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== CHARACTER CREATION == '''Assign Attributes''': hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.</br> '''Choose a Species''': pick one from the list below including a Droid.</br> '''Choose a Class''': Heroic Classes provide the character with her base Hit Points, Saving Throws proficiencies, Skill, Armor and Weapon proficiencies. Talents drive the character class’s abilities. All classes have two Core Talents that the character gets at character creation only.</br> '''Choose a Background''': provide additional skill proficiencies and some starting gear and cash.</br> '''Feat''': all characters gain a feat at 1st level character creation.</br> '''Assign Gear''': Record your starting gear and cash. Purchase any additional gear.</br> '''Assign Destiny Points, Name, etc.''': Record your character's Destiny Points, and make up your Name, choose your character's Sex, Height and Weight and any other notes. ===Species Traits=== NOTE new Senses, in addition to those found on PHB pg. 183. * '''Low-Light Vision''': species with low-light vision can see perfectly fine in Dim light. Species with Low-Light Vision can ignore Dim Light obscured. * '''Scent''': some species have extremely refined sense of smell. Within a specified range (generally 30 feet), a creature with scent has the equivalent of Blindsight within their range (pg. 183). But note that the species must be able to use its sense of smell (can’t use if wearing a filter mask or in a vacuum suit). Also strong winds or overpowering smells can also lower or eliminate this ability. '''HUMAN SPECIES TRAITS''' [https://www.pinterest.com/pin/292171094590436485/]</br> '''Ability Score Modifier''': Three different ability scores of your choice increase by +1 each (cant’ stack).</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.</br> '''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.</br> '''Outgoing''': You gain +2 Destiny Point over the standard Destiny Points each level.</br> ''Languages'': you can speak, read and write in Basic plus one additional language of choice.</br> '''ARDENNIAN SPECIES TRAITS'''[https://www.pinterest.com/pin/822540319417884728/]</br> '''Ability Score Modifier''': +2 to Dexterity, +1 to Wisdom</br> '''Small Sized and Speed''': base 25 feet. As a small sized creature, Ardennian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Darkvision''': Ardennian has darkvision out to 60 feet.</br> '''Expert Climbers''': Due to using all four of their flexible arms and their manipulative feet, the Ardennian have advantage on Strength (Athletic) checks when climbing. Furthermore, if any of these skill checks is a 9 or less, the Ardennian treats these rolls at if they rolled if was a 10. Climbing does not count as double movement for their Speed nor does it provide others with advantage against them. </br> '''Four Armed and Hand-like Feet''': Ardennian have an additional set of arms and they can use their feet can act as additional hands when not moving. They may interact with an additional object or feature of the environment for free during your turn. They can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. They gain +2 with grapple tests due to their extra arms. Their hands can be used for other tasks, such as opening doors, carrying lamps or comlinks, using tools, etc. without difficulty when they are not holding weapons. If not moving (Speed 0) and when not carrying any additional items the Ardennian gains +2 bonus to any skill that the GM deems would benefit from multi-limbs. Example could include Computer Use, Drive, Mechanic, Pilot, etc.</br> ''Languages'': you can speak, read and write in Basic and Ardennesse</br> '''ARKANIAN SPECIES TRAITS'''[https://swrpggm.com/arkanian/]</br> '''Ability Score Modifiers''': +2 to Intelligence, -2 to Charima and +1 to Two other Attributes of the player's choice, due to extensive genetic manipulations. Seeing themselves and the pinical of evolution and treating all other species as lesser beings makes them rather unpersonable. Alternatively those that reject this manipulation they gain +2 to Intelligence only.</br> '''Medium Sized and Speed''': base 30 feet</br> '''Cold Resistance''': hailing from the frozen planet of Arkania the Arkanians have natural resistance from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Darkvision''': Arkanian can see in total darkness out to 60 feet</br> '''Upgraded Enhancements''': as it is not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics, they can start with up to 2 points of Strain in Cybernetics at no cost in credits. Those that reject this aspect of their species instead gain a bonus Feat of their choice so long as they qualify for it.</br> ''Languages'': you can speak, read and write in Basic and Arkanesse</br> '''ARKANIAN OFFSHOOT SPECIES TRAITS'''[https://www.pinterest.com/pin/844002786409078385/]</br> '''Ability Score Modifers''': +2 to any one Attribute of choice and +1 to one additional Attribute of player's choice.</br> '''Medium Sized and Speed''': base 30 feet</br> '''Cold Resistance''': also from the frozen planet of Arkania the Offshoots have natural resistance from extreme colds. As Arkanian, their offshoots have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Darkvision and Low-Light Vision''': Arkanian Offshoots can see in total darkness out to 60 feet and ignore Dim light penalties.</br> '''Genetic Manipulation''': As the Arkanian Offshoots have been specifically created to serve various roles within Arkanian society (as slaves of course) they gain a bonus Feat of their choice for free to somewhat reflect this roll. </br> ''Languages'': you can speak, read and write in Basic and Arkanesse</br> '''BOTHAN SPECIES TRAITS''' [https://www.pinterest.com/pin/4362930874725893/]</br> '''Ability Score Modifier''': +2 to Dexterity, +2 to Intelligence or Charisma (player’s choice)</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Educated''': Bothans value knowledge and start with one additional Intelligence or Wisdom based skill for free.</br> '''Iron Will''': Bothans gain a +2 species bonus to their Wisdom saves.</br> '''Noisy''': Bothans have advantage with Charisma (Gather Information) skill checks.</br> ''Languages'': you can speak, read and write in Basic and Bothese.</br> '''CATHAR SPECIES TRAITS''' [https://www.pinterest.com/pin/740349626213674463/]</br> '''Ability Score Modifier''': +2 to Strength, +1 to Dexterity.</br> '''Medium Sized and Speed''': base 40 feet.</br> '''Natural Weapons''': a Cathar has natural sharp claws that deal 1d4 slashing damage. Cathar are always proficient with these attacks and can use your Strength or Dexterity modifier. Whenever you take an Attack action you can make a claw attack as a bonus action still add your full modifier bonus to damage (see Two-Weapon fighting).