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== HEROIC CHARACTER CLASSES == At 1st level characters gain two Talents to start with. After character creation if you are multi-classing into a new class you only gain one Talent that you must take from the choices within the Class. A character is allowed to take one Genetic Talent instead of a class talent at 1st level. After Character creation you can take class or Genetic Talents. === Jedi === [[File:StarWars.Jedi3.jpg | 300px | right]] '''HIT POINTS''' :'''Hit Dice''': 1d8 :'''Hit Points at 1st level''': 24 + your Constitution modifier :'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier '''PROFICIENCIES''' :'''Weapons''': Lightsabers, Simple weapons :'''Saving Throws''': Dexterity and Charisma :'''Skills''': Choose three from among Acrobatics, Athletics, Drive, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Persuasion, Pilot or Supernatural. :'''Bonus Feats''': ''Force Sensitive'' and ''Force Training'' '''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: * Lightsaber * (a) sporting blaster pistol with an extra power cell or (b) any two simple weapons or (c) one martial weapon * (a) diplomats pack plus a rebreather mask or (b) a field kit with short range comlink * (a) aquata breather or (b) or two stim-packs '''Force Users''': See the Force on a full description of how these work. For now you gain 3 Minor Powers and 3 Force Powers at first level. You start with 2 + ½ (round up) your character level in Force Energy. Your Force Power Attack modifier is your proficiency bonus + your Force Attribute modifier and your Force Saving Throw '''DC''' is 8 + your proficiency modifier + your Force Attribute modifier. '''TALENTS'''</br> JEDI CONSULAR TALENT TREE *'''Adept Negotiator'''. You have Advantage on Charisma (Persuasion) skill checks *'''Force Adviser'''. When granting Advantage to a target with Aiding Another it add your Intelligence, Wisdom or Charisma modifier (your choice) to their final result. If you want you spend a Destiny Point and add the result of this roll to your ally’s check total. You can grant an ally Advantage even if you don’t have that skill. This cannot apply to an Attack check. This is a mind-altering effect. *'''Force Persuasion'''. The Force can influence the weak minded. You can force one target within 10 feet to make a Charisma save. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect. JEDI GUARDIAN TALENT TREE *'''Acrobatic Recovery'''. You can make a '''DC15''' Dexterity (Acrobatics) check to stand as at Speed 0 (instead of ½). Also an effect that could causes you to fall prone (Shove, Force Slam, etc.), you can immediately make the same check to remain on your feet as a Free Action. *'''Battle Meditation'''. The Jedi technique known as Battle Meditation allows you and your allies to work together seamlessly and with a level of precision that can only come from the Force. As an Action, you can spend a Destiny Point to grant yourself and all of your allies within a 30 feet of you a 1d4+1 force bonus on all attack, skills, and ability rolls and +1 force bonus to all saving throws. This bonus lasts for the next minute (10 rounds) and they retain the bonus even if you cannot see them but they most remain within 30 feet of you. All lose these bonuses are also lost if you are Incapacitated or reduced to 0 hit points. This is a mind-altering effect. *'''Improve Battle Meditation'''. Prerequisite: Battle Meditation. This extended the range that you grant your bonuses to your allies out to 60 feet. Furthermore all foes within the area must make a Wisdom saving throw. Any that fail suffer a -2 Force penalties to all their attack, ability and skill checks and a -1 to all saves their saves for same duration. This is a mind-altering effect. *'''Fortification'''. Prerequisite: Jedi level 5+. As a Reaction, you can spend a Destiny Point to negate a critical hit scored against you and take normal damage instead. You can spend this Destiny Point even if you have already spent Destiny Points this round. *'''Resilience'''. As a Reaction you spend a Destiny Point to make a save to recover from the Reeling Condition. In addition, you roll your Destiny die as a bonus to the check to recovering. If you roll a natural 20 on your check you regain back the Destiny Point. JEDI SENTINEL TALENT TREE *'''Clear Mind'''. You have advantage on saves to avoid detection by another Force User sensing you using the Force Potential Minor power. You impose disadvantage on Perception to avoiding being detected with the Sense Surrounding Minor Force power. *'''Dark Side Sense'''. Jedi following the path of the sentinel become exceptional talented at rooting out evil. You have Advantage on checks made to sense the presence and relative location of creatures with a Dark Side Score of 1+ (including Sense Force and Sense Surrounding minor powers). *'''Dark Side Scourge'''. Against creatures with a Dark Side Score at least equal to ½ their Wisdom score, you gain a +2 Force bonus to attack and damage against them. *'''Force Haze'''. Prerequisite: Clear Mind. As an Action you spend a Destiny Point to create a “haze” that hides you and nearby allies from the perceptions of others. You and a number of creatures that you can see equal to your Jedi Class level who must remain within 15 feet of your person. You and those allies you chose gain Invisibility condition. Force Haze requires concentration to maintain but it is dismissed instantly if anyone hidden by the haze takes an Attack action or if any ally moves more the 15 feet away from you. *'''Resist the Dark Side'''. Prerequisite: Dark Side Sense. Anyone using a Force Power with the [dark side] descriptor and any Force powers originating from any dark Force-users (that is, any Force-user who’s Dark Side Score equals his Wisdom score) has disadvantage on Force Attack modifiers against you and you gain advantage on any save imposed by Force Powers as described above. LIGHTSABER COMBAT TALENT TREE *'''Block'''. As a Bonus action, you can add your Force Attribute modifier to your Armor Class, but only against melee attacks. