)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 12 (+1), CON 13 (+1), INT 10, WIS 10, CHA 11</br> '''Proficiencies''' Simple, Pistols, Rifle; Light Armor</br> '''Skills''' Initiative +3, Intimidate +2</br> '''Feats''' Point Blank Shot (+1 to hit and damage base range), Toughness</br> '''Senses''' ''passive'' perception 10; '''Languages''' basic plus native</br> '''ACTIONS'''</br> '''''Heavy Club.''''' Melee weapon attack: +4 to hit, one target, reach 5ft; Hit: 1d6+2 bludgeoning.</br> '''''Sport Blaster Pistol''''' (25 pc). Ranged weapon attack +3 to hit, one target; Hit: 3d4+1 energy damage, Range 50/300ft</br> or '''''Sport Blaster Rifle''''' (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+1 energy. Range 200/1,200ft</br> Whether cheap muscle or a local gang thug, this thug is a commonly found throughout the galaxy. Such foes often fill a variety of the roles serving a main enforcer or lieutenant, due to being more capable than many starting in the profession.</br></br> '''MUSCLE''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br> '''Dark Side''' 4</br> '''Armor Class''' 14 (combat jumpsuit ACR 14, +2 threshold)</br> '''Hit Points''' 32 (HD 4d4.1d10, Second Wind 1d10+3), '''Damage Threshold''' 19 (recover +2)</br> '''Speed''' 30 feet</br> STR 17 (+3), DEX 11, CON 15 (+2), INT 10, WIS 10, CHA 11</br> '''Saving Throws''' Strength +6 '''Proficiencies''' Simple, Martial, Pistol; Light Armor</br> '''Skills''' Initiative +3, Intimidate +3</br> '''Feats''' Brawler, Savage (+1 to hit/+2 damage with non-advantage weapons), Toughness</br> '''Telent''' Melee Smash (+2 melee damage)</br> '''Senses''' ''passive'' perception 10; '''Languages''' basic plus native</br> '''ACTIONS'''</br> '''''Brawler'''''. Melee attack +6 to hit, one target, reach 5ft; Hit: 1d3+5 bludgeoning damage (bonus action with melee attack action)</br> '''''Maul''''' (2h). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d6+7 bludgeoning.</br> '''''Sport Blaster Pistol''''' (25 pc). Ranged weapon attack +3 to hit, one target; Hit: 3d4 energy damage, Range 50/300ft</br> These are the stronger thugs of crime organization, mostly meant to be big and intimidating and to beat up foes with their fists if need be. Most also carry a heavy maul like clubs (although certain species prefer other weapons, such as Gamorreans and their love of heavy axes).</br></br> '''CRIMINAL ENFORCER''', ''Medium sized humanoid Scoundrel* 5/Soldier 3 (criminal)''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br> '''Armor Class''' 19 (unarmored)</br> '''Hit Points''' 72 (HD 3d10/5d6; Second Wind 2d10+9), '''Damage Threshold''' 19 (recover +4)</br> '''Speed''' 30 feet</br> STR 13 (+1), DEX 18 (+4), CON 12 (+1), INT 13 (+1), WIS 14 (+2), CHA 15 (+2)</br> '''Saving Throws''' Strength +4, Dexterity +7, Constitution +4</br> '''Proficiencies''' Advanced Melee, Pistols, Rifles, Simple Weapons; Light Armor</br> '''Skills''' Deception +5, Initiative +7, Intimidate +5, Insight +5, Pilot +7, Sleight of Hands +7, Stealth +7, Thievery +5</br> '''Feats''' Deadly Aim (penalty up to -3 for +6 to range attack damage), Far Shot, Improved Critical (crit on a 19-20), Improve Mobility (ignore difficult terrain with Dash, if you move at least 15ft opportunity attacks are at disadvantage vs. you), Mobility (if you attack a foe in melee you do not provoke opportunity from them), Point Blank Shot (+1 to hit and damage at base range), Quick Draw, Weapon Focus (pistols)</br> '''Talents''' Deceptive Shot (one target within 30ft, bonus action opposed deception vs. deception or initiative. If you win advantage on all attacks until next turn), Devastating Attack (-5 to target's Threshold vs. its attacks), Skirmisher (if you move at least 20ft away from where you started in the round advantage on next attack), Sneak Attack 2 (+2d8), Weapon Specialization (blaster pistol)</br> '''Senses''' ''passive'' perception 12; '''Languages''' basic plus native</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Ranged weapon attack +8 to hit, one target; Hit: 3d6+10 energy, Range 150/300ft</br> '''''Vibro-dagger''''' (pc). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d4+8 piercing, Thrown (30/100ft).</br> '''Extra Gear''': Security kit, Short range comlink with pocket scrambler.</br> Every criminal organization needs someone to ‘enforce’ the rules of the crime boss. That’s where the enforcer comes in. They carry out the special jobs that the leadership.</br></br> [[File:SWD5.CrimeQueen.jpg | 450px | left]] '''MAJOR CRIME BOSS''', ''Medium sized humanoid Scoundrel* 10/Noble 5 (criminal)''</br> '''Destiny Points''' 12 (1d4+1), '''Dark Side''' 10</br> '''Armor Class''' 22 (unarmored)</br> '''Hit Points''' 91 (HD 15d6; Second Wind 6d6+16), '''Damage Threshold''' 27 (rec +8)</br> '''Speed''' 30 feet</br> STR 11, DEX 14 (+2), CON 12 (+1), INT 20 (+5), WIS 15 (+2), CHA 18 (+4)</br> '''Saving Throws''' Dexterity +7, Constitution +6, Intelligence +9, Wisdom +7, Charisma +9</br> '''Proficiencies''' Pistols, Simple Weapons</br> '''Skills''' Deception +9, Galactic Lore +10, Gather Information +9, Intimidate +14, Insight +12, Mechanic +10, Pilot +7, Persuasion +9, Sleight of Hands +7, Stealth +7, Thievery +10</br> '''Feats''' Action Surge (extra action/rest), Careful Shot (+2 to hit and damage with aim), Cutting Words, Determined (Con and Wis saves), Double Attack, Improved Damage Threshold, Improved Second Wind, Lucky, Precise Shot (no disadvantage firing into melee), Outwit and Outthink (4/rest, Int instead of Dex for attacks), Point Blank Shot (+1 to hit and damage within base range), Sharper Words (bonus, opposed Intimidate vs. Insight of all foes within 50ft, disadvantage on next attack), Skill Expertise (Intimidate, Insight), Suspicious Mind (advantage vs. Charmed)</br> '''Talents''' Attract Follower, Attractive Minions, Impel Ally I (as a reaction you grant one ally in sight its reaction to move base speed. Or action and give it to one ally), Inspire Fear I & II (others suffer a -5 all checks vs. you), Inspire Fear III (once per round one check against you is at disadvantage), Jack-of-All Trades (+3), Negotiator (advantage on intimidate and persuasion checks with Criminal element), Wealth</br> Senses passive perception 12; Languages basic, plus native plus two more.</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action, take two attacks in the round.</br> '''''Blaster Pistol''''' (50 pc). Ranged weapon attack +8 to hit, one target; Hit: 3d6+10 energy, Range 50/300ft</br> '''Extra Gear''': Base or hideout, lots of vehicles and tools and supplies. Illegal goods.</br> This is a major criminal boss, known and fear throughout a sector. They command loyalty (through fear or bribes and occasionally respect) and have access to a lot of money and illegal gear. They should also have a nice out of the way secret base that is full of loot and credits. ==== Dark Side Marauders ==== While the Sith and the Jedi are the most famous of Force users within the known galaxy, they are not the only users. Many worlds have many force traditions and many unguided users fall to the lure of the Dark Side. Many are loners or join various war bands or pirates, but others seek out others like selves. [[File:SWD5.Raider.jpg | 300px | right]] '''DARK WARRIOR''', ''Medium sized humanoid Soldier 6 (military)''</br> '''Destiny Points''' 6 (1d4+1), '''Dark Side''' 9</br> '''Armor Class''' 18 (unarmed)</br> '''Hit Points''' 78 (HD 6d10; Second Wind 2d10+9), '''Damage Threshold''' 21 (rec +6)</br> '''Speed''' 30 feet</br> STR 16 (+3), DEX 14 (+2), CON 16 (+3), INT 10, WIS 11, CHA 15 (+2)</br> '''Saving Throws''' Strength +6, Constitution +6</br> '''Proficiencies''' Martial weapons, Pistols, Rifles, Simple; Light & Medium Armor</br> '''Skills''' Athletic +6, Initiative +5, Intimidate +5, Mechanic +3, Piloting +5, Survival +3</br> '''Feats''' Double Attack, Force Sensitive, Force Training (1), Great Weapon Master (re-roll 1s & 2s w/2H), Improved Damage Threshold, Savage (+1/2 primitive)</br> '''Talents''' Channel Aggression (one attack, spend a bonus +3d6 damage), Empower Weapon, Power of the Dark Side (force point to add to an attack roll, also add it to the damage roll), Tough as nails (bonus +14 temp HP/rest)</br> '''Minor Force''': Lure, Move Item, Sense Surroundings Trance. '''Force Powers''' (Energy 5, level 3, Attack +5, Save DC 13): Dark Rage, Fear, Force Lightening</br> '''Senses''' ''passive'' perception 10; '''Languages''' Basic, plus native</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action take two attacks a round.