</br> '''Instincts''': Cathar has Advantage with all Strength (Athletics) skill checks.</br> ''Languages'': you can speak, read and write Basic and Catharese.</br> '''CEREAN SPECIES TRAITS''' [https://www.pinterest.com/pin/729372102168256705/]</br> '''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Dexterity</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Educated''': Cerean society strongly promotes education. Cerean gain proficiency with any one Intelligence or Wisdom based skill for free.</br> '''Intuitive Initiative''': Cereans start with proficiency in the Dexterity (Initiative) skill automatically and then have Advantage with Dexterity (Initiative) skill checks.</br> ''Languages'': you can speak, read and write in Basic and Cerean.</br> '''CHISS SPECIES TRAITS''' [https://www.pinterest.com/pin/603412050089009757/]</br> '''Ability Modifiers''': +1 to Dexterity, +2 to Intelligence</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Bonus Skill Proficiency''': Chiss begin with proficiency in any one Skill for free.</br> '''Low-Light Vision''': Chiss see perfectly fine in Dim light obscure.</br> '''Bonus Feat''': Chiss gain either the 'Do Science on It' ''or'' 'I Freaking Love Science' feat for free.</br>' ''Languages'': you can speak, read and write in both Basic and Cheunh.</br> '''DEVARONIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/777082110723265233/]</br> '''Ability Score Bonus''': males +2 Dexterity, females +2 Intelligence, both also gain +2 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Manipulators''': Devaronians have advantage with Charisma (Deception) skill checks.</br> '''Naturally Curiosity''': Devaronians are very attentive to small details that can reveal weakness. As a reaction they gain a +2 insight bonus on all attack rolls and skill checks used against this single target. These bonus lasts until the end of the Devaronian’s next turn. They can use this ability again after a short or long rest.</br> ''Languages'': you can speak, read and write in Basic and Devaronese.</br> '''DUG SPECIES TRAITS''' [https://www.pinterest.com/pin/351562314674597337/]</br> '''Ability Score Modifier''': +2 to Dexterity, +1 to Constitution</br> '''Small Sized and Speed''': base speed 30 feet. As a small sized creature, Dug gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Arboreal''': Evolving in the great trees of Malastare, the Dug have advantage on Strength (Athletic) checks when climbing or jumping. Furthermore, if any of these skill checks is a 9 or less, the Dug treats these rolls at if they rolled a 10.</br> '''Lightning Reflexes''': Dug gain a +2 bonus to their Dexterity Saves.</br> '''Bonus Feat''': Its well know that Dug are fearless even against foes larger than themselves. Dug start with the 'Brave' feat for free.</br> ''Languages'': speak, read and write Dug.</br> '''DUROS SPECIES TRAITS''' [https://www.pinterest.com/pin/57632070223910308/]</br> '''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Constitution</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Spacers''': as most of the species have been born and live most of their lives in space, Duros start with proficiency in Intelligence (Mechanic) and Dexterity (Pilot) skills for free.</br> '''Bonus Feat''': growing up in space the Duros starts with the 'Z-G Training' feat for free.</br> ''Languages'': you can speak, read and write in Basic and Durese. You also gain one additional language of your choice to start with for free.</br> '''EWOK SPECIES TRAITS''' [https://www.pinterest.com/pin/887138826567337667/]</br> '''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Strength</br> '''Small Size and Speed''': base 25 feet. As a Small sized creatures, Ewoks gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Primitive''': Ewoks do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them.</br> '''Scent''': at close range (within 30 feet) can use scent to detect hidden targets.</br> '''Stalker''': Ewoks have Advantage on Dexterity (Stealth) and Wisdom (Survival) skill checks.</br> ''Languages'': you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.</br> '''GAMORREAN SPECIES TRAITS''' [https://www.pinterest.com/pin/63754150965624717/]</br> '''Ability Modifiers''': +2 to Strength, +2 to Constitution, -1 to Dexterity</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Great Fortitude''': gain a +2 species bonus to their Constitution saves.</br> '''Primitive''': Gamorreans do not gain Proficiency (advanced melee weapons, pistol, rifle or heavy weapons) as starting proficiency at 1st level, even if their class normally grants them. However, due to their culture, all Gamorrean gains Proficiency (Martial Weapons) with martial melee weapons only (i.e. longsword but not longbows, etc.)</br> '''Bonus Feat''': Gamorreans start with the 'Might Swing' feat for free.</br> ''Languages'': You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.</br> '''GAND SPECIES TRAITS''' [https://www.pinterest.com/pin/677228862737899531/]</br> '''Ability Modifiers''': +2 to Dexterity, +1 to Wisdom</br> '''Small Sized and Speed''': base 25 feet. As a small sized creature, Gand gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance. '''Darkvision''': Grans have darkvision out to 60 feet.</br> '''Minor Force User''': Gand start with the minor Force Power; either Senses Surroundings or Trance, for free even if they don’t have the Force Sensitive feat.</br> '''Perceptive''': Gand start with proficiency in Wisdom (Perception) skill for free.</br> '''Special Equipment''': Gand suffer limitations outside their native atmosphere. Without their protective goggles a Gand is considered Blind (Condition PHB pg. 290). Without an antitoxin breathing mask, a Gand begins suffocating (PHB pg. 183). The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. A replacement mask costs 500 credits and a year’s supply of filters costs 50 credits. Gand characters begin play with both items at no cost.</br> ''Languages'': You can speak Gand and Basic.</br> '''GRAN SPECIES TRAITS''' [https://www.pinterest.com/pin/605945324861051561/]</br> '''Ability Score Modifier''': +1 to Wisdom, +2 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Darkvision''': Grans have darkvision out to 60 feet.</br> '''Natural Shooters''': Gran start with either the 'Point Blank Shot' or 'Precise Shot' feat for free.</br> '''Target Awareness''': Gran adds +50% distance to all ranged weapons (i.e. a Blaster Pistol used by a Gran has a base weapon range of 75/300ft. If they combine this with the Far Shot feat it becomes 225/300ft).</br> '''Triple Vision''': a Gran can move up to ½ their speed and still benefit from “Aiming”.</br> ''Languages'': you can speak, read and write Basic and Gran.