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==== 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 Β½. 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 Β½. 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.
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