</br> '''''Great Axe''''' (2h). Melee Attack +7 to hit, one target, reach 5ft; Hit: 2d12+8 slashing</br> '''''Blaster Carbine''''' (50 pc). Range weapon attack: +5 to hit, one target; Hit: 3d8+5 energy. Autofire Ranged attack +0 (+3 brace); Hit: one target 5d8+5 or AOE 10x10ft 3d8+3, Dex save DC13 ½. Range 200/1,200ft (folded stock 50/300ft)</br> The dark warrior has not commmited to the Dark Side fully but is close to being fully consumed by it. They fight often with various large melee weapons with which they can channel their rage and hatred through, with devistating affects.</br></br> '''DARK WARLORD''', ''Medium sized humanoid Soldier* 9/Noble 2 (military)''</br> '''Destiny Points''' 8 (1d8+2), '''Dark Side''' 11</br> '''Armor Class''' 20 (battle armor ACR 18; +8 threshold)</br> '''Hit Points''' 108 (HD 9d10/2d6; Second Wind 3d10+14), '''Damage Threshold''' 34 (recover +8)</br> '''Speed''' 30 feet</br> STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 12 (+1), WIS 11, CHA 17 (+3)</br> '''Saving Throws''' Strength +8, Constitution +7, Wisdom +4</br> '''Proficiencies''' Martial, Pistols, Rifles, Simple; Medium Armor</br> '''Skills''' Athletic +8, Deception +7, Initiative +6, Intimidate +7, Insight +4, Mechanic +5, Perception +4, Piloting +6, Supernatural +5</br> '''Feats''' Double Attack, Force Sensitive, Force Training (3), Improved Critical (crit on 19-20), Improved Damage Threshold, Menacing Attack (bonus action, if your attack hits, creature frightened until the end next turn), Savage (+1 to hit, +2 damage w/primitive), Strong in the Force, Triple Attack</br> '''Talents Born''' Leader (bonus action, all allies who can see and hear you gain +2 insight on attack and skill rolls for the next 10 rounds), Channel Aggression (one attack, spend a bonus action for +5d6 damage), Empower Weapon, Indomitable (reaction to recover from Reeling/rest), Melee Smash (+2 melee damage), Power of the Dark Side (whenever you spend a force point to add to an attack roll, also add it to the damage roll), Savant (once per long rest Force Grip power cost 0 energy points).</br> '''Minor Force''': Bane, Move Item, Sense Surroundings, Swirling Force, Trance; '''Force Powers''' (Energy 7, level 4, Atk +7, Save DC 15): Dark Rage, Fear, Force Grip, Force Lightening, Force Scream, Move Object, Rebuke, Surge</br> '''Senses''' ''passive'' perception 14; '''Languages''' Basic, plus native plus one more.</br> '''Equipment Mods''': Disadvantage with stealth checks. +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons.</br> '''ACTIONS'''</br> '''''Triple Attack'''''. With attack action make three attacks a round.</br> '''''Longsword'''''. Melee weapon attack +9 to hit, one target, reach 5ft; Hit: 2d8+13 (2d10+13 2H) slashing.</br> '''''Blaster Carbine''''' (50 pc). Range weapon attack: +6 to hit, one target; Hit: 3d8+7 energy. Autofire ranged attack +1 (+4 brace); Hit: one target 5d8+7 or AOE 10x10ft 3d8+5, Dex save DC14 ½. Range 200/1,200ft (stock folded 50/300ft)</br> The warlord has fully commited itself to the Dark Side of the Force and using it as a tool to impose its will onto the wider galaxy. ==== Imperials ==== The Empire was one of the darker times in the galaxy's history. [[File:SWA5.TROOPER.jpg | 425px | right]] '''ARMY AND NAVY TROOPER''' ''Medium sized human, nonheroic 3''</br> '''Dark Side''' 5</br> '''AC''' 15 (combat jumpsuit and helm ACR 14, +2 threshold)</br> '''Hit Points''' 19 (HD 3d4), '''Damage Threshold''' 18 (rec +0)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 12 (+1), CON 11, INT 10, WIS 10, CHA 10</br> '''Proficiencies''' Simple Weapons, Pistol, Rifles; Light Armor</br> '''Skills''' Drive +3 (or Pilot +3), Initiative +3, Intimidation +2, Perception +2</br> '''Feats''' Toughness (x2), Weapon Focus (rifle)</br> '''Senses''' ''passive'' perception 12; '''Language''' Basic</br> '''Equipment Mods''': +2 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Blaster Carbine''''' (50 pc). Ranged Weapon Attack: +4 to hit, one target; Hit: 3d8+1 energy. Autofire: Ranged Weapon Attack: -2 (+1 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft 3d8 energy, Dex save DC 11 ½. Range 200/1,200ft with folded stock (Range 50/300ft)</br> or '''''Light Repeating Blaster''''' (200 pc). Autofire only – Ranged Weapon Attack: -1 (+2 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft 3d8, Dex save DC 11 ½. Range 200/1,200ft</br> '''''Frag Grenades''''' (2 field only). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15, ½ with save.</br> '''Extra Gear''': 2 power cells for base weapon, Utility Belt.</br> Not everyone is an Elite Stormtrooper in the Imperial Military, but the Emperor needs millions (if not billions) of regular troopers to maintain order throughout the Galaxy. The Imperial Army Trooper makes up most of these ground troopers while the Imperial Navy has its own core of fighting troopers for most ground operations and ship security.</br></br> '''IMPERIAL SECURITY BUREAU (ISB) AGENT''', ''Medium sized human Scoundrel* 4/Noble 4 (criminal)''</br> '''Destiny Points''' 5 (1d4+1), '''Dark Side''' 8</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 52 (HD 8d6; Second Wind 2d6+9), '''Damage Threshold''' 19 (recover +1)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 15 (+2), CON 13 (+1), INT 14 (+2), WIS 10, CHA 16 (+3)</br> '''Saving Throws''' Dexterity +5, Intelligence +5, Charisma +6</br> '''Proficiencies''' Advanced Melee, Pistol, Simple</br> '''Skills''' Gather Information +9, Deception +6, Initiative +5, Intimidate +6, Insight +3, Persuasion +6, Pilot +5, Stealth +5, Sleight of Hands +5, Thievery +5</br> '''Feats''' Double Attak, Improved Mobility & Mobility (dash ignores difficult terrain, if you move at least 15ft, OA against you are at disadvantage), Mobility (if you attack an opponent in melee, you do not provoke an OA from them), Martial Arts (unarmed 1d4+2 bludgeoning, Bonus action with melee attack), Point Blank Shot (+1 to hit and damage within base range), Skill Expertise (Gather Information), Suspicious (adv. w/saves vs. Charmed), Weapon Proficiency (advantage melee weapons)</br> '''Talents''' (Noble Save DC14) Crafty Action (bonus action to take Dash, Disengage or Hide action), Demand Surrender (targets at HP must make a Charisma save or surrunder), Persuasive Charmer (target must make a Charisma save or be Charmed by you), Presence (advantage with Intimidate), Skirmisher (if you move and end up at least 20 feet from where you started, advantage on next attack roll), Sneak Attack (+1d8)</br> Senses passive perception 10; Languages Basic, plus native</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack Action can take two attacks in the round.</br> '''''Blaster Pistol''''' (50 pc). Range weapon attack: +5 to hit, one target; Hit: 3d6+6 energy. Range 50/300ft</br> '''''Vibro-blade''''' (pc). Melee weapon attack: +5 to hit, one target, reach 5ft; Hit 2d6+6 slashing damage</br> '''Extra Gear''': Short-range comlink, Security kit.</br> Also referred to as the '''''Imperial Security Office''''' or the '''''Imperial Secret Service''''', is the law enforcement and intelligence agency of the Galactic Empire that are charged with matters of internal state security and ensuring the loyalty of citizens to the Empire.</br> [[File:SWD5.Imperials.jpg | 400px | left]] '''STORMTROOPERS'''</br> The Empire's loyal and elite combat force, the Stormtrooper corps was derived from the clone troopers that fought in the Clone Wars. Many of the troopers were clones, either of Jango Fett or of other highly talented imperial citizens, but a large number were also recruited citizens raised and trained in much the same manner as the clones. During the height of the Galactic Empire, Stormtroopers were issued an alphanumeric tag in place of a name to encourage an expendable and replaceable part mentality in all personnel. Stormtrooper officers were generally trained at the Imperial Academy and very few were clones, though they usually wore standard Stormtrooper armor into battle.