</br> '''GUNGAN SPECIES TRAITS''' [https://www.pinterest.com/pin/3659243436915968/]</br> '''Ability Modifiers''': +2 to Dexterity (Skinny) or +2 to Constitution (Fat), -1 to Intelligence</br> '''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 25 feet.</br> '''Expert Swimmers''': Gungans have Advantage when making Strength (Athletics) with swimming. In addition, if the Gungan rolls a 9 or less on this check, it is assumed to have rolled at least a 10.</br> '''Hold Breath''': a Gungan can hold his breather for a number of rounds equal to 25 times his Constitution score before suffering from any suffocation (PHB pg. 183).</br> '''Low-Light Vision''': Gungans can see perfectly fine in Dim light conditions.</br> '''Weapon Familiarity''': Gungans gain Weapon Proficiency (Atlatl and Cesta) automatically.</br> '''Bonus Feat''': Gungans start with the 'Thrown Expert' feat for free.</br> ''Languages'': you can speak, read and write in Basic and Gunganese.</br> '''ITHORIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/939633909734877413/]</br> '''Ability Modifiers''': +2 to Wisdom, +2 to Charisma, -1 to Dexterity</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Iron Will''': Ithorians gain a +2 species bonus to their Wisdom saves.</br> '''Bellow''': as an Action, an Ithorian can open all four of its throats and emit a terrible subsonic bellow. The Ithorian’s bellow effects everyone within a 30 foot cone with it as the starting point. Targets much make a Constitution save, DC 8 + its proficiency bonus + its Constitution modifier. Failure deals 3d6 sonic damage, target that succeed suffers ½ damage. The Ithorian can use this ability once per long rest. Each additional use before the Ithorian takes a long rest results in it suffering from one level of Exhaustion. This damage increases by +1d6 for every 6 levels the Ithorian reaches (6, 12, etc.)</br> '''Biologists''': Ithorians gain advantage with Intelligence (Nature) skill checks.</br> '''Survival Instinct''': Ithorians have Advantage on Wisdom (Survival) skill.</br> ''Languages'': you can speak, read and write in Basic and Ithorese.</br> '''JAWA SPECIES TRAITS''' [https://www.pinterest.com/pin/343188434115967986/]</br> '''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Strength</br> '''Small Sized and Speed''': base 25 feet. As a Small sized creatures, Jawa gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Technical''': Jawa gain proficiency in Intelligence (Mechanic) and (Technology) skills for free.</br> '''Tricky''': Jawa can take the Disengage, Dash or Hide actions as a bonus action.</br> ''Languages'': you can speak, read and write Jawanese, and can understand and read and write in Basic but you cannot speak it (or any other languages. You still read and understand them).</br> '''KEL DOR SPECIES TRAITS''' [https://www.pinterest.com/pin/859343172656431263/]</br> '''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Constitution</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Low-Light Vision''': Kel Dor can see perfectly fine in Dim light conditions.</br> '''Minor Force Users''': Kel Dor start with a Minor Force power, either the Search Your Feelings or Telepathy (player’s choice) even if they do not have the Force Sensitive feat.</br> '''Strong Personalities:''' gain +2 species bonus to their Charisma saves.</br> '''Special Equipment''': Kel Dor suffer limitations outside their native atmosphere. Without their protective goggles a Kel Dor is considered Blind (Condition PHB pg. 290). Without an antitoxin breathing mask, a Kel Dor begins suffocating (PHB pg. 183). The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. A replacement mask costs 500 credits and a year’s supply of filters costs 50 credits. Kel Dor characters begin play with both items at no cost.</br> ''Languages'': you can speak, read and write in Basic and Kel Dor.</br> '''MIRALUKA SPECIES TRAITS''' [https://www.pinterest.com/pin/857865429026558921/]</br> '''Ability Score Modifier''': +2 to Intelligence, +1 to Wisdom</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Empathy''': Miraluka have advantage with Wisdom (Insight) skill rolls.</br> '''Force Sight''': although blind, Miraluka can “see” through the Force. They also act normally without taking on any of the Blinded conditions. They ignore all light and heavy obscured conditions and they ignore ½ cover and treat ¾ cover as ½ cover. Miraluka can read and write as normal but they do not 'see' in color although their Force sight does see subtle changes in how things 'look'. The Miraluka gains the Blinded condition if the Force is suppressed somehow and creatures that are “invisible” to the Force also have the Invisible condition against the Miraluka.</br> '''Minor Force Users''': Miraluka gain any two minor Force Powers of choice for free. They can use these minor powers as normal even if they don’t have the Force Sensitive feat.</br> ''Languages'': you can speak, read and write Basic and Miralukes.</br> '''MIRIALIN SPECIES TRAITS''' [https://www.pinterest.com/pin/348817933651119093/]</br> '''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Acrobatic:''' Mirialans have advantage when making Dexterity (Acrobatics) skill checks.</br> '''Social''': Mirialans are a very social species. They start with proficiency in either Charisma (Deception) or Charisma (Persuasion) automatically.</br> '''Spiritual''': Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.</br> ''Languages'': you can speak, read and write Basic and Mirialan.</br> '''MON CALAMARI SPECIES TRAITS''' [https://www.pinterest.com/pin/751045675374734691/]</br> '''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Constitution</br> '''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 30 feet.</br> '''Breathe Underwater''': as amphibious creatures, Mon Calamari cannot drown in water.</br> '''Expert Swimmers''': a Mon Calamari has advantage when using Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Mon Calamari treats these rolls at if they rolled a 10.</br> '''Educated''': Mon Calamari society strongly promotes education. You gain proficiency with any one Intelligence or Wisdom based skill for free.</br> '''Inquisitive''': Mon Calamari have advantage with Intelligence (Investigation) skill checks.</br> '''Low-Light Vision''': Mon Calamari can see perfectly fine in Dim light conditions</br> ''Language''s: you can speak, read and write in Basic and Mon Calamarian.</br> '''QUARREN SPECIES TRAITS''' [https://www.pinterest.com/pin/13510867622560975/]</br> '''Ability Modifiers''': +2 to Constitution, +1 Charisma</br> '''Medium Sized and Speed''': base 30 feet. Also have a Swim speed of 30 feet.</br> '''Breathe Underwater''': as amphibious creatures, Quarrens cannot drown in water.</br> '''Darkvision''': Quarren can see in dark out to 90 feet.