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==== 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>
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