</br> '''''Narrator's Notes''''': The following are the statistics for a trained Stormtroopers and highly experience veteran troopers. They also include scout troopers and snipers, imperial combat pilots along with imperial officers who are almost always in charge of stormtroopers (and Army and Navy troopers). Elite troopers should be rare for most games, working in special teams, or working for organizations like the Imperial Security Bureau or Security Ministry, and make for good antagonists.</br></br> '''STANDARD TROOPERS''', ''Medium sized human, nonheroic 5''</br> '''Dark Side''' 6</br> '''AC''' 18 (trooper armor ACR 17, +4 threshold)</br> '''Hit Points''' 25 (HD 5d4), '''Damage Threshold''' 20 (rec +1)</br> '''Speed''' 30 feet</br> '''STR''' 14 (+2), '''DEX''' 12 (+1), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 10, '''CHA''' 10</br> '''Proficiencies''' Simple Weapons, Pistol, Rifles; Light & Medium Armor</br> '''Skills''' Drive +4 (or Pilot +4), Initiative +4, Intimidation +3, Perception +3 (+5)</br> '''Feats''' Armor Proficiency (Medium), Concentrating Fire (+2 damage to adjacent ally firing at the same foe), Skill Proficiency (Drive or Pilot), Toughness</br> '''Senses''' ''passive'' perception 13/15 (low-light goggles); '''Language''' Basic</br> '''Equipment Mods''': Disadvantage on Stealth rolls. +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +4 to hit, one target; Hit: 3d8+1 energy. Autofire: Ranged attack: -1 (+2 if braces); Hit: one target 5d8+1 or AOE 10x10ft 3d8 energy, Dex Save DC12 ½. Range 200/1,200</br> or '''''Blaster Carbine''''' (50 pc). as rifle but fewer shots and with folded stock (Range 50/300ft)</br> or '''''Heavy Blaster Rifle''''' (30 pc). Ranged weapon attack: +4 to hit, one target; Hit: 3d10+1 energy. Autofire: Ranged attack: -1 (+2 brace); Hit: one target 5d10+1 or AOE 10x10ft 3d10, Dex Save DC12 ½. Range 200/1,200ft</br> or '''''Light Repeating Blaster''''' (200 pc). Autofire only – Ranged Weapon Attack: -1 (+2 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft 3d8, Dex Save DC12 ½. Range 200/1,200ft</br> '''''Frag Grenades''''' (2). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15 ½ with a save.</br> '''Extra Gear''': 2 power cells for base weapon, Utility Belt.</br> Stormtroopers are fairly elite troopers, well trained and disciplined and equipped by the Empire. Most are extremely loyal to the Empire and embrace the Human superiority of the Emperor. They tend to look down and underestimate non-humans.</br> '''''Specialized''''': Snow Troopers armor incorporates advanced artic clothing while Desert troopers wear suits that incorporates desert suit. Rarer trooper types include Space Troopers that counts instead as a Combat Spacesuit (lowers AC to 17) and instead of Vehicle proficiency gain Z-G Training feat instead. Underwater trooper armor incorporates an Aquata Breather and wet suit and also extends the duration to 10 hours.</br></br> '''IMPERIAL SCOUTS''', ''Medium sized human, nonheroic 5''</br> '''Dark Side''' 6</br> '''AC''' 17 (scout armor ACR 15, +2 threshold)</br> '''Hit Points''' 20 (HD 5d4), '''Damage Threshold'''18 (recovery +1)</br> '''Speed''' 30 feet</br> '''STR''' 12 (+1), '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 12 (+1), '''CHA''' 10</br> '''Proficiencies''' Simple Weapons, Pistol, Rifles; Light Armor</br> '''Skills''' Perception +3 (+5), Pilot +5, Stealth +5, Survival +7</br> '''Feats''' Careful Shot (when you ‘aim’, add +2 to attack and damage with ranged weapon attacks), Skill Expertise (Survival), Skill Proficiency (Survival), Weapon Proficiency (Rifles)</br> '''Senses''' '''passive''' perception 13/15 (low-light goggles); '''Language''' Basic</br> '''Equipment Mod''': +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy. Range 40/200</br> '''Extra Gear''': 2 power cells for pistol, Utility Belt</br> '''IMPERIAL SCOUT 'SNIPERS'''' switch feats Skill Expertise (Survival) for (Stealth); Skills: Survival +4, Stealth +8. Additional weapon - blaster sniper rifle…</br> '''Additional Equipment Mod''': Advantage with Stealth when still, can attempt to hide without obscure but no advantage.</br> '''ACTIONS'''</br> '''''Blaster Sniper Rifle''''' (75 pc). Ranged Weapon Attack +5 to hit; Hit: 3d10+2 energy, Range 200/1,200ft with Scope (“aim” maneuver not at disadvantage to firing out to 1,200ft, disadvantage for firing out to 2,400ft). These blaster rifles cannot be set for auto-fire.</br> '''Extra Gear''': 2 power cells for rifle, Camo-Cloak</br> Scouts and Scout Snipers are specialized troopers who operate in non-civilized, wilderness areas of many worlds and newly discovered areas.</br></br> '''VETERAN TROOPERS''', ''Medium sized human, nonheroic 9''</br> '''Dark Side''' 8</br> '''AC''' 19 (trooper armor ACR 17, +4 threshold)</br> '''Hit Points''' 41 (HD 9d4), '''Damage Threshold''' 22 (rec +2)</br> '''Speed''' 30 feet</br> '''STR''' 14 (+2), '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 12 (+1), '''WIS''' 10, '''CHA''' 10</br> '''Proficiencies''' Simple Weapons, Pistol, Rifles; Light & Medium Armor</br> '''Skills''' Drive +6, Initiative +6, Intimidation +4, Perception +4 (+7), Pilot +6</br> '''Feats''' Armor Proficiency (Medium), Concentrating Fire (+2 damage to adjacent ally firing at the same foe), Double Attack, Skill Proficiency (Drive and Pilot), Toughness</br> '''Senses''' ''passive'' perception 13/15 (low-light goggles); '''Language''' Basic</br> '''Equipment Mods''': Disadvantage on Stealth rolls. +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action can make two attacks on its turn.</br> '''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +6 to hit, one target; Hit: 3d8+2 energy. Autofire: Ranged attack: +1 (+4 if braces); Hit: one target 5d8+2 or AOE 10x10ft 3d8 energy, Dex Save DC14 ½. Range 200/1,200</br> or '''''Blaster Carbine''''' (50 cell). as rifle but fewer shots and with folded stock (Range 50/300ft)</br> '''''Frag Grenades''''' (2 field). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15 ½ with a save.</br> '''Extra Gear''': 2 power cells for base weapon, Utility belt. Veterans and high ranking NPCs within the Stormtrooper core are extremely fanatically to the New Order and the Emperor himself.</br></br> '''ELITE TROOPERS''', ''Medium sized human, Soldier 9 (military)''</br> '''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br> '''Armor Class''' 20 (trooper armor ARC 17; +4 threshold)</br> '''Hit Points''' 87 (HD 9d10; Second Wind 2d10+10), Damage Threshold: 26 (recover +5)</br> '''Speed''' 30 feet, 40ft fly speed (jet pack)</br> STR 16 (+3), DEX 14 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)</br> '''Saving Throws''' Strength +7, Constitution +5</br> '''Proficiencies''' Advanced Melee, Heavy Weapons, Simple Weapons, Pistol, Rifles; Light & Medium Armor</br> '''Skills''' Athletics +7, Drive +6, Initiative +6, Intimidation +10, Mechanic +5, Pilot +6, Perception +5 (+7) '''Feats''' Bolt Storm (area with autofire is 20x20ft or 5x30ft), Deadly Aim (-2 to attack for +1d weapon damage), Determined (wis save), Double Attack, Martial Arts & Martial Arts Expert (unarmed attack as free action with melee attack), Point Blank Shot (+1 to hit and damage in normal range), Perciese Shot (not at disadvantage firing into melee), Skill Expertise (Intimidate), Weapon Focus (rifles)</br> '''Talents''' Ferocity (bonus action to add +1d weapon die to next attack), Hard Target (reaction to end one of the following - Frightened, Reeling, or Stunned), Melee Smash (+2 melee damage), Second Skin (+1 AC while wearing armor), Tough as Nails (temp +12 HP), Weapon Specialization (blaster rifle)</br> '''Senses''' ''passive'' perception 15/17 (low-light goggles); '''Language''' Basic</br> '''Equipment Mods''': +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action, take two attacks in the round.</br> '''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +7 to hit, one target; Hit: 3d8+8 energy. Autofire Ranged attack: +2 (+5 brace); Hit: one target 5d8+8 or AOE 10x10ft or 20x20ft or 5x30ft, damage 3d8+4, Dex Save DC14 ½. Range 200/1,200</br> '''''Electostaff''''' (pc). Melee Weapon Attack +7 to hit, one target, reach 5ft; Hit: 2d6+9 energy. Can parry lightsabers, Double weapon (off-handed attack deals 2d6+6), Stun setting</br> '''''Martial Arts'''''. Melee Attack +7 to hit, one target, reach 5ft; Hit: 1d6+9 bludgeoning damage</br> '''''Frag Grenades''''' (2 field). Range 30/100ft (20ft sphere area), Damage 4d6+2 slashing, DC15 ½ with a save.</br> '''Extra Gear''': 2 power cells for base weapon, Jet Pack, Utility belt.</br> These elite and fanatically loyal troopers are rare but an example of a highly trained and motivated soldier of the Emperor.