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'''TECHNICIAN ARCHETYPES'''</br>
 
'''TECHNICIAN ARCHETYPES'''</br>
'''''GOLEM MASTER'''''[https://www.pinterest.com/pin/8303580554539080/]</br>
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'''''GOLEM MASTER'''''</br>
 
Non-sentient robots and drones are called Golems in the DragonStar setting. A Golem Master is a specialize tech who controls them.</br>
 
Non-sentient robots and drones are called Golems in the DragonStar setting. A Golem Master is a specialize tech who controls them.</br>
 
'''Mechanical Minion''': You gain this ability at 2nd level when you acquire this specialization. The Golem Master requires a Golem Control Rig or Excortex Implant to control his drone. You bond with one drone that you have acquired. It responses to your commands so long as you are within your ‘command range’ (standard range is 5 miles baring any blockage). Add your Proficiency bonus to the drone’s AC, attack bonus and damage rolls as well as saving throws and any skill it is proficient with. You can order it to move as a free action, or as a Bonus action you can order it to take the Attack, Dash, Disengage, Dodge or Help action. As an action you can direct it to use all of its actions (movement, action, reaction). If you are incapacitated or reduced to 0 hit points the drone can only take its move action. If your drone is outside the command range it can still action semi-independent (but without your proficiency bonuses) so long as you can communicate with it via a comlink. </br>
 
'''Mechanical Minion''': You gain this ability at 2nd level when you acquire this specialization. The Golem Master requires a Golem Control Rig or Excortex Implant to control his drone. You bond with one drone that you have acquired. It responses to your commands so long as you are within your ‘command range’ (standard range is 5 miles baring any blockage). Add your Proficiency bonus to the drone’s AC, attack bonus and damage rolls as well as saving throws and any skill it is proficient with. You can order it to move as a free action, or as a Bonus action you can order it to take the Attack, Dash, Disengage, Dodge or Help action. As an action you can direct it to use all of its actions (movement, action, reaction). If you are incapacitated or reduced to 0 hit points the drone can only take its move action. If your drone is outside the command range it can still action semi-independent (but without your proficiency bonuses) so long as you can communicate with it via a comlink. </br>
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*'''Chief Engineer''': You can attempt to boost the power output of a starship’s engines to help your crew in an emergency. As an Action with a DC15 Mechanic check you grant a boost to one of the following system – Boost Sensors ads advantage to any Computer Use check to do scans, Increase Force Fields Threshold by +10, Increase Speed by +2 squares (starship scale) or Increase Weapons Output adding +1d weapon dies to all starship energy weapons. If you succeed with a 20+ you can boost two systems at the same time. These bonuses last until the start of your next turn. Failure results in Maneuver damage to the ship. Each time you succeed with this check costs the ship 1 energy point.
 
*'''Chief Engineer''': You can attempt to boost the power output of a starship’s engines to help your crew in an emergency. As an Action with a DC15 Mechanic check you grant a boost to one of the following system – Boost Sensors ads advantage to any Computer Use check to do scans, Increase Force Fields Threshold by +10, Increase Speed by +2 squares (starship scale) or Increase Weapons Output adding +1d weapon dies to all starship energy weapons. If you succeed with a 20+ you can boost two systems at the same time. These bonuses last until the start of your next turn. Failure results in Maneuver damage to the ship. Each time you succeed with this check costs the ship 1 energy point.
 
*'''Grenade Expert''': Add your proficiency bonus to the damage with thrown grenades, grenade launchers and mortar rounds that you fire.
 
*'''Grenade Expert''': Add your proficiency bonus to the damage with thrown grenades, grenade launchers and mortar rounds that you fire.
*'''Knack''': You can also automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after you have taken a rest.
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'''Knack''': You can also automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after you have taken a rest.
 
*'''Midas Touch''': With a DC15 Mechanics checks, 250 credits worth of spare parts with at least one hour of work you upgrade a firearm. For the next combat encounter increase the damage dice (one if multiple) with the firearm by +1 step (a Hand Cannon would deal 1d8+1d6 piercing damage, etc.)
 
*'''Midas Touch''': With a DC15 Mechanics checks, 250 credits worth of spare parts with at least one hour of work you upgrade a firearm. For the next combat encounter increase the damage dice (one if multiple) with the firearm by +1 step (a Hand Cannon would deal 1d8+1d6 piercing damage, etc.)
 
*'''Sapper''': When you set explosives with a demotion kit, increase the damage by +2d weapon dice, add +10ft to the AOE and add your proficiency bonus to the DC for saving throws to avoid damage.
 
*'''Sapper''': When you set explosives with a demotion kit, increase the damage by +2d weapon dice, add +10ft to the AOE and add your proficiency bonus to the DC for saving throws to avoid damage.

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