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[[File:StarWar_art.jpg]]
 
[[File:StarWar_art.jpg]]
== STAR WARS SAGA/D&D 5ED HYBRID ==
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== STAR WARS (SAGA) FOR 5ED ==
These conversion notes don’t cover everything. I am try to keep things simple and straight forward. Many of the items and themes started with the '''Star Wars Saga''' system but then morphed into using '''5th ed. Dungeons and Dragons''' as the ‘basic’ rules. This hybrid is basically using Talents and Feats from Saga as Class Features and so-of Feats from D&D.
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These conversion notes don’t cover everything. I am try to keep things simple and straight forward. Many of the items and themes started with the Star Wars Saga system but then morphed into using 5th ed. Dungeons and Dragons as the ‘basic’ rules, with Saga ideas supported in this new system.
  
== BASIC HOUSERULES ==
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== BASIC HOUSERULES FOR 5ed ==
'''Character Class Notes''': In the Star Wars game for 5th D&D characters are called Heroic Characters. This distinction comes into effect when creating minor NPC (minions) and creatures. There are five Heroic Character Classes for this game – Jedi, Noble, Scoundrel, Scout and Soldier.  
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'''Character Class Notes''': In the Star Wars game for 5th D&D characters are called Heroic Characters. This distinction comes into effect when creating minor NPC (minions) and creatures. There are five Heroic Character Classes for this game – Jedi, Noble, Scoundrel, Scout and Soldier. Your character level is your overall level (if multi-classing). You gain your proficiency bonus base on your overall level. You also gain a feat at first level and an additional feat every two overall levels after that (3, 5, etc.) and an Attribute boost starting and 4th level and every two levels after that (8, 12, etc.). With this attribute boost you can add +1 to two different attributes or +2 to on attribute up to your maximum. These bonuses are dependent on your total Character level (see below).
  
Your Character Level (if multi-classing) is your total levels (i.e. a Jedi 3/Scout 4 would be a 7th level character). You gain your proficiency bonus base on your overall character level. You also gain a Feat at 1st level and an additional feat every two overall character levels after that (3, 5, etc.) and an Attribute boost starting and 4th level and every two character levels after that (8, 12, etc.). With this attribute boost you can add +1 to two different attributes or +2 to one attribute up to your maximum (20 +/- your Species Attribute Bonuses/Penalties and can be modified with certain tech like cybernetics etc.) These bonuses work for all characters including NPC/Minions.
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Your Heroic Class Level bonuses are the bonuses you can only gain at that Heroic Character class level (if you multi-class). Note you gain two core Talents at first level character class. If you multi-class into a class after first you gain only one class talent. After 1st level characters gain one additional talent every odd level of Heroic class they take (3, 5, etc.) and a Bonus Class Feat every even level of Heroic class they take (2, 4, etc.).
 
 
Your Heroic Class Level bonuses are the bonuses you can only gain at that Heroic Character class level (if you multi-class; in this case the Jedi 3/Scout 4 would gain the benefits of a 3rd level Jedi and a 4th level Scout). Note you gain TWO Core Talents at 1st Hero/Charcter level. If you multi-class into a Heroic class after 1st level you gain only one of class's Talent at the 1st Heroic Level. After 1st Heroic level you gain one additional Talent every odd level of Heroic class you take (3, 5, etc.) and a Bonus Class Feat every even level of Heroic class you take (2, 4, etc.) These bonuses only are granted to Heroic character class level.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
| '''CHARACTER LEVEL''' || '''PROFIENCY BONUS''' || '''CHARACTER LEVEL BONUS''' || '''HEROIC LEVEL BONUS'''
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| '''CLASS LEVEL''' || '''PROFIENCY BONUS''' || '''CLASS LEVEL BONUS''' || '''HEROIC LEVEL BONUS''''
 +
|-
 +
| 1
 +
| +2
 +
| Strating Feat
 +
| Starting Talent(s)
 +
|-
 +
| 2
 +
| +2
 +
| --
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
| 3
 +
| +2
 +
| Feat
 +
| Talent
 +
|-
 +
|-
 +
|-
 +
| 4
 +
| +2
 +
| Attribute Bonus
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
|-
 +
| 5
 +
| +3
 +
| Feat
 +
| Talent
 +
|-
 +
|-
 +
|-
 +
| 6
 +
| +3
 +
| --
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
| 7
 +
| +3
 +
| Feat
 +
| Talent
 +
|-
 +
|-
 +
|-
 +
| 8
 +
| +3
 +
| Attribute Bonus
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
| 9
 +
| +4
 +
| Feat
 +
| Talent
 +
|-
 +
|-
 +
|-
 +
| 10
 +
| +4
 +
| --
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
| 11
 +
| +4
 +
| Feat
 +
| Talent
 +
|-
 +
|-
 +
|-
 +
| 12
 +
| +4
 +
| Attribute Bonus
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
| 13
 +
| +5
 +
| Feat
 +
| Talent
 +
|-
 +
|-
 +
|-
 +
| 14
 +
| +5
 +
| --
 +
| Bonus Feat
 