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised. :If you have the Deflect talent you can combine the affects when you use your bonus action. *'''Deflect'''. As a Bonus action, you can add your Force Attribute modifier to your Armor Class, but only verses ranged attack. This bonus lasts until the start of your next turn. You must have a lightsaber drawn and ignited to use this talent, and you must be aware of the attack and not surprised. You can use this talent to deflect some of the barrage of shots fired from a ranged weapon set on autofire, adding your bonus to your Dexterity save total. This talent has no effect on other area of effect attacks. This talent cannot be used to negate attacks made by anything heavier than a light vehicle weapon. :If you have the Block talent you can combine the affects when you use your bonus action. *'''Greater Weapon Focus (lightsaber)'''. Prerequisite: Weapon Focus (lightsaber), Jedi level 5+. You gain a +1 bonus on melee attack rolls with lightsabers. This bonus stacks with the bonus granted by Weapon Focus (lightsaber) feat. *'''Greater Weapon Specialization (lightsaber)'''. Prerequisite: Greater Weapon Focus (lightsaber), Weapon Focus (lightsaber), Weapon Specialization (lightsaber), Jedi level 7+. You gain a +3 bonus on melee damage rolls with a lightsaber. This bonus stacks with the bonus grants by Weapon Specialization (lightsaber). *'''Lightsaber Defense'''. With a drawn and ignited lightsaber in a Jedi’s hand, her resolve and confidence expands greatly through the Force. The Jedi gains +1 force bonus to its Armor Class and a +1 force bonus to all of its saving throws. You must be aware of all attacks and not surprise to gain benefits. *'''Lightsaber Throw'''. You can hurl a lightsaber as a Ranged Attack (with proficient), treating it as a thrown weapons. The Range is 30/100 feet and if you can make multiple attacks with the lightsaber (with Double Attack and/or with a double lightsaber and Dual Weapon) you can attack the same target or multiple foes so long as they are within range. If none of the targets are further than 100 feet from you, you can use your Reaction to return it to your hands at the end of your action. *'''Rapid Attack (lightsaber)'''. Prerequisite: Jedi level 7+. Whenever you take the Attack action to make a weapon attack with a lightsaber, you can use your Bonus action to make another melee attack with the same bonuses or penalties of your base melee attacks with the same lightsaber. *'''Redirect Shot'''. Prerequisite: Jedi level 3+. This talent allows you to redirect a blaster bolt along a specific trajectory so that it damages another creature or object in its path. Once per round, as a Reaction, when a blaster bolt directed at you misses, you can make an immediate ranged Attack against a target with which you can see. Apply normal range penalties to the attack roll based on the weapon, not counting the distance the bolt traveled to reach you. If the attack succeeds it deals normal weapon damage to the new target. Only a single bolt can be redirected in a round. Barrages from autofire weapons and other types of projectiles can’t be redirected. *'''Severing Strike'''. When you deal damage with a lightsaber that is equal to or greater than the target’s current hit points, you can choose to use this talent. Instead of dealing full damage, you instead deal half damage and the target automatically gains the Stunned condition. In addition you sever one of the target’s arms at the wrist or elbow joint or one of the target’s legs at the knee or ankle joint (your choice). Severing part of a limb puts the target at Disadvantage for Strength and Dexterity skill and ability checks. Severing part of a leg also knocks the target prone, reduces the target’s speed by half. These effects are persistent, although a target could learn to compensate partly and lose the Disadvantage on any ability checks that can be performed one handed. Otherwise the only way to remove these persistent conditions is with a cybernetic replacement. *'''Weapon Specialization (lightsaber)'''. Prerequisite: Weapon Focus (lightsaber) feat. You gain a +2 bonus on melee damage rolls with a lightsaber. LIGHTSABER FORM TALENT TREE *'''Ataru'''. Prerequisite: Jedi level 5+. When using a lightsaber as a Finesse weapon (Dexterity) you gain a +2 force bonus on your damage rolls with a lightsaber, +4 if using it two-handed. *'''Djem So'''. Prerequisite: Jedi level 5+. When a creature hits you with a melee attack while wielding an activated lightsaber, you can use your Reaction to make one immediate melee attack against them with the lightsaber. *'''Juyo'''. Prerequisite: Jedi level 9+. As a Reaction you may spend a Destiny Point and designate a single target that you can see. Until this foe or you are incapacitated or knocked to 0 hit points, your first attack roll each round against this foe is at Advantage (but only the first). *'''Makashi'''. Prerequisite: Jedi level 5+. When wielding a single ignited lightsaber in one hand and no other weapon in the other, you gain a +1 force bonus to your Armor Class and deal an additional +3 force damage with it. The AC bonus stacks with all other force bonuses to AC from wielding a lightsaber. *'''Niman'''. Prerequisite: Jedi level 5+. When wielding an ignited lightsaber you gain a +1 force bonus to your Armor Class and a +2 force bonus to all your saving throws. These bonus stacks with all other force bonuses to AC and Saves from wielding a lightsaber. *'''Shien'''. Prerequisite: Redirect Shot, Jedi level 5+. Whenever you redirect a deflected blaster bolt you do so with Advantage on the ranged attack roll. *'''Shii-Cho'''. Prerequisite: Jedi level 5+. When wielding an ignited lightsaber in both hands and using your Strength modifier for attack checks you add +3 force damage rolls and +1 force bonus to your Armor Class. The AC bonus stacks with all other force bonuses to AC from wielding a lightsaber. *'''Sokan'''. Prerequisite: Acrobatic Recovery. When making Dexterity (Acrobatics) checks, treat all rolls 9 or less as if you had rolled a 10. Additionally, when you tumble through a space occupied by an enemy it is not considered difficult terrain. *'''Trákata'''. Prerequisite: Jedi level 11+. By harnessing the unique characteristics of a lightsaber you can catch an opponent off guard by quickly shutting off and reigniting the blade. When wielding a single lightsaber you may spend a Bonus action to make a contested Dexterity (Initiative) check vs. an adjacent opponent’s Dexterity (Initiative). If you succeed, until the start of your next turn all of your attacks against this opponent have Advantage. *'''Vaapad'''. Prerequisite: Weapon Focus (lightsaber) feat, Weapon Specialization (lightsaber) talent, Jedi level 11+. When attacking with a lightsaber you damage increases by one weapon damage die (a standard lightsaber now deals 3d10 damage, short 3d8 damage). '''Build Lightsaber''': at 5th level Jedi, you can build your own lightsaber. You must spend 1,500 credits to obtain the basic components and 24 uninterrupted hours of constructing the weapon. At the end of the time make a DC 15 check equal to your Force Attribute modifier plus proficiency bonus. If you succeed you have completed the lightsaber construction, failure means you must wait at least 24 hours to start over. Once the lightsaber is constructed you can spend a Destiny Point to attune it to you and thereafter you gain a +1 equipment bonus on attack and damage rolls made with this lightsaber. No one else who uses it gains this bonus. If you wish to build a double-bladed lightsaber it costs increases 3,000 cr. '''Bonus Feats''': Acrobatic Strike, Action Surge, Athlete, Bravery, Brutal Critical, Charger, Danger