</br></br> '''IMPERIAL PILOTS''', ''Medium sized human, nonheroic 5''</br> '''Dark Side''' 6</br> '''AC''': 16 (armored flight suit ACR 14, +2 threshold)</br> '''Hit Points''' 20 (HD 5d4), '''Damage Threshold''' 18 (recover +1)</br> '''Speed''' 30 feet</br> '''STR''' 10, '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 12 (+1), '''WIS''' 10, '''CHA''' 10</br> '''Proficiencies''' Heavy and Simple Weapons, Pistol; Light Armor</br> '''Skills''' Computer Use +4, Initiative +5, Mechanic +4, Perception +2 (+4), Pilot +8</br> '''Feats''' Skill Expertise (Pilot), Skill Proficiency (Computer Use), Weapon Focus (Heavy weapons), Vehicle Combat (reaction for piloted vessel to take½ damage vs. last attack)</br> Senses passive perception 12/14 (low-light goggles); Language Basic</br> '''Equipment Mods''': Disadvantage with Stealth. 10 hours sealed and full protection of vacuum environmental hazards. Safe to all but Extreme radiation with life support). Low-light vision, +2 to Perception with vision, Hand-free short range comlink.</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Range Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy; Range 50/300</br> '''Extra Gear''': 2 power cells for pistol, Utility belt.</br> While TIE Fighters make up the block of the Starfighters of the Empire this pilot can be found test piloting the experimental fighters and even Imperial shuttles in an emergency.</br></br> [[File:SWD5.officer.jpg | 400px | right]] '''IMPERIAL OFFICERS''', ''medium sized human nonheroic 3/Noble 6/Soldier 1''</br> '''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br> '''AC''' 18 (unarmored)</br> '''Hit Points''' 46 (HD 3d4/6d6/1d10; Second Wind 2d10+8), '''Damage Threshold''' 20 (recover +4)</br> '''Speed''' 30 feet</br> '''STR''' 12 (+1), '''DEX''' 13 (+1), '''CON''' 12 (+1), '''INT''' 16 (+3), '''WIS''' 13 (+1), '''CHA''' 17 (+3)</br> '''Saving Throws''' Constitution +4, Intelligence +7, Charisma +6</br> '''Proficiencies''' Simple, Pistol, Rifle; Light Armor</br> '''Skills''' Capital Ship Pilot +7, Computer Use +7, Deception +7, Drive +5, Gather Information +7, Intimidation +7, Perception +4, Persuasion +7, Technology +7</br> '''Feats''' Action Surge (additional action/rest), Careful Shot (when ‘aiming’ gain +2 to hit and damage), Cutting Words (Bonus action opposed Persuasion vs. Insight. Success and the next attack by enemies is at disadvantage, but only first), Determined (Int and Cha save), Sidestep (as a reaction, reduce range attack that just hit by 1d10+8 points of damage).</br> '''Talents''' Born Leader (bonus action and all allies who can see and hear gain a +2 insight bonus to attack rolls for 10 rounds. Must be able to see and hear officer and lose bonus if officer incapacitated), Command Cover (allies provide you cover; +1 each adjacent ally up to +4 max), Demand Surrender (target at ½ HP, must make a Charisma save or surrender to you), Distance Command (don’t have to see you to gain Born leader, only hear you), Presence (advantage on Intimidate checks)</br> '''Senses''' ''passive'' perception 14; '''Languages''' Basic, Binary, plus two more</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Range Weapon Attack +4 to hit, one target; Hit: 3d6+3 energy; Range 50/300</br> '''Extra Gear''': Datapad, Short-range comlink, Utility belt</br> The Officer Core of the Imperial Army and Navy are graduates of the Imperial Academy and have been trained to be ruthless and unflinching in their duty to the Emperor. ==== The Jedi ==== The guardians of peace in the Galaxy for a thousand generations. Almost all known species have been accepted into the order for the years. [[File:StarWars.Jedi.jpg | right]] '''PADAWAN''', ''Medium sized humanoid Jedi 2 (Acolyte)''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 (or 1d4)</br> '''AC''' 16 (unarmored)</br> '''Hit Points''' 31 (HD 2d8; Second Wind 1d18+3), '''Damage Threshold''' 18 (recover +3)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)</br> '''Saving Throws''' Dexterity +4, Constitution +3, Charisma +4</br> '''Proficiencies''' Lightsabers, Simple Weapons</br> '''Skills''' Drive +4, Initiative +4, Insight +3, Persuasion +4, Pilot +4, Supernatural +3</br> '''Feats''' Determined (Con save), Force Sensitive, Force Training (2)</br> '''Talents''' Force Persuasion (Charisma save or target Charmed), Lightsaber Defense (+1 AC and to all saving throws with ignited lightsaber)</br> '''Minor Force Powers''' Lure, Move Item, Sense Surroundings; '''Force Powers''' (Energy 3, level 1, Attack +4, Save DC12): Battle Swiftness, Force Slam, Move Object, Negate Energy, Rebuke, Surge</br> '''Senses''' ''passive'' perception 11; '''Languages''' Basic plus native and one additional</br> '''ACTIONS'''</br> '''''Lightsaber''''' (power crystal). Melee weapon attack +4 to hit, one target, reach 5ft; Hit: 2d10+3 slashing and energy (heavy damage, ignores hardness)</br> '''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br> ==== Mercenaries ==== Mercenaries are common throughout the galaxy. Though generally discouraged and discriminated against, mercenaries are a ready source of trouble-shooters, defense forces and deadly raiders. You may not have heard of them, you may not like them, but they still have all the same basic skills of most combat troopers. [[File:SWD5.Merc.jpg | 300px | left]] '''SOLDIERS''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br> '''Dark Side''' 3</br> '''Armor Class''' 16 (combat jumpsuit ACR 14, +2 threshold)</br> '''Hit Points''' 28 (HD 4d4/1d10; Second Wind 1d10+3), '''Damage Threshold''' 22 (recover +5)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br> '''Saving Throws''' Constitution +5</br> '''Proficiencies''' Heavy weapons, Pistol, Rifle, Simple; Light Armor</br> '''Skills''' Initiative +5, Perception +3, Pilot +5</br> '''Feats''' Double Attack, Weapon Focus (rifles), Weapon Proficiency (heavy)</br> '''Talents''' Weapon Specialization (blaster carbine)</br> '''Senses''' ''passive'' perception 13; '''Languages''' Basic, plus native</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action, attack twice on the round.</br> '''''Blaster Carbine''''' (50 pc). Range weapon attack: +5 to hit, one target; Hit: 3d8+4 energy. Autofire ranged attack +0 (+3 brace); Hit: one target 5d8+4 or AOE 10x10ft 3d8, Dex save DC13 ½. Range 200/1,200ft (or 50/300ft with folded stock).</br> '''''Bayonet'''''. Melee Weapon Attack +5 to hit, one target, reach 5ft; Hit: 1d8+2 (2h, dagger one handed) piercing</br> '''''Frag Grenades''''' (2 each). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15, ½ with save.</br> '''Extra Gear''': Bandolier (4 power cells for carbine), Short range comlink, Field kit</br> Your typical mercenary soldier who has experienced an enough battles and is honorable enough, when the cred it right, to not run at the first blaster shots.</br></br> '''EXPERIENCED''', ''Medium sized humanoid nonheroic 4/Soldier 6''</br> '''Destiny Points''' 6 (1d4+1), '''Dark Side''' 5</br> '''Armor Class''' 19 (scout armor ACR 15; +2 threshold)</br> Hit Points 68 (HD 4d4/6d10; Second Wind 2d10+8), '''Damage Threshold''' 23 (recovery +6)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br> '''Saving Throws''' Dexterity +7, Constitution +6</br> '''Proficiencies''' Advanced Melee, Heavy weapons, Pistol, Rifle, Simple; Light Armor</br> '''Skills''' Initiative +7, Perception +4, Piloting +7</br> '''Feats''' Determined (Dex saves), Double Attack, Far Shot, Point Blank Shot (+1 to hit and damage within base range), Precise Shot (not at disadvantage firing into melee), Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons, heavy weapons)</br> '''Talents''' Controlled Burst (only -2 with autofire or no penalty when braced), Second Skin (+1 AC with armor), Weapon Specialization (blaster rifle)</br> Senses passive perception 14; Languages Basic, plus native</br> '''ACTIONS'''</br> '''''Double Attack'''''. With attack action, attack twice on the round.</br> '''''Blaster Rifle''''' (100 pc). Range weapon attack: +8 to hit, one target; Hit: 3d8+8 energy. Autofire Ranged attack +6 (+8 brace) to hit; Hit: one target 5d8+8 or AOE 10x10ft 3d8+3 energy, Dex save DC15 ½. Range 600/1,200ft.</br> '''''Vibroblade''''' (pc). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d6+6 slashing.</br> '''''Frag Grenades''''' (2 each). Range 30/100ft (30ft sphere area), Damage 4d6+3 slashing, DC15, ½ with save.