|-
 
|-
| 1 || +2 || Strating Feat || Starting Talent(s)
 
 
|-
 
|-
| 2 || +2  || -- || Bonus Feat
 
 
|-
 
|-
| 3 || +2 || Feat || Talent
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| 15
 +
| +5
 +
| Feat
 +
| Talent
 
|-
 
|-
| 4 || +2 || Attribute Bonus || Bonus Feat
 
 
|-
 
|-
| 5 || +3 || Feat || Talent
 
 
|-
 
|-
| 6 || +3 || -- || Bonus Feat
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| 16
 +
| +5
 +
| Attribute Bonus
 +
| Bonus Feat
 
|-
 
|-
| 7 || +3 || Feat || Talent
 
 
|-
 
|-
| 8 || +3 || Attribute Bonus || Bonus Feat
 
 
|-
 
|-
| 9 || +4 || Feat || Talent
+
| 17
 +
| +6
 +
| Feat
 +
| Talent
 
|-
 
|-
| 10 || +4 || -- || Bonus Feat
 
 
|-
 
|-
| 11 || +4 || Feat || Talent
 
 
|-
 
|-
| 12 || +4 || Attribute Bonus || Bonus Feat
+
| 18
 +
| +6
 +
| --
 +
| Bonus Feat
 
|-
 
|-
| 13 || +5 || Feat || Talent
 
 
|-
 
|-
| 14 || +5 || -- || Bonus Feat
 
 
|-
 
|-
| 15 || +5 || Feat || Talent
+
| 19
 +
| +6
 +
| Feat
 +
| Talent
 
|-
 
|-
| 16 || +5 || Attribute Bonus || Bonus Feat
 
 
|-
 
|-
| 17 || +6 || Feat || Talent
 
 
|-
 
|-
| 18 || +6 || -- || Bonus Feat
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| 20
 +
| +6
 +
| Attribute Bonus
 +
| Bonus Feat
 
|-
 
|-
| 19 || +6 || Feat || Talent
 
 
|-
 
|-
| 20 || +6 || Attribute Bonus || Bonus Feat
 
 
|-
 
|-
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|colspan="4"|
 
|}
 
|}
  
'''Destiny Points''': 5 + ½ your Character Level (round down) in Heroic Classes only (NPC classes do not gain this points). These points function similarity as Hero Points from the Optional Rules in the DMG (pg. 264). They can be used to affect any 1d20 roll, but you can only spend a Destiny Point in a round. Destiny Points add 1d4+1 to any 1d20 roll (attack roll, saving throw, etc.) and can also be used to activate certain Talents. They can be spent after you have roll the d20 but before the GM informs you if the result was a success or not. Unspent Destiny Points are lost when you raise a level (and gain this levels points). Certain Talents and Feats and grant you additional Destiny Points, high dice to add to your d20 and addition, non-dice usages.
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'''Destiny Points''': 5 + ½ your Heroic Level (round down). These points function similarity as Hero Points from the Optional Rules in the DMG (pg. 264). They can be used to affect any 1d20 roll, but you can only spend a Destiny Point in a round. Destiny Points add 1d4+1 to any 1d20 roll (attack roll, saving throw, etc.) and can also be used to activate certain Talents. They can be spent after you have roll the d20 but before the GM informs you if the result was a success or not. Unspent Destiny Points are lost when you raise a level (and gain this levels points). Certain Talents and Feats and grant you additional Destiny Points, high dice to add to your d20 and addition, non-dice usages.
 
:'''Other Uses for Destiny Points''' (Force Sensetive Only): Force Users can spend Destiny Points to temporarily gain the use of a Force Power or Talent. For sake of ease, it costs 1 Destiny Point to temporarily gain the use of a Minor Force Power for its base duration, 2 Destiny Points for a 1st Power level Force Power. If the creature can use higher Power Levels each additional level of power costs +1 additional Destiny Points. The power last for the base duration or 1 minute (10 rounds) maximum. A generic Force Talent cost a base of 3 Destiny Points and last their base duration or up to 1 minute maximum.
 