</br> '''Expert Swimmers''': a Quarren has advantage when using Strength (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, the Quarren treats these rolls at if they rolled a 10.</br> '''Traders''': Quarren society trader almost from birth, Quarren gain proficiency in in Charisma (Persuasion) skills for free.</br> '''Bonus Feat''': Quarren are naturally suspicious of outsiders and they gain the 'Suspicious' feat for free.</br> ''Languages'': you can speak, read and write in Basic and Quarrenese.</br> '''RODIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/347692033741847987/]</br> '''Ability Modifiers''': +2 to Dexterity, +1 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Alpha Hunters''': Rodian gain advantage with both Wisdom (Perception) and (Survival) skill checks.</br> '''Low-Light Vision and Darkvision''': Rodian can see perfectly fine in Dim light conditions. Rodians also have darkvision out to 60 feet.</br> ''Languages'': you can speak, read and write in Basic and Rodese.</br> '''SNIVVIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/87679523986374049/]</br> '''Ability Score Modifier''': +1 to Constitution, +2 to Wisdom</br> '''Small Sized and Speed:''' base 25 feet. As a small sized creature, Snivvian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Cold Resistance''': the Snivvians’ thick skin provides protection from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Perceptive''': Snivvian start with proficiency in Wisdom (Perception) checks for free.</br> '''Observant''': Snivvians are highly aware of their surroundings, giving them an advantage when dealing with others. Snivvians can use his Wisdom (Perception) check in place of a Charisma (Deception) or Charisma (Persuasion) checks. Snivvian can use this ability up to their Wisdom modifier (min 1), regain all uses after a short or long rest.</br> ''Languages'': you can speak, read and write Basic and Snivvian.</br> '''SULLUSTAN SPECIES TRAITS''' [https://www.pinterest.com/pin/128211920634197677/]</br> '''Ability Modifiers''': +2 to Dexterity, +1 Intelligence</br> '''Small Sized and Speed''': base 25 feet. As a small sized creature, Sullustan gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Darkvision''': Sullustan have darkvision out to 90 feet.</br> '''Empathy''': Sullustan have advantage with Wisdom (Insight) skill rolls.</br> '''Spelunker''': Sullustan evolved in deep caves. They have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, treat the roll as a 10.</br> ''Languages'': you can speak, read and write in Basic and Sullustese.</br> '''TRANSDOSHAN SPECIES TRAITS''' [https://www.pinterest.com/pin/787426316112153892/]</br> '''Ability Modifiers''': +2 to Strength, +1 to Constitution</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Darkvision''': Transdoshans have darkvision out to 60 feet.</br> '''Limb Regeneration''': A Transdoshan regrows a lost limb in 1d10 days, at the end of that time, all persistent penalties associated with the loss of a limb are removed.</br> '''Natural Armor and Claws''': Transdoshans thick scaly skin provides a natural that grants them a +1 to their Armor Class. This works when the Transdoshan is wearing armor or not. Transdoshans have naturally sharp claws and teeth such that deal 1d4 + strength modifier slashing damage. They are automatically proficiency and whenever you take an Attack action you can make an attack with your claws or teeth as a bonus action (full bonuses for attack and damage).</br> '''Bonus Feat''': with low level regenerative powers, Transdoshans gain the 'Durable' as a bonus feat for free.</br> ''Languages'': you can speak, read and write in Basic and Dosh.</br> '''TOGRUTA SPECIES TRAITS''' [https://www.pinterest.com/pin/375628425184256317/]</br> '''Ability Score Modifier''': +2 to Dexterity</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Sneaky''': Togruta have Advantage with Dexterity (Stealth) checks.</br> '''Spatial Awareness''': Togruta can sense their surroundings using passive echolocation. Togruta has Blindsight out to 30 feet so long as they are not wearing a helmet or vacuum suit, etc. Something that could cover or block their horns.</br> '''Bonus Feat''': evolved pack hunters, Togruta gain the 'Pack Tactics' feat as a bonus feat</br> ''Languages'': you can speak, read and write Basic and Togruti.</br> '''TWI’LEK SPECIES TRAITS''' [https://www.pinterest.com/pin/4151824649188177/]</br> '''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Deceptive''': Twi’leks are gifted manipulators, and have advantage on Charisma (Deception) skill checks.</br> '''Great Fortitude''': Twi’leks gain a +2 species bonus to their Constitution saves.</br> '''Low-Light Vision and Darkvision''': Twi’leks can see perfectly fine in Dim light conditions and have darkvision out to 60 feet.</br> ''Languages'': you can speak, read and write in Basic and Ryl. Can also speak with other Twi’leks secretly with their head ‘lukkus” (tentacles).</br> '''WOOKIE SPECIES TRAITS''' [https://www.pinterest.com/pin/4362930880130874/]</br> '''Ability Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Charisma</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Expert Climbers''': Evolving in the high trees, Wookies have advantage with Strength (Athletics) skill rolls when climbing. Furthermore, if this skill roll is less than a 10, the Wookie treats the roll as a 10.</br> '''Extraordinary Recuperation''': Wookies add their Strength bonus to Hit Dice rolls to recover hit points (in addition to Constitution modifier; both a short or long rest). Wookies recover one additional Hit Dice back after a long rest (up to the max HD). Finally, each day, a Wookie can recover from up to two levels of Exhaustion, each one after a separate Short rest.</br> '''Rage''': a Wookie can fly into a rage as a Bonus Action. While raging, the Wookie gains Advantage on Strength ability and skill check and gain a rage bonus on melee damage rolls equal to their proficiency bonus, but cannot use skills that require patience and concentration (ranged attacks and most skills except Acrobatics, Initiative, Intimidate, and Perception). This rage last a number of rounds equal to 5 + the Wookie’s Constitution modifier. At the end of the rage, the Wookie gains one level Exhaustion. A Wookie must complete a long rest before he can use this trait again.</br> '''Short Tempered''': Wookies are well known for their short-tempers. Wookie can use its Strength modifier instead of its Charisma modifier when making Intimidate checks (player’s choice).</br> '''Weapon Familiarity''': Wookies with Weapons Proficiency (Pistol and/or Rifle) are proficient with Exotic Weapon Proficiency (Bowcaster Pistol and/or Bowcaster Rifle) for free.</br> ''Languages'': you can understand, read and write in Basic (cannot speak it) and Shuriiwook. Wookies cannot speak other languages, but they can learn to understand them.