</br> '''Extra Gear''': Bandolier (4 power cells for carbine, 1 for vibroblade), Short range comlink, Field kit</br> This sentient is a hardened veteran of many battles. His armor is scarred by blaster fire and vibroblade damage but it remains as smoothly functional as his weapons and body. They often act as battle commanders for small mercenary groups and are respected enough by their fellows to be effective. ==== Others and Natives ==== Sort of a catch all for non-group types. [[File:SWD5.Pilot.jpg | right]] '''COMBAT PILOT''', ''Medium sized humanoid nonheroic 3/Scoundrel 4''</br> '''Destiny Points''' 4 (1d4+1); '''Dark Side''' 0 or 1d10</br> '''Armor Class''' 18 (unarmored)</br> '''Hit Points''' 34 (HD 3d4/4d6; Second Wind 1d10+5), '''Damage Threshold''' 19 (recover +1)</br> '''Speed''' 30 feet</br> STR 11, DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 11, CHA 13 (+1)</br> '''Saving Throws''' Dexterity +6</br> '''Proficiencies''' Pistol, Simple</br> '''Skills''' Athletics +3, Computer Use +4, Initiative +6, Perception +3, Pilot +9</br> '''Feats''' Dogfighter (add +3 AC to vehicle operating), Point Blank Shot (+1 to hit and damage within base range), Sidestep (reaction ranged attack by 1d10+7), Skill Expertise (Pilot), Skill Training (Computer Use), Vehicle Combat (reaction to take ½ damage from last attack against vehicle you pilot), Weapon Focus (Heavy weapons +1 with Starfighter weapons)</br> '''Talents''' Spacehound (+2 insight to all non-attacks in space & spaceships, proficiency with all starship weapons), Starship Raider (+2 insight with attacks in space & spaceships)</br> '''Senses''' ''passive'' perception 13; '''Languages''' Basic, plus native</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Range Weapon Attack: +6 to hit, one target; Hit: 3d6+5 energy; Range 50/300</br> '''Extra Gear''': Flight Suit (+4 save vs. pressure and radiation, 10 hour vacuum space suit, Disadvantage with stealth), Utility belt.</br> This sentient is an experience combat starfighter pilot, working either for the military or as a mercenary.</br> </br> '''HEAVY WEAPONS EXPERT''', ''Medium sized humanoid, Nonheroic 3/Soldier 6''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 or 1d12</br> '''Armor Class''' 21 (battle armor ACR 18; +4 threshold)</br> '''Hit Points''' 68 (HD 3d4/6d10; Second Wind 2d10+8), '''Damage Threshold''' 25 (recovery +6)</br> '''Speed''' 30 feet</br> STR 16 (+3), DEX 16 (+3), CON 14 (+2), INT 10, WIS 13 (+1), CHA 10</br> '''Saving Throws''' Constitution +6</br> '''Proficiencies''' Heavy, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br> '''Skills''' Athletics +7, Initiative +7, Survival +5</br> '''Feats''' Armor Proficiency (Medium), Bolt Storm (area 20x20ft or 5x30ft), Double Attack, Point Blank Shot (+1 to hit and damage within base range), Precise Shot (not at disadvantage when firing into melee), Weapon Focus (rifle), Weapon Proficiency (heavy, rifle)</br> '''Talents''' Armored Defense (+1 AC and dex +1 with heavy armor), Second Skin (+1 AC wearing armor), Weapon Specialization (light repeating blaster)</br> '''Senses''' passive perception 11/13, (low-light with goggles); '''Languages''' Basic plus native</br> '''Equipment Mods''': Disadvantage with stealth checks. +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons.</br> '''ACTIONS'''</br> '''''Double Attack'''''. When the heavy takes an attack action he can attack twice in the round.</br> '''''Light Repeating Blaster Rifles''''' (200 pc). Autofire Only. Ranged weapon attack: +3 (+6 braced), Hit: one target 5d8+8 or AOE 10x10ft or 20x20ft or 5x30ft, 3d8+3 energy, Dex save DC15 for ½. Range 600/1,200ft</br> '''''Longsword''''' (adv. alloy). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 1d8+6 slashing.</br> '''Extra Gear''': Bandolier (8 power cells for heavy rifle), Helm Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Stimpac (2), Utility belt</br> Heavies are heavy weapon specialists. They bring devastating fire to the battlefields with some of the most powerful man portable weapons available, but they are capable of surprising subtlety and stratagem.</br></br> '''MELEE WEAPON FIGHTER''', ''Medium sized humanoid, Soldier 6 (military)''</br> '''Destiny Points''' 6 (1d4+1), '''Dark Side''' 0 or 1d10</br> '''Armor Class''' 21 (unarmed)</br> '''Hit Points''' 72 (HD 6d10; Second Wind 2d10+8), '''Damage Threshold''' 20 (recovery +5)</br> '''Speed''' 30 feet</br> STR 15 (+2), DEX 19 (+4), CON 14 (+2), INT 10, WIS 13 (+1), CHA 10</br> '''Saving Throws''' Strength +5, Constitution +5</br> '''Proficiencies''' Advanced Melee, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br> '''Skills''' Athletics +8, Drive +6, Initiative +6, Intimidate +4, Mechanic +4, Perception +5, Survival +5</br> '''Feats''' Bravery (advantage vs. fear and frightened condition), Duel Weapon (+1 AC w/two melee), Duel Weapon Mastery (off-hand weapon deals full damage), Lunging Attack (+5ft reach one attack or bonus action all attacks that round), Menacing Attack (if you hit a foe, use a bonus action to frightened until the end of your next turn), Parry (reaction to reduce last melee attack by 1d10+10), Weapon Focus (advanced melee weapons)</br> '''Talents''' Greater Weapon Focus (vibro-sword), Greater Weapon Specialization (vibro-sword), Melee Smash (+2 to all melee damage), Weapon Specialization (vibro-blades)</br> '''Senses''' ''passive'' perception 15/17 (low-light with goggles); '''Languages''' Basic plus native</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack: +7 to hit; Hit: 3d6+7 energy. Range 50/200ft</br> '''''Vibro-Blades''''' (pair; pc): Melee weapon attack +9 to hit, one target, reach 5ft; Hit: 2d6+12 piercing. With bonus action can attack with off-hand for full damage</br> '''Extra Gear''': Bandolier (2 power cells for pistol, 4 power cells for vibro-blades), Helm/Goggles Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Stimpac (2), Utility belt</br> Melee Fighters are highly skilled melee warriors and close in troopers. Their job is to engage the enemy as closely as possible so they cannot bring in artillery, etc. while their allies can rain in heavy weapons fire. </br></br> '''SEPARATIST B1 BATTLE DROID''', ''Medium sized 4th degree droid nonheroic 4''</br> '''Dark Side''' 4</br> '''Armor Class''' 14 (droid armor plating ARB 13, +2 threshold)</br> '''Hit Points''' 12 (HD 4d4), '''Damage Threshold''' 20 (recover +0)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 12 (+1), CON N/A, INT 12 (+1), WIS 10, CHA 10</br> '''Proficiencies''' Rifle, Simple; Light Armor</br> '''Skills''' Computer Use +3, Drive +3, Initiative +3, Intimidate +2, Mechanic +3, Perception +2, Pilot +3</br> '''Feats''' Armor Proficiency (light), Weapon Focus (blaster carbines)</br> '''Traits''': Armor Plating 1, Combat Processor, Hidden Restrictor, Two-Arm Appendage, Two-Leg Walking Locomotion, Vocabulatior</br> '''Senses''' ''passive'' perception 12; '''Languages''' Basic, Binary</br> '''ACTIONS'''</br> '''''Blaster Carbine''''' (50 pc). Ranged weapon attack: +4 to hit, one target; Hit: 3d8+1 energy. Autofire Ranged attack: -2 (+1 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft, 3d8, Dex save DC11 ½. Range 200/1,200ft (folded stock 50/300ft)</br> The basic 'banana head' unit of the trade federation's droid army, the B1 is controlled by a remote processor, making them sluggish in all mental interactions. Despite this remote processing, many B1's have a spark of individual identity. It's possible that with a processor of their own and a good bit of experience, a B1 might become an actual independent character; then again, this could just be a trick of their programming. Most standard B1 are at least partially controlled by a main computer A.I. processor. This grants them advantage on Initiative and Perception checks. However if this main processor is disabled it causes most of the B1 to shut down.