Sense, Defensive Duelist, Determined, Double Attack, Dual Weapon, Duel Weapon Mastery, Durable, Extra Second Wind, Force Secret, Force Technique, Force Training, Force Warrior, Improved Critical, Improved Mobility, Improved Second Wind, Lucky, Martial Arts, Martial Arts Expert, Martial Arts Master, Melee Defense, Mighty Swing, Mobility, Outwit and Outthink, Parry, Power Attack, Pursuit, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Stoic, Strong in the Force, Superior Critical, Triple Attack, Weapon Focus (lightsabers), Weapon Proficiency (advanced melee, pistols), Whirlwind Attack. === Noble === [[File:StarWars.Noble.jpg | 300px | right]] '''HIT POINTS''' :'''Hit Dice''': 1d6 :'''Hit Points at 1st level''': 18 + your Constitution modifier :'''Hit Points at Higher Levels''': 1d6 (or 4) + your Constitution modifier '''PROFICIENCIES''' :'''Weapons''': Pistols, Simple weapons :'''Saving Throws''': Wisdom and Charisma :'''Skills''': Choose six from among Computer Use, Deception, Drive, Galactic Lore, Gambling, Gather Information, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Performance, Persuasion, Pilot, Religion, Supernatural and Technology. :'''Bonus Feat''': ''Skill Expertise'' in one skill you are proficient with. :'''Bonus Languages''': Chose any two. '''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: * Blaster pistol with an extra power cell and a simple weapon. * (a) extra blaster pistol with an extra powercell or (b) astromech droid or (c) protocol droid or (d) landspeeder. * (a) medical kit or (b) electrobinoculars. * (a) diplomats pack and rebreather mask or (b) field kit and mid-range comlink. * An additional 500 credits on your credstik '''Noble Saving Throw''': Talents that require a target to make a saving throw vs. a '''DC''' of 8 + your proficiency bonus + your Charisma modifier. '''TALENTS'''</br> INFLUENCE TALENT TREE *'''Coordinate'''. You have a knack for getting people to work together. When you grant advantage on an Ability skill check, they also gain a bonus equal to your Charisma modifier to the final total. Because of your talent you can coordinate with an ally, granting him advantage, even if you are not proficiency with the skill in question (see Houserules). *'''Demand Surrender'''. Prerequisite: Presence. As an Action you can demand surrender from one target, that can hear and understand you, who has been reduced to ½ or less its’ hit points. The target makes a Charisma save. If it fails, it surrenders to you and your allies, drops any weapons it is hiding, and takes no hostile actions. If the target is higher level than you are, it has advantage on this save. If any of your allies attack it, it will no longer submit to your will and can act normally. You cannot use this Talent again until after a rest. *'''Jack of All Trades'''. Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus. *'''Helpful'''. Prerequisite: Coordinate, Noble level 3+. You can use the Help action as a reaction or as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. If your ally hits with this attack it adds your Charisma bonus to damage. *'''Persuasive Charmer'''. The Noble can charm others with her presence. You can force one target within 10 feet to make a Charisma save vs. your Noble Save DC. If the target fails it gains the Charmed condition towards you so long as you remain close by and continue talking to the target (within 10 feet). If anyone takes a hostile or attack action against the target the effect ends immediately. This is a mind-altering effect. *'''Presence''': You gain Advantage on basic Charisma (Intimidate) checks. *'''Team Work'''. Prerequisite: Coordinate, Helpful, Noble level 5+. Your skills can really make your allies shine. You use the Help action as a reaction or bonus action, and you can choose one ally within 60 feet of you that is allied with you. That creature may make one weapon attack with its reaction, provided that it can see or hear you. If your ally hits with this attack it adds your Charisma bonus to damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. *'''Weaken Resolve'''. Prerequisite: Presence. If a successful attack roll is also equal to or greater than the target’s Damage Threshold you can use your Reaction to force the target to make a Wisdom save. If it fails, you impose the Frightened condition (PHB pg. 290) until the end of your next round. This is a mind-affecting fear affect. INSPIRATION TALENT TREE</br> All of these talents are mind-affecting effects and you can’t use any of these talents on yourself (except Inspire Hope, see below). *'''Bolster Ally'''. As an Action, you can bolster an ally who can see and hear you, automatically removing the Reeling condition and giving it a number of temporary hit points equal to your Noble level plus Charisma modifier. You cannot bolster the same ally until after it has completed a short or long rest. *'''Inspire Confidence'''. As an Action, you can inspire confidence in all allies whom can see and hear you and understand you, granting them a +2 moral bonus on all Attack rolls, Ability and Skill checks for 1 minute (10 rounds) or until you’re Incapacitated or reduced to 0 hit points. Once inspired, your allies do not need to see you to remain inspired (they still need to hear you, even if only via a comlink). You can use this ability again after a short or long rest. *'''Ignite Fervor'''. Prerequisite: Inspire Confidence. Whenever you hit an opponent in melee or ranged attack, you can as a Reaction, choose to give one ally who can see and hear you and understand you a bonus to damage on its next successful attack, equal to ½ your Noble level (round up) plus your Charisma modifier. Once its fervor has been ignited, the affected ally doesn’t need to see or hear you. They must have a successful attack before the start of next turn or the bonus is lost. *'''Inspire Hope'''. Prerequisite: Charisma 13+. You spend 10 minutes giving an inspiriting speech to your allies, shoring up their resolve to fight. When you do so, chose up to six friendly allies (which can include yourself) within 30 feet who can see and hear and understand you. Each creature gains temporary hit points equal to 5 + your heroic level + your Charisma modifier. A creature cannot gain temporary hit points from this talent again until it has finishes a long rest. *'''Inspire Zeal'''. Prerequisite: Noble level 5+. Whenever an allying you can see, who can see and hear you and understand you, makes an attack that imposes the Reeling Condition onto an opponent, you can spend your Reaction to impose the Stunned Condition onto the target for one round instead (recovers normally). You can use this ability again after a short or long rest. LEADERSHIP TALENT TREE</br> All these talents are mind-affecting effects and you can’t use any of these talents on yourself. *'''Born Leader'''. As a Bonus action, you grant all allies who can see and hear and understand you, a +2 insight