:'''Other Uses for Destiny Points''' (Force Sensetive Only): Force Users can spend Destiny Points to temporarily gain the use of a Force Power or Talent. For sake of ease, it costs 1 Destiny Point to temporarily gain the use of a Minor Force Power for its base duration, 2 Destiny Points for a 1st Power level Force Power. If the creature can use higher Power Levels each additional level of power costs +1 additional Destiny Points. The power last for the base duration or 1 minute (10 rounds) maximum. A generic Force Talent cost a base of 3 Destiny Points and last their base duration or up to 1 minute maximum.
  
 
'''Armor Class and Armor''': In Star Wars few people wear armor. When not wearing Armor a Heroic Character has a base AC of 10 base +2 insight +its proficiency bonus + either its Dexterity or Intelligence modifier (whichever is better). When wearing armor a creature gains the Armor Class Rating (ACR) of the armor plus either of its’ Dexterity or Intelligence modifier.
 
'''Armor Class and Armor''': In Star Wars few people wear armor. When not wearing Armor a Heroic Character has a base AC of 10 base +2 insight +its proficiency bonus + either its Dexterity or Intelligence modifier (whichever is better). When wearing armor a creature gains the Armor Class Rating (ACR) of the armor plus either of its’ Dexterity or Intelligence modifier.
  
[[File:StarWars.smuggler.jpg | 350px | left]]
 
 
'''Skills''': All of the skills from the PHB are being used although some have been renamed and updated. ''PLEASE NOTE'' not using Tool or Vehicle proficiencies which have been replaced by new Skills.
 
'''Skills''': All of the skills from the PHB are being used although some have been renamed and updated. ''PLEASE NOTE'' not using Tool or Vehicle proficiencies which have been replaced by new Skills.
 
'''Feats''': are not as powerful in this setting but you gain them far more often. See Feats.
 
'''Feats''': are not as powerful in this setting but you gain them far more often. See Feats.
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'''Additional Conditions – Reeling''' (see Condition in the PHB): you have suffered a wound that has caused a great deal of pain and now is effecting your ability to react.  
 
'''Additional Conditions – Reeling''' (see Condition in the PHB): you have suffered a wound that has caused a great deal of pain and now is effecting your ability to react.  
*You suffer Disadvantage to all Attacks, Skills and Ability checks (does not effect Saving Throws).  
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*You suffer Disadvantage to all Attacks, Skills and Ability checks.  
 
*If you suffer from a second Reeling affect (i.e. you are reeling and again take damage that exceeds your Damage Threshold), you are '''Stunned''' for one round. After this lost round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.  
 
*If you suffer from a second Reeling affect (i.e. you are reeling and again take damage that exceeds your Damage Threshold), you are '''Stunned''' for one round. After this lost round, you lose the Stunned condition but you are still suffering from the Reeling condition as above.  
 
*In order to recover from Reeling, at the end of your round (after you have taken your actions) attempt a Constitution or Wisdom save (whichever is better) vs. a DC 10 or ½ the Damage you suffered (round down, whichever is greater, maximum DC 20). If you succeed with your roll, you are no longer suffering the condition. If you fail, you are still suffering from the condition.  
 
*In order to recover from Reeling, at the end of your round (after you have taken your actions) attempt a Constitution or Wisdom save (whichever is better) vs. a DC 10 or ½ the Damage you suffered (round down, whichever is greater, maximum DC 20). If you succeed with your roll, you are no longer suffering the condition. If you fail, you are still suffering from the condition.  
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'''Slow Natural Healing''': optional rule (DMG pg. 267). After a Long Rest you only recover ½ your Hit Dice (round up) back, not any HP (normally you recover all your Hit Points back after a long rest). You must use Hit Dice to recover each morning. Also, once per day, you also recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).
 
'''Slow Natural Healing''': optional rule (DMG pg. 267). After a Long Rest you only recover ½ your Hit Dice (round up) back, not any HP (normally you recover all your Hit Points back after a long rest). You must use Hit Dice to recover each morning. Also, once per day, you also recovery one level of Exhaustion after a short rest (in additional to another one at the end of a Long Rest).
  