</br></br> '''TUSKEN SAND RAIDER''', ''Medium sized humanoid (tusken), nonheroic 4/Scout 1''</br> '''Dark Side''' 4</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 28 (HD 4d4/1d8; Second Wind 1d8+3), '''Damage Threshold''' 20 (recovery +2; at the start of turn)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 14 (+2), CON 15 (+2), INT 10, WIS 12 (+1), CHA 6 (-2)</br> '''Saving Throws''' Wisdom +4</br> '''Proficiencies''' Martial, Rifle, Simple Weapons</br> '''Skills''' Animal Handling +4, Initiative +5, Perception +4, Stealth +5, Survival +4</br> '''Feats''' Banta Rush, Charger (if move at least 10ft, melee attack deals +1d weapon damage), Shake it Off, Weapon Focus (Gaderffii Stick)</br> '''Talents''' Improved Stealth (advantage with stealth skill)</br> '''Traits''': Desert Survivors (advantage w/ survive in hot environments, sand not difficult terrain), Heightened Sense (advantage w/ perception and Low-Light Vision), Primitive, Sneaks (proficiency w/ Stealth)</br> '''Senses''' ''passive'' perception 19; '''Languages''' Tusker (few even understand basic and almost no one can understand Tusker)</br> '''ACTIONS'''</br> '''''Gaderffii Sticks'''''. Melee Weapon Attack +6 to hit, one target, reach 5ft; Hit: 1d8+2 bludgeoning and/or 1d6+2 piercing damage. Double weapon (can make two attacks with bonus action but no extra damage on 'off-hand' attack)</br> '''''Primitive Blaster Rifle''''' (clip 6). Ranged Weapon Attack: +4 to hit, one target; Hit: 3d6+2 energy. Range 200/1,200ft</br> '''Extra Gear''': the full body suits all Sand Raiders where counts as a Desert Survival Suit and also as a Camouflage Suit for the desert environment (granting advantage on Stealth checks in the desert)</br> Sand People, sometimes referred to as Tusken Raiders or simply as Tuskens, are a culture of nomadic sentient indigenous to Tatooine. The Sand People are divided into small tribes or clans that roam across the desert surface of Tatooine, with the center of their movements being the Jundland Wastes. In particular, the traditional sandstorm-season encampments of many clans are in the area known as the Needles. They raid throughout both the Jundland and the Dune Sea and any creatures, particularly off worlders, are subject to their savage attacks. Traveling on trained banthas, raiding parties would swiftly appear from the desert, and then disappear back into the dunes with trophies and prisoners. </br></br> [[File:SWD5.WookieScout.jpg | 300px | left]] '''WOOKIE SCOUT''', ''Medium sized humanoid (wookie), Scout 4 (Colonist/Outlander)''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 or 1d10</br> '''Armor Class''' 16 (unarmored)</br> '''Hit Points''' 57 (HD 4d8; Second Wind 1d8+6), '''Damage Threshold''' 27 (recover +5; at start of turn)</br> '''Speed''' 40 feet</br> STR 18 (+4), DEX 12 (+1), CON 15 (+2), INT 11, WIS 12 (+1), CHA 9 (-1)</br> '''Saving Throws''' Strength +6, Constitution +4, Wisdom +3</br> '''Proficiencies''' Bowcaster Rifle & Pistol, Marital, Pistol, Rifle, Simple; Light Armor</br> '''Skills''' Animal Handling +4, Athletics +7, Intimidation +6, Mechanic +2, Perception +3, Stealth +3, Survival +3</br> '''Feats''' Action Surge (extra action this round; one per rest), Determined (Str saves), Improved Damage Threshold, Shake it Off, Weapon Focus (Bowcaster)</br> '''Talents''' Acute Senses (advantage with perception skill), Long Stride (+10ft), Uncanny Dodge (reaction to take half damage from last attack that hit you).</br> '''Traits''': Expert Climbs (advantage with athletics to climb, treat rolls less than 10), Extraordinary Recuperation, Rage (up to 7 rds, +2 to damage, advantage on strength base ability/skill checks, limited skills), Short tempered (strength mod for intimidate)</br> '''Senses''' ''passive'' perception 18; '''Languages''' Basic (understand only), Shyriiwook</br> '''ACTIONS'''</br> '''''Bowcaster''''' (6 clip). Range weapon attack +4 to hit, one target; Hit: 3d12+3 energy. Range 200/1,200ft</br> '''''Longsword''''' or '''''Battle Axe'''''. Melee weapon attack +6 to hit, one target, reach 5ft; Hit: 1d8+6 (1d10+6 2h) slashing</br> '''Extra Gear''': Bandolier (4 bowcaster clips), Repair kit</br> The wookiees, whose name for themselves translates to the People of the Trees, are a species of furred bipeds that inhabit the planet Kashyyyk. Thought not a warrior culture, wookiees make fine combatants and have a reputation as powerful, tough and deadly foes. Ironically, this has combined with their inability to speak languages other than Shyriiwook to result in a history of oppression, discrimination and enslavement by other species. ==== Pirates ==== The bane of interstellar commerce and trade, Pirates are those criminal element whom make their living stealing ships and their cargo. They are also not above the occasional kidnaping and ransom demands. '''PIRATE CREW''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br> '''Dark Side''' 8</br> '''Armor Class''' 16 (combat jumpsuit ACR 14)</br> '''Hit Points''' 28 (HD 4d4/1d10; Second Wind 1d10+3), '''Damage Threshold''' 20 (recover +5)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br> '''Saving Throws''' Constitution +5</br> '''Proficiencies''' Advance Melee, Heavy, Pistol, Rifle, Simple; Light Armor</br> '''Skills''' Athletics +5, Mechanic +3, Pilot +5</br> '''Feats''' Double Attack, Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons)</br> '''Talents''' Weapon Specialization (blaster carbine)</br> '''Senses''' ''passive'' perception 10; '''Languages''' Basic, plus native</br> '''Equipment Mod''': +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons.</br> '''ACTIONS'''</br> '''''Double Attack'''''. With an attack action, attack twice on the round.</br> '''''Blaster Carbine''''' (50 pc). Range weapon attack: +6 to hit, one target; Hit: 3d8+4 energy. Autofire ranged attack +1 (+4 brace) to hit; Hit: one target 5d8+4 or AOE 10x10ft 3d8, Dex save DC13 ½. Range 200/1,200ft (or 50/300ft with folded stock).</br> '''''Vibro-Sword''''' (pc). Melee Weapon Attack +5 to hit, one target, reach 5ft; Hit: 2d8+2 slashing</br> '''''Stun Grenades''''' (2). Range 30/100ft (15ft AOE sphere area), Damage 4d6* stun, DC 15 dex, ½ with a save.</br> '''Extra Gear''': Bandolier (4 power cells for carbine, 1 for vibro-sword), Short range comlink, Utility belt.</br> These standard pirates are battle hardened and experience blood takers. Most are merciless and greedy. Pirates are not known for their mercy and many of their targets will fight to the bitter end knowing their fate if they are ‘captured’.</br></br> '''PIRATE STARFIGHTER PILOTS''', ''Medium sized human, nonheroic 4/Solider 1''</br> '''Dark Side''' 8</br> '''Armor Class''' 17 (armored flight suit ACR 14)</br> '''Hit Points''' 23 (HD 4d4/1d10, Second Wind 1d10+2), '''Damage Threshold''' 19 (recover +4)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 17 (+3), CON 12 (+1), INT 12 (+1), WIS 10, CHA 10</br> '''Saving Throws''' Constitution +4</br> '''Proficiencies''' Heavy, Rifle, Simple, Pistol; Light Armor</br> '''Skills''' Computer Use +4, Initiative +6, Mechanic +4, Piloting +9</br> '''Feats''' Skill Expertise (Pilot), Skill Proficiency (Computer Use), Weapon Focus (Heavy weapons), Vehicle Combat (reaction for piloted vessel to take ½ damage vs. last attack)</br> '''Talents''' Weapon Specialization (Heavy/Starship weapons)</br> '''Senses''' ''passive'' perception 10; '''Language''' Basic, Binary, plus native.</br> '''Equipment Mods''': Disadvantage with Stealth.10 hours sealed and full protection of vacuum enviro- hazards. Safe to all but Extreme radiation (then resistance). Hand-free short range comlink.</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Range Weapon Attack +6 to hit, one target; Hit: 3d6+2 energy; 50/300</br> '''Extra Gear''': 2 power cells for blaster pistol, utility belt.</br> Pirates often deploy Starfighters to chase down their prey and weaken it before their main transport moves in to finish their opponents off. Most of these ships employ Ion-cannons so as not to permanently damage the ship or its cargo.</br></br> '''FIRST MATE''', ''Medium humanoid soldier 7 (military)''</br> '''Force Points''' 6 (1d4+1), '''Dark Side''' 10</br> '''Armor Class''' 17 (unarmed)</br> '''Hit Points''' 84 (7d10; Second Wind 2d10+9), '''Damage Threshold''' 25 (recover +8)</br> '''Speed''' 30 feet</br> STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 10, WIS 13 (+1), CHA 11</br> '''Saves''' Strength +6, Constitution +7</br> '''Proficiencies''' Advanced Melee, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br> '''Skills''' Athletics +6, Drive +5, Initiative +5, Intimidate +3, Mechanic +3, Perception +4</br> '''Feats''' Bravery (advantage vs. fear and frightened), Double Attack (attack action, two attacks), Heavy Weapon Master (melee re-roll 1&2’s), Improved Damage Threshold, Power Attack (-4 to hit/+8 melee), Stoic (Con save), Weapon Focus (advanced melee weapons)</br> '''Talents''' Battle Analysis (bonus everyone ½ HP total. +2 insight vs. ½ HP until the start of next turn), Hard Target (reaction to end one –Frightened, Reeling or Stunned/ rest), Greater Weapon focus & Greater Weapon Specialization/Weapon Specialization (power maul)</br> '''Senses''' ''passive'' perception 14; '''Languages''' Basic plus native</br> '''ACTIONS'''</br> '''''Double Attack'''''. With an attack action, attack twice on the round.