bonus on attack rolls. This affect lasts for 1 minute (10 rounds) so long as your allies can see and hear you. Allies lose this bonus if they can’t see or hear from you for one full round or if you are incapacitated or reduced to 0 HP. You can use this ability again after a short or long rest. *'''Distant Command'''. Prerequisite: Born Leader. Any ally who gains the benefit of your Born Leader talent does not lose the benefits if they cannot see you (they still need to hear from you, via comlink). It still ends after 1 minute or if you are incapacitated or reduced to 0 hit points. *'''Fearless Leader'''. Prerequisite: Noble level 5+. You can provide a courageous example for your allies. As a Bonus Action, you can remove the Frightened Condition from a number of allies who can see and who can hear you and can understand you, equal to your Charisma modifier. *'''Rally'''. Prerequisite: Noble level 5+. You can rally your allies and bring them back from the edge. As a Bonus action, any ally who can see, hear and understand you, and who has less than half their total hit points remaining, gains their level plus your Charisma modifier and ½ (round up) your levels in Noble, in temporary hit points. They also gain additional bonuses: a +1 moral bonus to all saving throws and a +2 moral bonus to all damage rolls they make for the next 1 minute (10 rds). Allies lose these secondary bonuses if you are Incapacitated or reduced to 0 hit points. Temporary hit points last until they are use or the subjects next rest. You can use this ability again after a short or long rest. *'''Trust'''. As an Action one ally who can see, hear and understand you, can immediately use its Reaction to make a single weapon attack. If the attack hits, the ally adds your Charisma mod to the damage result. If you can make multiple attacks with the Attack action, this action replaces one of them. No matter the number of attacks you have you cannot grant this ability to more then one subject a round. MILITARY OFFICE TALENT TREE *'''Assault Tactics'''. Prerequisite: Intelligence 13+, Noble level 3+. You know how to direct fire down on your enemies. As a Bonus action you may designate a single creature or object as the target of an assault. You and all allies who are able to see and hear you and understand you and whom can see the target, deal an additional insight bonus damage equal to your Intelligence modifier onto the target with all successful melee or ranged attacks, before the start of your next turn. This is a mind-affecting effect. *'''Command Cover'''. Prerequisite: Charisma 13+. You can use your allies to shield you from harm. You gain a +1 cover bonus to your Armor Class for each ally that is adjacent to you, up to a maximum bonus equal to your Heroic level (maximum of +5). *'''Deployment Tactics'''. Prerequisite: Intelligence 13+, Noble level 5+. You use your tactical knowledge to direct allies in battle. As an Action you and all allies who can see, hear and understand you add ½ your Proficiency as an insight bonus to all attack and saving throws and you impose Disadvantage from Opportunity Attacks directed against them, until the start of your next turn. This is a mind-affecting effect. *'''Field Tactics'''. Prerequisite: Noble level 3+. You know how to use existing terrain to the best advantage. With a Bonus action, you and all your allies whom can hear and understand you within 100 feet improve any Cover bonus they have by your Intelligence modifier as an insight bonus (PHB pg. 196, but also see Houserules and they must have at least ½ cover). This bonus last until the start of your next turn. *'''One for the Team'''. Prerequisite: Intelligence 13+, Noble level 5+. As a Reaction, you can choose to take one-half of the damage dealt to an adjacent ally from a single attack (it take the remaining). Similarly, as a Reaction, an adjacent ally you choose takes one-half of the damage dealt to you by a single attack (even if it does not have this talent). You take the remaining damage. *'''Read the Battlefield'''. Prerequisite: Intelligence 13+, Noble level 3+. You have an eye for when hostilities are about to being. When rolling for initiative, you and each ally that can see and hear you gain an insight bonus equal to your Intelligence modifier to all Dexterity (Initiative) skill checks, whether you are proficient with Initiative or not. *'''Reverse Course of Action'''. Prerequisite: Deployment Tactics, Noble level 7+. An officer has learned to counter the tactics of his enemies. As an Action, all enemies that you can see lose all insight and moral bonuses until the end of your next turn. *'''Shift Battle Theater'''. Prerequisite: Intelligence 13+, Deployment Tactics, Noble level 7+.As a bonus action, select one ally that you can see and who can hear and see and understand you. That ally can either make Disengage action as a free on its turn or it can move immediately up to its normal Speed as an immediate Reaction. If you instead use your Action you and a number of allies who you can see and who can see and hear and understand you, up to a Heroic level can instead take the Disengage action as a free action on their turns or they can move up to their normal Speed as an immediate Reaction. PROFESSIONAL TALENT TREE</br> Not every noble is a leader of other sentients but instead are leaders in their field of study. *'''Flash of Genius'''. You can re-roll any one saving throw, skill or ability check and take the better of the two results. You must complete a short or long rest before you can reuse this ability. You can take this talent multiple times, each time allowing you to use this ability before requiring a rest. *'''Master Plan'''. Prerequisite: Plan, Noble level 7+. When you make a Plan, each creature included in the plan gains all three of the listed benefits. Each benefit can be activated separately. *'''Plan'''. You can take an action to formulate a plan. You can choose up to six creatures (including yourself) to include in the plan. For each creature, choose one of the following; attack rolls, saving throws, or ability checks. In the next minute, each creature can activate their benefit once to gain a bonus equal to your Intelligence modifier to the chosen rolls until the start of their next turn. You must complete a short or long rest before you can use this ability again. *'''Polymath'''. You can study in preparation for completing a task. If you spend half an hour or more researching a given skill, you can add your proficiency bonus to the next skill check you make using that skill. To conduct this research, you must have access to suitable research materials, either in the form of written material or holonet access. *'''Subject Analysis'''. Prerequisite: Noble level 7+. As an action, you analyze one creature or object that you can see within 60 feet of you, and you learn whether the creature or object has any damage immunities, resistances or vulnerabilities and what they are. The next successful attack you make against the target is a critical hit. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. Alternatively you may use this feature without expending any uses when you spend one minute (10 rounds) or more concentrating on observing a creature or object. '''Bonus Feats''': Action Surge, Actor, Armor Proficiency (light, medium), Bravery, Careful Shot, Cutting Words, Cybernetic Surgery, Determined, Defensive Duelist, Distracting Strike, Dogfighter, Double Tap, Do Science on it!, First Aid, Feinting Attack, Frigging love Science, Full Throttle, Goading Attack, Improved Second Wind, Linguist, Lucky, Medic, Melee Defense, Not a Soldier, Outwit and Outthink, Point Blank Shot, Pistoleer, Precise Shot, Pursuit, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Stoic, Surgical Expertise, Suspicious, Tech Specialist, Tracer, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee, rifles). === Scoundrel === [[File:StarWars.Scoundrel.jpg | 300px | right]] '''HIT POINTS''' :'''Hit Dice''': 1d6 :'''Hit Points at 1st level''': 18 + your Constitution modifier :'''Hit Points at Higher Levels''': 1d6 (or 4) + your Constitution modifier '''PROFICIENCIES''' :'''Weapons''': Pistols, Simple weapons :'''Saves''': Dexterity and Intelligence :'''Skills''': Thievery plus choose four more from among Acrobatics, Athletics, Computer Use, Deception, Drive, Galactic Lore, Gambling, Gather Information, Initiative, Insight, Intimidate, Investigation, Mechanic, Perception, Performance, Persuasion, Pilot, Sleight of Hand, Stealth and Technology. :'''Bonus Feat''': ''Point Blank Shot'' '''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: * Blaster pistol and hold-out blaster pistol, each with an extra power cell * (a) another blaster pistol with an extra power cell or (b) vibrodagger with extra power pack * (a) two simple weapons or (b) one martial weapon * (a) Forgery kit or (b) security kit or (c) slicer kit * (a) field kit and short range comlink or (b) utility belt. * An additional 200 credits on your credstik. '''TALENTS'''</br> FORTUNE TALENT TREE *'''Crafty Action'''. As a Bonus action you can take the Dash, Disengage or Hide action on your turn. *'''Favor'''. When talking to another sentient creature, you may attempt to gain a favor from them. By spending 1 minute or more talking to a creature, you can ask them for a favor. To do so, make a Charisma (Deception) or (Persuasion) check, with a '''DC''' set by the GM, as appropriate for your relationship with that character. Generally, a the '''DC''' should be about 10 for a friendly character, about 15 for a neutral character, and about 20 for an unfriendly character. If you are successful, that character will provide the favor, provided it causes them no harm. Once you have used this ability, you cannot use it again until you have finished a long rest. *'''Fool’s Luck'''. Prerequisite: Charisma 13+. As an Action, you can spend a Destiny Point and you gain a benefits each round for 1 minute (10 rounds) or until you are Incapacitated or reduced to 0 hit points. For the duration, you gain your Charisma bonus as an additional bonus to one of the following: ability checks, armor class, attack rolls, saving throws or skill checks. The benefit last until the begining of your next round and you can change the type of benefit each round as a free action. You must complete a short or long rest to use talent again. *'''Fortune’s Favor'''. When you score a critical hit with an attack roll, you gain another immediate Action. *'''Gambler'''. You have Advantage on all Charisma (Gambling) skill checks, and games of chance and in addition you gain a +2 luck bonus with the skill checks. *'''Jack of All Trades'''. Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus. *'''Knack'''. You can reroll any ability check, saving throw or attack roll that you just made and take the better result (like advantage but you don’t have to use this ability until after you have rolled). You must complete a short or long rest to use the talent again. You can take this talent multiple times, each time it is selected you can use this talent an additional time per rest. MISFORTUNE TALENT TREE *'''Disruptive'''. You use your cunning at causing trouble to disrupt your enemies. As a Bonus action, pick one subject that you can see and who can see you within 30 feet. You suppress all bonuses from Equipment, Insight, Luck and Moral that the target many normally benefit from until the start of your next turn. *'''Trick'''. Prerequisite: Intelligence 13+, Scoundrel level 5+. You can take an action to attempt to trick one creature. The creature must have an Intelligence of 6 or higher, and be able to see and hear you (but not necessarily understand you). The creature must make an Intelligence saving throw with a '''DC''' of 8 + your proficiency bonus + your Intelligence modifier. If the saving throw fails, the creature gains the '''''Stunned''''' condition until the end of its next turn. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest. *'''Walk the Line'''. Prerequisite: Scoundrel level 3+. As a bonus action, you say something that catches an enemy off guard. Make an opposed Charisma (Deception) check vs. Dexterity (Initiative) or Wisdom (Insight) of one opponent within 30 feet of you who you can see and hear and understand you. If you succeed it is at Disadvantage on all attack checks until the start of your next turn. OUTLAW TALENT TREE *'''Forgery Artist'''. You have Advantage and +2 insight with Intelligence (Thievery) when using a Forgery kit. *'''Guide Others'''. Prerequisite: Improved Stealth. You know how to get others to move quietly. If you are leading a group of up to six allies who are all within 20 feet of you and who can hear and see you, they gain advantage on their Dexterity (Stealth) checks. You must be moving a ½ Speed of the slowest member of the group to use this talent. *'''Improved Stealth'''. You have Advantage on your Dexterity (Stealth) checks. *'''Security Expert'''. You have Advantage and +2 insight on Intelligence (Thievery) with a Security kit. *'''Skirmisher'''. If you move at least 20 feet away from where you started the round, you gain advantage on your next attack (but only one per round). If you have movement remaining you can still use it after this attack. *'''Slicer'''. You have Advantage and +2 insight with Intelligence (Thievery) skill when using a Slice kit. *'''Sneak Attack'''. Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack if you have advantage. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack if an enemy of the target is within 5 feet of it, the enemy is not Reeling or worst and you don’t have disadvantage on the attack roll. You may select this talent multiple times, each time you select it, your sneak attack damage increase by +1d8 (maximum +5d8). SPACER TALENT TREE *'''Spacehound'''. You are considered proficient with all starship weapon even if you don’t have the Heavy Weapons proficiency. You also gain a +2 insight bonus to all saves, skills and ability checks (everything but attack checks) while on a starship. *'''Starship Raider'''. Prerequisite: Spacehound. You gain a +2 insight bonus on all attack rolls while onboard a starship. This bonus applies to attacks made with starship weapons as well as personal weapons used aboard a starship. *'''Stellar Fortune'''. Whenever you roll a natural 20 on an attack roll, save, ability check or skill made aboard a starship (piloting it or as a passenger) you gain one temporary Destiny Point. You can't have more then one temporary Destisty Point and you must use this Destiny Point before you next short or long rest or it is lost. *'''Smuggler'''. You known how to hide things. You have advantage on Dexterity (Stealth) check to hide items on a person, a starship or vehicle or in a hideout and with Charisma (Deception) checks when lying about having such things hidden or about smuggling, etc. '''Bonus Feats''': Acrobatic Strike, Action Surge, Actor, Armor Proficiency (light), Bravery, Careful Shot, Cutting Words, Danger Sense, Deadly Aim, Determined, Defensive Duelist, Dogfighter, Do Science on it!, Double Tap, Extra Second Wind, Far Shot, Feinting Attack, Freaking Love Science, Full Throttle, Gimmick, Hot Wire, Improved Mobility, Improved Second Wind, Lucky, Maneuvering Attack, Melee Defense, Mobility, Not a Solider, Pack Tactics, Parry, Pistoleer, Precise Shot, Pursuit, Quick Draw, Shake it Off, Sharper Words, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Suspicious Mind, Sniper, Stoic, Tech Specialist, Throw Opponent, Throwing Expert, Tracer, Trip, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee), Z-G Training. === Scout === [[File:StarWars.Scout2.jpg | 400px | right]] '''HIT POINTS''' :'''Hit Dice''': 1d8 :'''Hit Points at 1st level''': 24 + your Constitution modifier :'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier '''PROFICIENCIES''' :'''Armor''': Light armor :'''Weapons''': Pistols, Rifles, Simple weapons, Martial weapons :'''Saving Throws''': Constitution and Wisdom :'''Skills''': Choose four from among Acrobatics, Animal Handling, Athletics, Drive, Galactic Lore, Gambling, Initiative, Insight, Mechanic, Medicine, Nature, Perception, Pilot, Stealth, and Survival. :'''Bonus Feat''': ''Shake it Off'' '''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: * Blaster carbine with two extra power cell * (a) blaster pistol with an extra power cell or (b) vibroblade with extra power cell * (a) two simple weapons or (b) martial weapon * (a) field kit with short range comlink or (b) utility belt. * An additional 100 credits on your credstik. '''TALENTS'''</br> AWARENESS TALENT TREE *'''Acute Senses'''. You have Advantage on Wisdom (Perception) skill check. *'''Instincts'''. Prerequisite: Improved Initiative, Scout level 5+. If you are surprised at the beginning of combat and are not incapacitated, you can act normally on your first turn. *'''Improved Initiative'''. Gain Advantage on Dexterity (Initiative) checks. *'''Feral Senses'''. Prerequisite: Acute Senses, Scout level 7+. When you attack a creature you can’t see, you inability to see it doesn’t impose disadvantage on your attack rolls against it. You are aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden behind full cover and you aren’t deafened. *'''Keen Sight'''. Prerequisite: Acute Senses You ignore light dim obscured with Perception checks, and ½ cover bonus with attack rolls verse foes in these conditions. *'''Uncanny Dodge'''. Prerequisite: Scout level 3+. When an attacker that you can see hits you with an attack, you can use your Reaction to halve the attacker’s damage against you. *'''Improved Uncanny Dodge'''. Prerequisite: Uncanny Dodge, Scout level 5+. Unseen attackers (5th ed. pg. 194) do not gain Advantage with their attacks against you if they are attacking in melee or if they are within 30 feet and you with ranged attacks. CAMOUFLAGE TALENT TREE *'''Hidden Movement'''. Prerequisite: Improved Stealth. You’re very good at hiding when mobile. You do not need to travel at a slow pace (PHB pg. 182) to use your Stealth to surprise others. *'''Hide In Plain Sight'''. Prerequisite: Improved Stealth, Scout level 5+.You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other natural occurring material. Once you are camouflage in this way by pressing yourself against a solid surface such as a tree or wall that is at least as tall and as wide as you are, you gain a +10 insight bonus to Dexterity (Stealth) check for as long as you do not move or take any non-subtle actions. *'''Improved Stealth'''. You have Advantage on your Dexterity (Stealth) checks. *'''Total Concealment'''. Prerequisite: Improved Stealth. When you have at least ½ cover (PHB pg. 196) you can treat it ¾ cover and you treat ¾ cover as total cover (including making Stealth checks). *'''Vanish'''. Prerequisite: Improved Stealth. You can take the Dash or Hide action as a bonus action and impose disadvantage for other’s perception when using Sense Surrounds on you. You cannot be tracked by non-Supernatural or ultra-technological means. FRINGER TALENT TREE *'''Barter'''. You have Advantage on any Charisma (Persuasion) checks made to haggle. Normally if you beat an opponent’s opposed Charisma (Persuasion) check to haggle they will give you 10% discount on the price. Each 5 points you exceed their check reduces the final price by an additional 10% (max 50% off). *'''Fringe Savant'''. Whenever you roll a natural 20 on an attack roll you gain 1 temporary Destiny Point. You can gain more the one Destiny Point in this way but you must use them before your next short or long rest or they are lost. *'''Long Stride'''. Increase your base land movement speed(s) by +10 feet. *'''Jury-Rigger'''. You have Advantage on any Jury-Rigging checks made to repair damage and when attempting restore power on a vehicle. HUNTER TALENT TREE *'''Analyze Foe'''. Prerequisite: Scout level 5+. By observing your enemy in combat, you can gleam its weaknesses. As a free action you designate one target that you can see that is within base range of you weapon and choose to go last in the round (after all allies and enemies). You gain Advantage on the first attack that round against the target (only the first). You also impose Disadvantage on any Opportunity attacks made against you by the target until the start of your next turn. You can take this free action each round if you wish. *'''Giant Hunter'''. When a large sized creature or larger, that is within 5 feet of you hits or misses with an attack roll, you can use your reaction to attack the creature immediately after the attack, provided you can see the creature and can make an attack check. *'''Hunter’s Mark'''. Prerequisite: Scout level 5+. With an Aim maneuver you can spent a Destiny Point as a free action to make the target of your