</br> '''UBESE SPECIES TRAITS''' [https://www.pinterest.com/pin/57561701479410059/]</br> '''Ability Modifiers''': +2 to Dexterity</br> '''Medium Size and Speed''': 30 feet.</br> '''Aggressive''': once a round, gain a +2 bonus on one attack roll when it moves at least 15 feet towards the target of their attack.</br> '''Alpha Hunters''': Ubese gain advantage with both Wisdom (Perception) and (Survival) skill checks.</br> '''Special Equipment''': Ubese are sickened in the atmospheres of other worlds and must rely on breath masks to suffer no ill effects. Without its breathing mask and suit an Ubese has the Poisoned condition for the duration. The breathing mask also grant advantage on any save vs. atmospheric conditions and inhaled toxins. The suit’s mask includes a voice modulator to emulate the voice of a male or female or to mask the Ubese’s gender. These suit costs 500 credits and a year’s supply of filters costs 50 credits. Ubese characters begin play with both at no cost.</br> ''Languages'': you can speak, read, and write both Basic and Ubese. Additionally, they can communicate through Ubeninal, a sign language that serves as the primary medium for communication among Ubese.</br> '''ZABRAK SPECIES TRAITS''' [https://www.pinterest.com/pin/57632070223547954/]</br> '''Ability Modifiers''': Three different ability scores of your choice increase by +1 each (cannot stack)</br> '''Medium Sized and Speed''': base 30 feet.</br> '''Bonus Skill Proficiency''': Zabrak gain proficiency in any one skill of choice.</br> '''Heightened Awareness''': Zabrak have advantage with Wisdom (Perception) skill rolls.</br> '''Instincts''': Zabrak are highly aware and gain +1 species bonus to all their saving throws.</br> ''Languages'': you can speak, read and write in Basic and Zabrak.</br> ''SPECIAL'' – any Species ability that duplicates a feat or talent, counts for any Prerequisites for class talents or feats. For example, Zabraks’ Heightened Awareness has the same effect as a Scouts’ Acute Senses, so it would count as any prerequisite for other Scout talents if you want. ===Droid 'Species' Traits=== Player character droids are created using the following rules. BASIC DROID TRAITS</br> Droids do not start with a background, so their Degree provides their extra Skills and Languages. Personality features are fairly limited for new or newly memory wiped models, but player Droids can chose or ‘develop’ them as they adventure (all droids tend to develop strange personality quirks the longer they are in service without a memory wipe). '''Age''': Droids do not age nor are they born. Most newly created character droids will be fairly recent factory models. Droid parts can and due suffer from wear and tear but with proper maintenance can last a really long time '''Size''': Depends on basic Model. Different sizes also have the following modifiers: ''Tiny size'': +5 Stealth, -5 to Intimidate, Base Speed ½ ground Speed, Base Unarmed Damage 1. ''Small size'': +3 Stealth, -3 Intimidate, Base Speed -5 feet, Base Unarmed Damage 1d3. ''Medium size'': no modifiers, Base Unarmed Damage 1d4. ''Large size'': -3 to Stealth, +3 to Intimidate, Base ground Speed +5 feet, Base Unarmed Damage 1d6. ''Huge siz''e: -5 to Stealth, +5 to Intimidate, Base ground Speed +15 feet, Base Unarmed Damage 1d10. ''Gargantuan size'': -10 to Stealth, +10 to Intimidate, Base ground Speed +30 feet, Base Unarmed Damage 2d8. ''Colossal size'': -20 to Stealth, +20 to Intimidate, Base ground Speed +60 feet, Base Unarmed Damage 2d12. :''Special – Player characters can only be Small, Medium or Large in size.'' :''Special'' - Droid vehicles are also around but I generally built as Vehicles and Starships with A.I. Control mod [[File:SWD5.Droid2.jpg | 350px | left]] '''Speed''': depends locomotion system. Ground speed can be modified by Size. '''Behavioral Inhibitors''': Droids cannot intentionally harm a sentient living being or knowingly allow a sentient living being to be harmed or through inaction allow a sentient living being to be harmed. Furthermore, all droids must willing follow orders giving to them by their rightful owners, as long as those orders don’t require the droid to harm a sentient living being. Droids with the '''''Heuristic Processors''''' mod, can sometimes violate these restrictions by creatively interpreting their behavioral inhibitions but it’s not common or easy. Droids with '''''Combat processors''''' are free of these limitation but are also highly in their programing and restricted in their movements and where the law allows them to go. Droid’s can also be fitted with a Restraining Bolt, that they cannot willing remove. With a bolt in place, a user with a hand held controller unit can automatically impose the Paralyzed condition onto a droid with an Action (see Gear). Even without a restraining bolt or periodic memory wipes, most droids operate according to a rigid set of guidelines. A droid’s core programming – the part of its memory that can’t be wipes – provides it with a strict instructions on how to react to common circumstances, most of which resolve around obedience, safety, ethics and morality. '''Constructs''': Droids are machines and as such do not have a Constitution score (and don’t get bonus Hit Points). So with the array of only five Attributes to assign – 15, 14, 12, 11, and 10. Any class that would gain a proficiency to Constitution saves instead gains Dexterity or Wisdom (droid’s choice). Damage Threshold is determined by their Strength modifier only and to recover it can use the better of their Strength or Wisdom save. They are immune to disease and toxin poisons (both inhaled and injected), harmful atmosphere hazards (except Hazardous ‘corrosive’ ones and Vacuum) and do not need to breath, eat or drink water. Constitution saves against environmental effects use Strength instead. Droids are Resistance (PHB pg. 194) to Necrotic, Stun and Radiation damage. Droids take full damage from Ion weapons and after applying damage, double the amount when compared to the droid’s Damage Threshold to impose Reeling or Stunned conditions. '''Nonliving''': In addition to being immune to fear affects and mental affect bonuses or penalties. They have no connection to the Force and can take no Force talents, feats or powers. They still have Destiny Points and can take the Lucky feat. '''Maintenance''': Droids run off power instead of food and drink. Standard model droids are required to spend at least 4 continuous hours recharging after every 72 hours of continuous use (they can power down to save energy if no recharging is available). Otherwise they suffer the same effects as being Exhausted (PHB pg. 291), gaining one level for every 6 hours past the basic 72 hours of use. However they don’t die after acquiring six levels, they simply shut down and can suffer permanent damage