</br> '''''Heavy Blaster Pistol''''' (25 pc). Ranged Weapon Attack: +5 to hit; Hit: 3d8+5 energy. Range 50/300ft.</br> '''''Power Maul''''' (pc). Melee weapon attack +8 to hit, one target, reach 5ft; Hit: 4d6+11 energy</br> '''Extra Gear''': Bandolier (4 power cells for pistol, 4 power cells for power maul), Utility belt</br></br> [[File:SWD5.Pirate.jpg | 400px | left]] '''PIRATE CAPTAIN''', ''Medium sized humanoid, Noble* 3/Scoundrel 7 (merchant/guild)''</br> F'''orce Points''' 8 (1d4+1), '''Dark Side''' 10</br> '''Armor Class''' 21 (unarmored)</br> '''Hit Points''' 63 (HD 10d6; Second Wind 3d6+11), '''Damage Threshold''' 20 (recovery +5)</br> '''Speed''' 30 feet</br> STR 11, DEX 17 (+3), CON 12 (+1), INT 19 (+4), WIS 12 (+1), CHA 16 (+3)</br> '''Saving Throws''' Dexterity +7, Wisdom +5, Charisma +7</br> '''Proficiencies''' Simple, Pistol, Advanced Melee Weapons</br> '''Skills''' Deception +11, Galactic Lore +8, Gather Information +7, Initiative +7, Intimidate +7, Investigation +8, Mechanic +8, Perception +5, Pilot +7, Stealth +7, Thievery +8</br> '''Feats''' Careful Shot (+2 to hit and damage with aim), Dogfighter (AC+3 with vehicles she controls), Double Attack, Lucky, Pistoleer (pistols, not at disadvantage in melee, bonus for extra range attack), Point Blank Shot (+1 to hit and damage in base range), Sidestep (reaction, 1d10+13 one range attack), Skill Expertise (Deception), Weapon Proficiency (advanced melee weapons), Vehicle Combat (reaction for ½ vehicle damage of vehicle)</br> '''Talent''' Connections, Hyperdriven (+7 to one skill/rest), Jack of all Trades (+2 non-proficient skills on starships), Smuggler (advantage on stealth and deception checks to hide items in a ship), Spacehound (+2 insight to non-combat skills), Starship Raider (+2 insight attack checks on starships), Sneak Attack (+1d8)</br> '''Senses''' ''passive'' perception 15; '''Languages''' Basic, Binary plus native and one more.</br> '''ACTIONS'''</br> '''''Double Attack'''''. With an attack action, attack twice on the round.</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +7 to hit, one target; Hit: 3d6+8 energy damage. Range 50/300ft</br> '''''Vibro-Blade''''' (pc). Melee Weapon Attack: +7 to hit, one target; Hit: 2d6+8 piercing damage.</br> '''Extra Gear''': Utility belt</br> The pirate captain and first mate are often ruthless chads who have spent years crawling their way up the ranks of pirate ‘society’ are greedy and without mercy to those they steal from. Pirate captains tend to be either ice-cold and smooth talkers or overly aggressive and bloodthirsty.</br> ==== The Sith ==== [[File:SWD5.Sith.png | 500px | left]] The eternal daggers stabbing at the backs of the Jedi and the Republic, many a force sensitive user has fallen to the Dark Side and in ages past one such group would form what have become the 'Sith'. They believe in using their passion and rage to fuel their hunger for power and have fostered the tradition of 'only the strong are worthy to rule'. '''SITH DISCIPLE''', ''Medium sized humanoid nonheroic 2/Noble 3/Jedi 1''</br> '''Destiny Points''' 4 (1d4+1), '''Dark Side''' 12</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 32 (HD 2d4/3d6/1d8; Second Wind 1d8+5), '''Damage Threshold''' 19 (recover +4)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)</br> '''Saving Throws''' Wisdom +4, Charisma +5</br> '''Proficiencies''' Lightsabers, Simple</br> '''Skills''' Deception +5, Initiative +5, Intimidate +8, Insight +4, Mechanic +4, Pilot +5, Supernatural +4</br> '''Feats''' Double Attack, Force Sensitive, Force Training (1), Skill Expertise (Intimidate)</br> '''Talents''' Lightsaber Defense (+1 to AC and saves w/ ignited lightsaber), Presences (advantage with intimidate), Power of the Dark Side (when you spend a destiny point to attack roll also add the result to the damage total)</br> '''Minor Force Powers''' Bane, Move Item, Sense Surroundings, Swirling Force; '''Force Powers''' (Energy 5, level 3, Attack +5, Save DC 13) Battle Swiftness, Fear, Force Lightning</br> '''Senses''' ''passive'' perception 11/13 (low-light goggles); Languages Basic, plus native plus two more</br> '''ACTIONS'''</br> '''''Double Attack.''''' With attack action, take two attacks in the round.</br> '''''Lightsaber''''' (power crystal). Melee weapon attack +5 to hit, one target, reach 5ft; Hit: 2d10+4 slashing and energy (heavy damage, ignores hardness)</br> '''Extra Gear''': All-Weather Sith cloak, Face Mask (advantage on inhaled toxins on inhaled toxins saves, +2 to Perception, Low-Light Vision, and mid-range hands free communicator), Utility belt These dark acolytes are dedicated to the Sith cause of galaxy domination. There have been many sects within the known galaxy over the long history of the Republic and Empire. Most are arrogant, greedy and power hungry, having giving themselves over completely to darkness. They are the lowest of the Sith Force User and often used as cannon fodder against the Jedi.</br></br> [[File:SWD5.SithDec.jpg | right]] '''SITH DECEIVER''', ''Medium sized humanoid Jedi 9 (acolyte)''</br> '''Destiny Points''' 10 (1d8+2), '''Dark Side''' 15</br> '''Armor Class''' 19 (unarmored)</br> '''Hit Points''' 67 (HD 9d8; Second Wind 2d8+10), '''Damage Threshold''' 20 (recover +6)</br> '''Speed''' 30 feet</br> STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 16 (+3), WIS 15 (+2), CHA 18 (+4)</br> '''Saving Throws''' Dexterity +6, Wisdom +6, Charisma +8</br> '''Proficiencies''' Lightsabers, Simple</br> '''Skills''' Deception +8, Galactic Lore +7, Insight +6, Perception +6, Persuasion +8, Pilot +6, Supernatural +7</br> '''Feats''' Cutting Words (persuasion vs. one foe’s insight, imposed disadvantage on their next check), Determined (Wis save), Force Sensitive, Force Technique (2), Force Training (2), Lucky, Skill Training (Perception), Strong in the Force.</br> '''Talents''' Adapt Negotiator (advantage persuasion), Dark Healing (action, target within 30 feet makes a Con save. Failure takes 4d10 dark force damage and you heal the ½ amount back), Deflect (bonus action +4 AC vs. ranged attacks), Force Deception (advantages with deception), Force Persuasion (Charisma save or target Charmed), Swiftness ([dark side] powers take bonus instead of Action to use/long rest)</br> '''Minor Force Powers''': Bane, Move Item, Search Your Feelings, Sense Surroundings, Trance; '''Force Powers''' (Energy 7, level 4, Attack +8, Save DC 16): Farseeing, Fear, Force Grip, Force Lighting, Force Scream, Mind Trick</br> '''Force Technique''' Force Energy Recovery (as an action regain 1 used Force Energy point/long rest), Power Expert (Fear save DC 20/rest)</br> '''Senses''' ''passive'' perception 16; '''Languages''' Basic, Sith-Tongue, plus native</br> '''ACTIONS'''</br> '''''Lightsaber''''' (crystal). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d10+7 slashing and energy (heavy damage, ignores hardness)</br> '''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br> (*Has crafted its own lightsabers +1 to hit and damage; added above)</br> The Sith Deceiver is an Acolyte that specializes in seducing others (not just Jedi) to the dark side of the Force as they seek to boost their own individual power and influence. They care little for non-Force users, seeing them little better than animals or tools to be used and then discarded.