aim your ‘mark’. For the remained of that combat or until you are incapacitated or reduced to 0 HP or your mark is, you can apply your Hunter’s Mark feature against this target. Whenever you successfully hit the target you deal your full heroic level in damage (instead of ½) and you lower the target’s Damage Threshold against your attacks by your Proficiency bonus. If you have the Devastating Attack talent the affects stack. *'''Mob Fighter'''. Once on each of your turns when you take an Attack action, you can make a melee weapon or unarmed attack against a different creature that is within 5 feet of our original target and within range of your melee attack. This is a free action. *'''Relentles'''s. Prerequisite: Hunter’s Mark, Scout level 7+. Any attack or effect originating from opponent whom is under your Hunter’s Mark talent, that would normally cause you to suffer a Reeling or Stunned condition, instead these attacks do not cause these conditions. *'''Slayer'''. Your tenacity can wear down the most potent foes. When you hit a creature with an attack (weapon, unarmed, the force, etc. but not AOE) you deal and extra +1d10 damage if the creature is below its maximum hit points, but only once per turn. SURVIVOR TALENT TREE *'''Bounce Back'''. You can take your Second Wind as a reaction at any time, instead of an Action. *'''Elite Explorer'''. Prerequisite: Explore. You are not at a Disadvantage on Wisdom (Survival) check made to follow tracks while moving your normal speed. Difficult terrain does not slow your group’s travel. When engaged in another activity (such as foraging, navigation or tracking) you remain alert to danger. When you forage you find twice as much food as you normally would. Furthermore while tracking other creatures, you learn their exact number, their size and how long ago they passed through the area. *'''Explorer'''. You have Advantage on any Wisdom (Survival) skills checks. *'''Evasion'''. You can nimbly dodge out of the way of certain area of affect attacks that provide a Dexterity saving throw for half. On these attacks you only suffer half damage if you failed your Dexterity saving throw, and no damage if you succeed with your save. *'''Extreme Effort'''. You spend a Bonus action and gain Advantage on all Strength ability checks, skill checks and saving throws (but not melee attack checks) until the end of your next round. You also deal an additional amount of damage in melee combat equal to your proficiency bonus for one attack a round (even if you have more attacks in a round). '''Bonus Feats''': Action Surge, Armor Proficiency (medium), Athlete, Bolt Storm, Bravery, Careful Shot, Danger Sense, Determined, Dogfighter, Double Tap, Durable, Extra Second Wind, First Aid, Full Throttle, Hot Wire, Improved Critical, Improved Mobility, Improved Second Wind, Lucky, Mobility, Over Watch, Pact Tactics, Parry, Pistoleer, Point Blank Shot, Precise Shot, Pursuit, Savage, Sidestep, Skill Expertise, Skill Proficiency, Slippery, Stoic, Suppressing Fire, Suspicious Mind, Take a Knee, Tech Specialist, Throwing Expert, Toughness, Tracer, Vehicle Combat, Weapon Focus, Weapon Proficiency (advanced melee, heavy), Z-G Training. === Soldier === [[File:StarWars.Soldier.jpg | right]] '''HIT POINTS''' :'''Hit Dice''': 1d10 :'''Hit Points at 1st level''': 30 + your Constitution modifier :'''Hit Points at Higher Levels''': 1d10 (or 6) + your Constitution modifier '''PROFICIENCIES''' :'''Armor''': Light armor, Medium armor :'''Weapons''': Pistol, Rifles, Simple weapons, Martial weapons, plus either Advanced Melee Weapons or Heavy Weapons. :'''Saving Throws''': Strength and Constitution :'''Skills''': Choose three from among Acrobatics, Animal Handling, Athletics, Computer Use, Drive, Galactic Lore, Gambling, Initiative, Insight, Intimidate, Medicine, Mechanic, Perception, Pilot and Survival. '''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background: * one set of any Light armor or (b) blaster rifle with two extra power pack (or bowcaster rifle if proficient) or (c) two blaster pistols, each with an extra power pack or (d) blaster carbine and blaster pistol, each with an extra power pack * (a) heavy blaster pistol or (b) advanced melee weapon, either with an extra power pack * (a) two simple weapons or (b) martial weapon * (a) field kit and short range comlink or (b) utility belt. * An additional 100 credits on your credstik. '''TALENTS'''</br> ARMOR SPECIALIST TALENT TREE *'''Armor Mastery'''. Prerequisite: Armored Defense, Second Skin, proficiency with armor being worn. When calculating your Armor Class add ½ (round down) your Proficiency bonus to your Armor Class Rating when wearing armor. *'''Armored Defense'''. Prerequisite: Second Skin, proficiency with armor worn. When wearing armor you increase the equipment bonus to Damage Threshold by an additional +2. Also when wearing medium armor, you can add up to 3, rather than 2, to your Armor Class Rating, if you have a Dexterity or Intelligence bonus of 16 or higher. If wearing heavy armor you can add 1 to your Armor Class Rating, if your Dexterity or Intelligence is a 12 or higher. *'''Juggernaut'''. Prerequisite: Second Skin, proficiency with armor worn. While you are wearing medium or heavy armor, any bludgeoning, piercing, slashing or weapon energy damage that you take is reduced by 2 points with medium armor or 4 points with heavy armor. *'''Second Skin'''. Prerequisite: Proficiency with armor being worn. While wearing armor that you are proficient with, the armor’s weight counts as ½ its normal total for demining encumbrance and you increase its Armor Class Rating by +1 and your Wound Damage Threshold total by +2 while wearing the armor. Finally when wearing light or medium armor does not impose Disadvantage with Dexterity (Stealth) checks for you if it normally would (heavy armor still does). BRAWLER TALENT TREE *'''Expert Grappler'''. You have Advantage on your Strength (Athletics) skill check to start a grapple. Against foes that you have imposed the Grabbed condition you have Advantage on your attack rolls. *'''Gun Club'''. When using a gun as a weapon in melee increase the damage dice by one step and you have advantage when using such a firearm when making an Opportunity Attack. Normally a pistols acts as a club while a rifle and heavy weapon as greatclub (two handed; all as improvised weapons). If using a rifle mounted with a bayonet, you treat both the blade and the rifle attacks as light melee weapons (Two-Weapon fighting PHB pg. 195). *'''Melee Smash'''. You deal +2 points of damage with all melee attacks (unarmed or with weapons). *'''Riposte'''. When a creature misses you with a melee weapon attack, you can use your Reaction to make an immediate melee attack against that creature. *'''Stunning Strike'''. Prerequisite: Melee Smash. If you successfully hit an opponent with a melee attack, you can spend a Bonus Action to automatically impose the Reeling