to various systems. Every 4 hours of continuous recharging removes one level of this fatigue and a droid can spend as much time as it wishes to regain them all in one sitting (unlike meat-beings that only recover a few a day). '''Repair''': Droids cannot heal hit points naturally (although hero droids can still take Second Wind), nor can they gain temporary hit points from any Mind Effecting talent or feat or ability. Droids must be repaired with a '''DC15''' Intelligence (Mechanic) skill check, after one hour of work they have 1d6+ the droids heroic level + the repairer’s proficiency bonus back in hit points. Workers can continue to making repairs on a droid as often as they wish to restore a droid back to full hit points. A droid can attempt to repair itself but its Intelligence (Mechanic) skill check is at a Disadvantage. '''Memory''': A droid’s proficiencies, feats and talents can be ‘reassigned’ with an '''DC15''' Intelligence (Computer Use) skill check, allowing them to be reprogramed with different “Skill Sets” i.e. a Droid with Pistol weapon proficiency could be reprogramed, dropping this weapon proficiency and instead gain the Rifle proficiency or Skill Expertise in Dexterity (Initiative). The programmer must have access to a computer system with this new proficiency available or they can be purchased on the open market. Generally 500 credits for a basic knowledge, non-combat skill proficiency and at least 1,000 credits for a weapon or armor proficiency or skills like Initiative, or Deception. A droid hero could use its own Intelligence (Computer Use) skill to try and reprogram itself but it is at a Disadvantage to do so. Droid’s subject to a complete memory wipe revert back to basic model and lose all levels and abilities gained (becoming a 1st level character again). '''Shutdown''': A droid that is shutdown gains the Unconscious condition, and can take no action. Shutting down a willing droid is an Action. Shutting down an unwilling droid is more difficult, requiring that it be at least Grappled, and requiring an Intelligence (Mechanic) check against the droid’s Strength (Athletics) or Dexterity (Acrobatics). If the droid is Paralyzed (with a restraining bolt) or in other similar situations, this check automatically succeeds. Droids can shut themselves down and ‘reactive’ itself at a pre-determined time if they want, so long as someone else does not come along and impose additional conditions. When shut down a droid does not drain power and can extend the duration before it requires recharging. It takes a full round to reactive, where the droid can take no actions (including bonus and reactions) and its Speed is 0 for that first round. '''Skills''' and '''Proficiencies''': Droids normally cannot use skill or weapons without being first being proficient in it except for following – Strength (Athletics), Dexterity (Initiative), Intelligence (Computer Use) and Wisdom (Perception). Droids with a Heuristic processor can use any skill without proficiency (as normal) and Simple weapons. Droids with the Combat processor can use Charisma (Intimidate) without proficiency and can use all types of weapons (they still require proficiency with the weapon to gain proficiency bonuses). Note that due to their inhibitor pregaming Droids with Basic and Heuristic Processors suffer a penalty of one-half (round up) the Proficiency bonus with attackings. '''Building a Droid Character''': The follow system is for creating Heroic character droids, not stock droids. As with other character types, droids have points to assign to their stats. As the droid only have 5 stats to worry about; for the array assign from – 15, 14, 12, 11, and 10. Instead of Background Droids choice their Degree. This grants them their basic ability modifiers, systems and proficiencies. They also have ‘additional mods’ that at character creation they can use to purchases upgrades and additional systems into their droid body for ‘free’. Other must be purchased with cash and a droid can have a maximum of Mods installed into it equal to its Strength score (sort of like Strain). Droids only gain their class’s starting gear and they cannot take any levels in the Jedi class. DROID DEGREES</br> '''1st Degree''' [https://www.pinterest.com/pin/870391065458610711/]: Medical and Scientific Droids. These types of droids must exercise a great deal of independent thought and initiative and as such are built with a Heuristic Processor automatically. :'''Ability Score Modifiers''': +2 to Intelligence, +2 to Wisdom, -2 to Strength :'''Basic Systems:''' Heuristic Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1) :'''Additional Mods''': Two additional mods :PROFICIENCIES :Languages: Binary, Basic :Skills: Computer Use, plus two of – Galactic Lore, Investigation, Medicine, Nature or Technology. '''2nd Degree''' [https://www.pinterest.com/pin/75083518779776207/]: Astromech and Technical Droids :'''Ability Score Modifiers''': +2 to Intelligence :'''Small Size''': +3 size bonus to Stealth but -3 to Intimidate skill. Carrying capacity is Strength x5lbs. :'''Basic Systems''': Basic Processor (0), Basic Probe Appendages (0), Wheeled Locomotion (0), Small Size (1), one set of built in Tools (Repair kit) (1), plus either another Tool set (such as a hand scanner, Security kit, etc.) (1), Astromech Navcomputer (1) or the Tech Specialist feat (1) :'''Additional Mods''': Three additional mods :PROFICIENCIES :Languages: Binary, Basic plus one other (understand only; without a Vocabulatior, these droids cannot speak any other language but Binary, although they can learn to understand them) :Skills: Computer Use and Investigation plus either Drive, Mechanic, Pilot or Technology. '''3rd Degree''' [https://www.pinterest.com/pin/419397784060610967/]: Protocol and Service Droids :'''Ability Score Modifiers''': +2 to Wisdom, +2 to Charisma, -2 to Dexterity :'''Basic Systems''': Basic Processor (0), Basic Translator (1) Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1) :'''Additional Mods''': Two additional mods :PROFICIENCIES :Languages: Binary, Basic, plus translator unit modifiers. :Skills: Computer Use, Performance and Persuasion. '''4th Degree''' [https://www.pinterest.com/pin/16395986135432559/]: Combat and Security Droids. As they are built to attack living beings they come with a Combat Processor. :'''Ability Score Modifiers''': +2 to Strength or to Dexterity (choice) :'''Basic Systems''': Combat Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforce Structure (1) :'''Additional Mods''': Two additional mod :PROFICIENCIES :Languages: Binary, Basic (understand only; without a Vocabulatior, these droids cannot speak any other language, only Binary, although they can learn to understand them) :Skills: Initiative, Perception plus either Drive, Mechanic or Pilot. '''5th