</br></br> [[File:SWD5.SITH2.jpg | 325px | left]] '''SITH WARRIOR''', ''Medium sized humanoid Jedi 6/Soldier 3 (military)''</br> '''Destiny Points''' 6 (1d4+1), '''Dark Side''' 12</br> '''Armor Class''': 19 (Sith Armor ARB 16, +4 threshold, medium)</br> '''Hit Points''' 96 (HD 6d8/3d10; Second Wind 2d10+11), '''Damage Threshold''' 32 (recover +7)</br> '''Speed''' 30 feet</br> STR 18 (+4), DEX 16 (+3), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHA 16 (+3)</br> '''Saving Throws''' Dexterity +9, Constitution +6, Charisma +7</br> '''Proficiencies''' Heavy, Lightsabers, Simple, Rifles; Light armor</br> '''Skills''' Acrobatics +7, Athletics +8, Intimidate +7, Perception +5, Pilot +7, Supernatural +5</br> '''Feats''' Double Attack, Duel Weapon & Duel Weapon Mastery (+1 AC w/two weapons, add ability modifier to bonus attack), Force Sensitive, Force Training (1), Improved Critical (crit 19 or 20), Improved Damage Threshold, Reckless Attack (advantage with melee attacks but advantage to all attacks vs. you), Stoic (Dex), Throw Expert (not at disadvantage at long range with thrown weapons), Weapon Focus (lightsaber)</br> '''Talents''' Damage Resistance (destiny point & action to gain resistance to damage for 10 rounds), Dark Scourge (+2 to attack & damage vs. Jedi), Second Skin (+1 ACB, not disadvantage to stealth with light & medium armor), Lightsaber Throw (range 30/100ft, reaction to return to hands), Weapon Specialization (lightsaber), Wicked Strike (crit hit impossed Stunned on target)</br> '''Minor Force Powers''' Lure, Move Item, Sense Surroundings, Swirling Force, Trance; '''Force Powers''' (Energy 7, Attack +7, level 4, Save DC 15): Dark Rage, Force Lightning, Surge</br> '''Senses''' ''passive'' perception 15; '''Languages''' Basic, Sith-Tongue, plus native</br> '''Equipment Mod''': +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons.</br> '''ACTIONS'''</br> '''''Double Attack''''' and '''''Two Weapon Fighting'''''. With an attack action the warrior can attack twice in a round and with a bonus action attack with his off-hand dealing full damage.</br> '''''Lightsaber''''' (pair) (crystal). Melee weapon attack +10 to hit, one target, reach 5ft; Hit: 2d10+11 slashing and energy (heavy damage, ignores hardness). If thrown range 30/100ft for two attacks.</br> '''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br> (*Has crafted its own lightsabers +1 to hit and damage; added above)</br> The Sith Warrior draws strength not only from the Force but also from his inner passions and rage. The Sith Warrior is a terror on even the most chaotic of battlefields, wielding two lightsabers to cut through his enemies with reckless abandonment.</br></br> '''SITH MASTER''', ''Medium humanoid Jedi 15 (acolyte)''</br> '''Destiny Points''' 12 (1d8+2), '''Dark Side''' 16</br> '''Armor Class''' 20 (unarmored)</br> '''Hit Points''' 130 (15d8; Second Wind 4d10+17), '''Damage Threshold''' 27 (recover +8)</br> '''Speed''' 30 feet</br> STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 16 (+3), WIS 16 (+3), CHA 20 (+5)</br> '''Saving Throws''' Dexterity +8, Constitution +7, Charisma +10</br> '''Proficiencies''' Lightsabers, Simple</br> '''Skills''' Athletics +7, Acrobatics +8, Deception +10, Insight +8, Intimidate +15, Supernatural +8</br> '''Feats''' Determined (Con save), Double Attack, Improve Damage Threshold, Force Secret (2), Force Sensitive, Force Technique (3), Force Training (2), Lucky, Lunging Attack (+5ft reach, bonus action for all attacks), Skill Expertise (Intimidate), Strong in the Force, Whirlwind attack (attack action attack all creatures within reach separately. Enemy can provide cover depending on reach of weapon)</br> '''Talents''' Dark Healing, Dark Scourge (+2 to attack & damage vs. Jedi), Force Deception (advantage with deception), Improve Dark Healing (one target within 60 feet, con save or 6d10 force & heal, miss ½ damage and healed amount), Power of the Dark Side (destiny point to hit also adds to damage), Swift Power (bonus action to activate power with action/long rest), Temptation (Cha save or penalty w/destiny point)</br> '''Minor Force Powers''' Bane, Move Item, Search Your Feelings, Sense Surroundings, Swirling Force, Trance; '''Force Powers''' (Energy 10, level 5, Attack +10, Save DC 18): Dark Rage, Fear, Force Grip, Force Lighting, Mind Trick, Move Object, Negate Energy, Rebuke</br> '''Force Techniques''' Force Energy Recovery (action regain 1 used Force Energy point), Power Expert (Force Lighting, Attack +14/rest), Improved Sense Surrounds</br> '''Force Secrets''' Devastating Power (destiny point, double force power damage dice rolled), Twin-Power.</br> '''Senses''' ''passive'' perception 13; '''Languages''' Basic, Sith-Tongue, plus native</br> '''ACTIONS'''</br> '''''Triple Attack'''''. Whenever the Sith Master takes the attack action he attacks three times on the round.</br> '''''Lightsaber''''' (crystal). Melee weapon attack +9 to hit, one target, reach 5ft; Hit: 2d10+12 slashing and energy (heavy damage, ignores hardness)</br> '''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br> (*Has crafted its own lightsabers +1 to hit and damage; added above)</br> A Sith Master has spent years delving deep in the Dark Side of the Force, seeking out any avenue to power. They can tempt others with an ancient Sith secret used by old Master to corrupt their followers.</br> ==== Smuggler ==== Smugglers take things where some sentient-beings don't want them to go. The better a smuggler the longer he stays in the trade without getting killed, whether by customs enforcers or employers that think blasters are cheaper than payment. [[File:SWD5.Smuggler.jpg | 400px | right]] '''LOW-END''', ''Medium sized humanoid, Noble* 3/Scoundrel 2 (merchant/guild)''</br> '''Destiny Points''' 5 (1d4+1), '''Dark Side''' 2</br> '''Armor Class''' 17 (unarmored)</br> '''Hit Points''' 38 (HD 5d6; Second Wind 2d6+6), '''Damage Threshold''' 19 (recover +3)</br> '''Speed''' 30 feet</br> STR 11, DEX 14 (+2), CON 12 (+1), INT 15 (+2), WIS 11, CHA 13 (+1)</br> '''Saving Throws''' Dexterity +5, Wisdom +3, Charisma +4</br> '''Proficiencies''' Simple Weapons, Pistol</br> '''Skills''' Deception +7, Drive +5, Galactic Lore +5, Gather Information +4, Insight +3, Investigation +5, Mechanic +5, Persuade +4, Perception +3, Stealth +5, Thievery +5</br> '''Feats''' Careful Aim (+2 to hit and damage with aim), Point Blank Shot (+1 to hit and damage in base range), Quick Draw, Skill Expertise (Deception), Vehicle Combat (reaction vehicle suffers ½ damage)</br> '''Talents''' Connections, Jack of all Trades (+2 non-proficient skills), Mechanic (double HP restore to a ship with repair and jury-rig), Smuggler (advantage on stealth and deception checks to hide items in a ship, etc.)</br> '''Senses''' ''passive'' perception 13; '''Languages''' Basic, plus native plus two more.</br> '''ACTIONS'''</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy damage. Range 50/300ft</br> '''Extra Gear''': Field kit, Forgery Kit, a good set of merchant robes/clothing, Heavy transport speeder</br></br> '''PROFESSIONAL''', ''Medium sized humanoid, Noble* 3/Scoundrel 7 (merchant/guild)''</br> '''Destiny Points''' 8 (1d4+1), '''Dark Side''' 4</br> '''Armor Class''' 20 (unarmored)</br> '''Hit Points''' 63 (HD 10d6; Second Wind 3d6+11), '''Damage Threshold''' 20 (recovery +4)</br> '''Speed''' 30 feet</br> STR 11, DEX 16 (+3), CON 12 (+1), INT 18 (+4), WIS 11, CHA 16 (+3)</br> '''Saving Throws''' Dexterity +7, Wisdom +4, Charisma +7</br> '''Proficiencies''' Simple Weapons, Pistol</br> '''Skills''' Deception +11, Galactic Lore +8, Gather Information +7, Insight +4, Investigation +8, Mechanic +8, Persuade +7, Perception +4, Pilot +7, Stealth +7, Thievery +8</br> '''Feats''' Careful Shot (+2 to hit and damage with aim), Double Attack, Double Tap (-2 to hit for +1d weapon damage, uses 2 rounds), Lucky, Pistoleer (pistols, not at disadvantage in melee, bonus for extra range attack), Point Blank Shot (+1 to hit and damage in base range), Quick Draw, Sidestep (reaction, 1d10+13 one range attack), Skill Expertise (Deception), Vehicle Combat (reaction for ½ vehicle damage of vehicle you piloting)</br> '''Talent''' Connections, Jack of all Trades (+2 non-proficient skills), Presence (advantage Persuasion), Smuggler (advantage on stealth and deception checks to hide items), Spacehound (+2 insight to non-combat skills on a starship), Starship Raider (+2 insight attacks on a starship), Wealth</br> '''Senses''' ''passive'' perception 14; '''Languages''' Basic, plus native plus two more.</br> '''ACTIONS'''</br> '''''Double Attack'''''. With an attack action, attack twice on the round.</br> '''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +7 to hit, one target; Hit: 3d6+8 energy damage. Range 50/300ft</br> '''Extra Gear''': Field kit, Forgery kit, Repair kit, multiple good sets of merchant robes/clothing, custom space transport
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