condition onto the target until the start of your next turn. If the damage would deal enough to already impose the Reeling conditions it is instead Stunned until the beginning of your next turn. *'''Too Close'''. If you are hit with an Opportunity Attack in melee, you can make a free melee attack back against the target, using your blaster as a club. If you have a rifle mounted bayonet you could use that attack instead. *'''Unbalance Opponent'''. As a Bonus action designate one adjacent foe that is no more than one size category larger or smaller then you. That opponent does not gain its Strength or Dexterity bonus on attack rolls when targeting you. The opponent’s modifiers still apply to damage. COMMANDO TALENT TREE *'''Battle Analysis'''. As a Bonus action you know all targets below ½ their maximum HP total, both allies and opponents that you can see. You gain a +2 insight bonus to your attack rolls vs. all opponents you identified as being at ½ hit points or less, that you can see until the start of your next round. Between the Eyes. Before making a ranged attack roll you can spend a Bonus action and gain advantage with the attack. If both attack rolls would hit, add your proficiency bonus to the damage. You can use this feature a number of times equal to your Intelligence modifier (min 1). You regain these uses after a short or long rest. *'''Cover Fire'''. Prerequisite: Soldier level 3+. When you make a weapon ranged attack with Autofire, you and all allies within 30 feet of you that you can see, gain ½ Cover bonus (PHB pg. 196) until the start of your next turn. Allies must remain with this 30 feet area of you to gain bonus but you do not need to see them for them to gain the benefit. *'''Demolitionist'''. You have Advantage to use Intelligence (Mechanic) checks to place explosive devices and explosives set by you do +2d(x) weapon dice of damage. You can take this talent multiple times, each time adding +2d(x) weapon damage die to the explosives that you set; the effects stacks (up to double the explosives base damage dice). *'''Draw Fire'''. You can distract opponents and convince them that you are the most tempting (and dangerous) target in the area. As a Bonus action, a number of opponents up to your Soldier level (maximum of 10), whom can see and hear and understand you are at a Disadvantage when making ranged weapon attacks against anyone but you until the start of your next turn. *'''Harm’s Way'''. You often act as a protector, knowing when to move into harm’s way to shield an ally. As a Reaction you can shield an adjacent ally that has just suffered a successful hit from an attack, taking the damage and suffering the ill effects in your ally’s stead. You have Resistance (PBH pg. 194) to this damage if it is bludgeoning, piercing, slashing or weapon energy damage. You cannot shield an ally from area damage in this way. *'''Imposing Frame'''. If you don’t move (Speed 0) you gain +1 bonus to your Armor Class and provide ½ Cover to all adjacent allies until the beginning of your next round. You also have advantage verses any forced moved (Shoves or Force Thrust, not Slam though) effects used against your will. *'''Indomitable'''. As a Reaction, you can instantly recover from the Reeling condition unless it is persistent. You must complete a long rest before you can use this talent again. You can select this talent multiple times, each time allows you to use the talent again before requiring a long rest. *'''Slow is Smooth'''. When you move, you can and pull one adjacent ally that same distance. Moving in this way costs you 2 feet for every foot you wish to travel. If you use the Disengage action, the ally also disengages for free. *'''Tough as Nails'''. You really know how to take a hit in combat. As an Action, you gain 5+ your heroic level plus your Strength or Constitution modifier (your choice) in temporary hit points. You cannot gain temporary hit points from this talent again until you have finished a long rest. WEAPON SPECIALIST TALENT TREE *'''Devastating Attack'''. Prerequisite: Soldier level 3+, Proficiency with the weapon you are using. Whenever you make a successful attack against a target, you treat your target’s Damage Threshold as if it were -5 less when determining the effects of your attack results vs. Reeling (see Conditions). *'''Greater Weapon Focus'''. Prerequisite: Proficiency with weapon you are using, Weapon Focus feat with chosen exotic weapon or weapon group, Soldier level 5+. Choose a weapon group one exotic weapon. You gain a +1 bonus on attack rolls with this chosen exotic weapon or weapon group (except lightsabers). This bonus stacks with the bonus granted by Weapon Focus feat. You may select this talent multiple times, each time it applies to a different exotic weapon or weapon group. *'''Greater Weapon Specialization'''. Prerequisite: Proficiency with weapon you are using, Greater Weapon Focus talent and Weapon Focus feat with chosen exotic weapon or weapon group, Weapon Specialization talent with chosen exotic weapon or weapon group, Soldier level 7+. Choose one exotic weapon or weapon group (except lightsabers). You gain a +3 bonus on damage rolls with this choose exotic weapon or weapon group. This bonus stacks with the bonuses granted by Weapon Specialization talent. You may select this talent multiple times, each time it applies to a different exotic weapon or weapon group. *'''Weapon Specialization'''. Prerequisite: Weapon Focus in chosen exotic weapon or weapon group. Chose a single exotic weapon or weapon group, which you are proficient (except lightsabers). You gain +2 bonus damage on all damage rolls with such a weapon. You make select this talent multiple times, each time it applies to a different exotic weapon or weapon group. '''Bonus Feats''': Acrobatic Strike, Action Surge, Armor Proficiency (heavy), Athlete, Bantha Rush, Bolt Storm, Brawler, Bravery, Brutal Critical, Careful Shot, Charger, Charging Fire, Crush, Deadly Aim, Determined, Defensive Duelist, Disarming Strike, Distracting Strike, Dogfighter, Double Attack, Double Tap, Dual Weapon, Duel Weapon Mastery, Durable, Exotic Weapon Proficiency, Extra Second Wind, Far Shot, Feinting Attack, Full Throttle, Goading Attack, Hot Wire, Improved Critical, Improved Damage Threshold, Improved Mobility, Improved Second Wind, Lucky, Lunging Attack, Maneuvering Attack, Martial Arts, Martial Arts Expert, Martial Arts Master, Menacing Attack, Melee Defense, Mighty Swing, Mobility, Over Watch, Pack Tactics, Parry, Pin, Pistoleer, Point Blank Shot, Power Attack, Precise Shot, Pursuit, Quick Draw, Reckless Attack, Shake it Off, Sidestep, Skill Expertise, Skill Proficiency, Savage, Sniper, Stoic, Superior Critical, Suppressing Fire, Take a Knee, Throw Opponent, Throwing Expert, Toughness, Trip, Triple Attack, Vehicle Combat, Weapon Focus, Weapon Proficiency, Whirlwind Attack, Z-G Training.
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