Degree''' [https://www.pinterest.com/pin/887420301552662909/]: Labor and Utility Droids :'''Ability Score Modifiers''': +4 to Strength, -1 to Intelligence, -1 to Charisma :'''Large Size''': 5th degree droids are almost always at least large size (some are bigger). -3 size penalty to Stealth checks, base encumbrance is Strength x20lbs, Walking speed +5 feet, +5 size bonus to their Damage Threshold score (and +3 to Intimidate if proficient). :'''Basic Systems''': Basic Processor (0), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Large Size (+1), Hauler (1) :'''Additional Mods''': Four additional mods. :PROFICIENCIES :Languages: Binary, Basic (understand only; without a Vocabulatior, these droids cannot speak any other language but Binary, although they can learn to understand them) :Skills: Athletics, Computer Use and Mechanic. BASIC MODS and SYSTEMS</br> Appendage: arms and probe type systems. *'''Basic Probe''': Mod 0. Few droids have no actual manipulators. The bare minimum is a probe that can push or pull objects. Probes suffer a -1 to unarmed damage based on the droids size. *'''Instrument''': Mod 0, Cost 200cr. Instruments are a step up from a simple probe. They might be designed to accomplish a specific task. Examples might be hypodermic syringes, etc. A few instruments are actually designed to clamp and thus hold objects, but are not fine manipulators. *'''Tool''': Mod 1, Cost 200cr + cost of basic tool set or weapon cost. Tool appendages are somewhat sturdier then instruments but generally cannot be use to pick up items. Weapon mounts are also considered tool appendages. Most hand held tool sets and weapons can be added. To make it ‘hidden’ double the cost of the tool or weapon. *'''Grabbing Claw''': Mod 1, Cost 250cr. Claws are simple grabbing appendages allowing the droid to grab and pick up most items, but they are not use for fine instrument use like picking a lock or something similar. When attempting to grapple (if the droid is allowed to try), it has advantage on its Strength roll to grab ahold or maintain one. *'''Two Arms/Hands''': Mod 1, Cost 1,000cr. A droid is considered to have true hands if its gripping appendage includes at least three digits, one of which is opposable. Communications: All droids are capable of emitting the sounds necessary to speak Binary, a language used by droids and computers to quickly transmit large amounts of information. *'''Vocabulatior''': Mod 1, Cost +500cr. The droid equipped with a speaker system that enables it to emulate speech, rather than simply spouting machine code. It can now speak all languages it has including those that cannot normally be spoken by other speices. Locomotion *'''Stationary''': Mod +1 additional mod (+2 for Huge, +3 for Gargantuan and +4 for Colossal size). No movement is allowed by this droid. Depending on circumstance, maybe be pushed or pulled by others. Cannot use Strength (Athletics) at all. *'''Wheeled''': Mod 0. Base Speed 25 feet and difficult terrain uses 15 feet of move per square (instead of 10). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage. Also if the droid with wheels acquires any ability that allows them to ignore difficult terrain, then instead they now only suffer the basic penalties from difficult terrain. *'''Tracked''': Mod 0, Cost +500cr. Base Speed 25 feet and ignores the penalty for moving through difficult terrain on the ground (not in water, etc.). If they do not have claw or arm appendages, they cannot use Strength (Athletics) to climb or swim. With a claw or arm appendages they can make these checks but at Disadvantage. *'''Two Legs''': Mod 1, Cost +500cr. Base Speed 30 feet. *'''Four Legs''': Mod 2, Cost +1,000cr. Base Speed 45 feet and ignores the penalty for moving through difficult terrain on the ground. *'''Wall-Walker''': requires 4-Leg locomotion. Mods 1, Cost +2,000cr. This droid acquires a Climb Speed of 30 feet and whenever it makes a Climb check that is 9 or less, treat it as if it rolled a 10 instead. *'''Hove/Repluser Propulsion''': Mod 2, Cost +2,000cr. Base fly Speed 25 feet. Hovering droids use repluserlift technology to float slowly above the ground (within 10 feet). They can use their lifts to operate under water, but then normal difficulty terrain penalties apply. If they have claw or arm appendages, they can use Strength (Athletics) to make climb checks and they have advantage on these checks. Droids with this form of propulsion do not have any other form of locomotion (must now spend mods to gain it, minimum cost 1 mod). *'''Flying/Repluser Propulsion''': Mods 3, Cost +5,000cr. Base fly Speed 60 feet and can reach low-orbit with flight systems. Droids with this form of propulsion do not have any other form of locomotion (unless they spend extra mods from the list above and with a minimum cost of 1 mod). *'''Water Jets''': Mod 1, Cost 500cr. Base Swim speed 30 feet. Droids fitted to operate underwater. Additional Add-ons for Locomotion *'''Climbing Claws''': Mod 1, Cost +500cr. Claws designed to grip a surface can be added to a droid with Leg Walking locomotion system. Grant advantage on Strength (Athletics) checks when climbing. *'''Increase Locomotion Speed''': Mod 1, Cost +500cr. Increases any one speed type (Ground, Fly, Swim, etc.) by +10 feet. Can be taken more than once, but for legged locomotion systems types, you can only take this a maximum of 2 times. *'''Jet boosters''': Mod 1, Cost +500cr. Similar to Jetpack. A bonus action to Active, grants a Flying Speed of 40 feet until the end of your turn. 10 charges and can be run continuously without requiring additional bonus action to activate. Special maneuvers require a Dexterity (Acrobatics) DC 10+. Can lift up extra 500lbs of weight (replacement fuel cell 100cr, 20lbs) Medium or smaller size only. *'''Magnetic Feet''': Mod 1, Cost +250cr. Electromagnetic grippers enable a droid to cling to a ship’s hull, even when the ship is moving at high speed. Only droids with walking, wheeled or tracked locomotion can have this mod. Processor *'''Basic Processor''': Mod 0. Basic processors are not designed for creative thought or problem solving or combat, and as such most droids interpret instructions and behavioral inhibitors very literally. Furthermore, Droids with basic processors cannot perform skills it is not proficient in nor use weapons that it does not have proficiency with. Even with proficiency the basic processor Droid suffer a penalty of one-half (round up) to attack rolls with weapon EVEN when proficient. This is due in part to the behavioral inhibitors prevent it from harming sentient living beings altogether. *'''Combat Processor''': Mod 1, Cost +1,000cr. This basic processor has had its behavioral inhibitors removed. This allows the droid to harm sentient living beings, and the droid is allow to use weapons that it’s not proficient with. It also can use the following skills without requiring it to be proficient with them – Dexterity (Stealth) and Charisma (Intimidate). *'''Heuristic Processor''': Mods 1, Cost +4,000cr. This type of processor allows the droid to learn by doing, usually without instructions. The droid is able to reason through several optional situations and tasks and formulate the best approach. Because of this a droid with a heuristic processor may use skills untrained (not proficient with). It still requires proficiency with weapons and armor to use them at all and stuffs one-half (round up) to its proficiency bonus on attack rolls due to 'harm no living' being inhibitor. In addition, a droid with heuristic processor can creatively interpret its instructions and orders, allowing it to complete tasks in manner that it deems appropriate. In some situations (GM’s call) a heuristic processor will also allow a droid to work around its behavioral inhibitor as long as it can justify the action. For example such a droid might justify harming another sentient if it would save additional life, etc. Over time a droid with a heuristic processor develops a unique personality based on experience. Because of this, memory wipes and restraining bolts are commonly used to ensure that a heuristic processor doesn’t allow the droid to stray too far from its intended purpose. :A droid can have both the Heuristic and Combat Processor (uses 2 mods and costs 5,000cr.) can use all skills and weapons untrained (no proficiency bonus) and do not suffer the proficiency bonus on attack rolls. OTHER SYSTEMS *'''Armor Plating''': Droids cannot wear normal armor. Instead droids can be equipment with built in reinforcement that provides an Armor Rating Class (ARC) just as normal armor does for a wearer. They no longer gain their Insight + Proficiency bonuses. Light Armor – Mod: 1, Cost +2,000cr [Armor Class Rating 14 + Dex or Int modifier, +2 to Damage Threshold, Wt. 10lbs]. Medium Armor – Mod: 2, Cost +5,000cr [Armor Class Rating 17 + Dex or Int modifier (max 2), Disadvantage to Stealth, +4 to Damage Threshold, Wt. 20lbs]. Heavy Armor – Mod: 3, Cost +10,000cr [Armor Class Rating 20, Disadvantage to Stealth, +8 to Damage Threshold, Wt. 40lbs]. These armor require the droid to be proficient with its type to gain the full benefits as with normal armor. In all other regard tread droid armor and normal armor. *'''Built In Communicator''': Mod 0, Cost +100cr. (Short-range Comlink). Mod 1, Cost: +250cr. (Long-range Comlink). These comlinks provide a droid with hands-free basic communications. They can include normal Comlink features at the base cost (see Equipment). *'''Back-up Battery''': Mod 1, Cost +500cr. A droid with a backup battery can operate twice as long as normal before requiring recharging (144 hours instead of 72). It still only requires 4 hours or continuous recharging to get back to full power (see Maintenance above) *'''Diagnostic Package''': Mod 1, Cost +500cr. Some droids are equipped to perform diagnostics, either as an aid to a technician or a general safety feature. The diagnostic package grants the droid advantage on one type of Tools kit (i.e. Repair Kit, Security kit, etc. Pick one; and the droid can take this package more than once to gain the benefit with an additional tool type). *'''Hauler''': Mod 1, Cost +500cr. With reinforced chassis the droid is considered one step larger when it comes to encumbrance and how much it can push, carry and pull. *'''Hidden Restrictor''': Mod 1, Cost +1,000cr (illegal in most systems). With a hidden restrictor modifier a droid is considered immunity to the effects of a Restraining Bolt. A droid that use Deception and attempt to pretend it still suffers from this affects. *'''Locked Access''': Mod 1, Cost +500cr. A droid with the locked access modifier is immunity to normal shutdown by others (if it can resist, you cannot shut down an unwilling droid with this modifier). If it is Paralyzed, one can attempt to shut the droid down but they are at a disadvantage to this roll (see Shutdown above) *'''Memory Backup''': Mod 1, Cost +500cr. This allows a droid to back up its personality and abilities offline somewhere. If ever subject to a memory wipe, this allows it to restore its previous levels and abilities, if it regains access to this memory. *'''Memory Storage''': Mod 1, Cost +500cr. This enhancer allows a navcomputer enhanced droid to store an additional +5 hyperspace routes in its internal memory. It can be purchased additional time at the same benefit, Mod and Cost. *'''Navcomputer''': Mod 1, Cost +2,500cr. This system allows the droid to act as a starship navcomputer and program jumps to hyperspace. A small sized droid can only ten jump coordinates internally without additional Memory enhancers. *'''Reinforced Structure''': Mod: 1, Cost: +1,000cr. With electronic hardening and reinforcement, droids with this modification take only ½ damage from Ion weapons and do not ‘double’ damage affect when compared against their Damage Threshold to impose Reeling or Stunned. *'''Size''': Most droids are considered medium sized. For droid structures of a different size use the follow costs and mods. Tiny size – Mod 2, Cost ¼ base cost. Small size – Mod 1, Cost ½ base cost. Large size – Mod gain +1 additional mod, Cost +2,500cr. Huge size – Mod gain +2 additional mods, Cost +5,000cr. Gargantuan size – Mod gain +4 additional mods, Cost +10,000cr. Colossal size – Mod gain +6 additional mods, Cost +20,00cr. *'''Translator Unit''': Mod 1, Cost +250cr (basic DC 20). Mod 2, Cost +500cr (intermediate '''DC18'''). Mod 3, Cost +1,000cr (complex '''DC15'''). Mod 4, Cost +2,000cr (advance '''DC10'''). With a Translator unit a droid can attempt to understand any language it encounters (hears or reads). Make an Intelligence ability check (with proficiency bonus) against the unit’s DC to know if the unit can understand and translate a particular unknown language. *'''Vacuumed Sealed Systems''': Mod 1, Cost +500cr. This mod allows a droid to operate in the harsh conditions of a vacuum without any ill effects. It is now immune to all environmental conditions including when in space. *'''Visual Enhancements''': Mod 1 each, Cost +500cr each. With each upgrade a droid gains one of the following – Low-light Vision; Darkvision 60ft (can be taken a second time to extend out to 120ft); Advantage on Wisdom (Perception) sight or hearing (pick one) checks; Blindsight 30ft (Eco-location Scanner; can be taken a second time to extend out to 60ft); Target Acquisition (a droid can move up to ½ its Speed and still be able to take the Aim maneuver); Telescopic Vision (can see about four times as far, does not take disadvantage on making long range attacks with handheld weapon ranged attacks).
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