'''Second Wind''': Heroic characters, when a character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to recover some. As an Action you regain 1d of your best Heroic class's Hit Dice (if multi-classing) plus its Constitution modifier plus your Heroic level back in hit points, up to your maximum total HP’s. You regain an additional +1d of your best HD at your 5th Heroic level, and an additional +1d of your best HD every five additional Heroic levels after that. You must complete a long rest to regain the use of this ability and this does not cost you any of your Hit Dice for healing.
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'''Second Wind''': when a character falls below ½ their maximum hit points, they can call on some inner reserves that drives many heroes to recover some. As an Action you regain 1d of your best Hit Dice (if multi-classing) plus its Constitution modifier plus your Heroic level back in hit points, up to your maximum total HP’s. You regain an additional +1d of your best HD at your 5th Heroic level, and an additional +1d of your best HD every five additional Heroic levels after that. You must complete a long rest to regain the use of this ability and this does not cost you any of your Hit Dice for healing.
  
 
'''Firing into Melee Combat and Ranged attacks while prone''': Attacker into melee with an ally and enemies are at a Disadvantage. You are not at disadvantage when firing firearms, etc. when prone.
 
'''Firing into Melee Combat and Ranged attacks while prone''': Attacker into melee with an ally and enemies are at a Disadvantage. You are not at disadvantage when firing firearms, etc. when prone.
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=== Dark Side Score and Falling to the Dark Side ===
 
=== Dark Side Score and Falling to the Dark Side ===
[[File:StarWars.lightsaber2.jpg | 200px | right]]
 
 
In Star Wars, the Dark Side of the Force is an even present force of corruption for those individuals looking for quick and easy solutions and for those filled with anger or feat. Doing evil acts (murder, torture, blowing up a planet) add to a being’s Dark Side Score. The GM should determine the number of points a being might gain for evil acts. Minor transgressions like causing another being harm for no reason or your own joy might earn you one, while evil transgression while unjustified murder or torturing a being for pleasure might cause five or more, etc. Giving the order to blow up a planet set you to Consumed by Darkness automatically.
 
In Star Wars, the Dark Side of the Force is an even present force of corruption for those individuals looking for quick and easy solutions and for those filled with anger or feat. Doing evil acts (murder, torture, blowing up a planet) add to a being’s Dark Side Score. The GM should determine the number of points a being might gain for evil acts. Minor transgressions like causing another being harm for no reason or your own joy might earn you one, while evil transgression while unjustified murder or torturing a being for pleasure might cause five or more, etc. Giving the order to blow up a planet set you to Consumed by Darkness automatically.
 
* '''Tempted by Darkness''': A character with at least 1 Dark Side point but less than ½ (round down) its Wisdom score is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way (a) whenever a character invokes Dark Fortune (see below), it gains a +1d4 bonus to the end result; (b) a character can spend a Destiny Point and activate any non-Light side Force Power as a Bonus Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke either.
 
* '''Tempted by Darkness''': A character with at least 1 Dark Side point but less than ½ (round down) its Wisdom score is considered to be tempted by the Dark Side of the Force. This character feels a slight brush of the Dark Side of the Force and is often quicker to give into anger and fear. The character is further tempted by the Dark Side in the following way (a) whenever a character invokes Dark Fortune (see below), it gains a +1d4 bonus to the end result; (b) a character can spend a Destiny Point and activate any non-Light side Force Power as a Bonus Action instead of an Action. The character’s Dark Side Score increase by 1 each time they invoke either.
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== CHARACTER CREATION ==
 
== CHARACTER CREATION ==
'''Assign Attributes''': hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.</br>
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* '''Assign Attributes''': hero array attributes – 15, 14, 13, 12, 11, and 10 +/- racial mods.
'''Choose a Species''': pick one from the list below including a Droid.</br>
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* '''Choose a Species''': pick one from the list below.
'''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>
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* '''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.
'''Choose a Background''': provide additional skill proficiencies and some starting gear and cash.</br>
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* '''Choose a Background''': provide additional skill proficiencies and some starting gear and cash.
'''Feat''': all characters gain a feat at 1st level character creation.</br>
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* '''Feat''': all characters gain a feat at 1st level character creation.
'''Assign Gear''': Record your starting gear and cash. Purchase any additional gear.</br>
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* '''Assign Gear''': Record your starting gear and cash. Purchase any additional gear.
'''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===
 
===Species Traits===
 
NOTE new Senses, in addition to those found on PHB pg. 183.
 
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.
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* '''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.
 
* '''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>
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'''HUMAN SPECIES TRAITS'''
'''Ability Score Modifier''': Three different ability scores of your choice increase by +1 each (cant’ stack).</br>
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*'''Ability Score Modifier''': Three different ability scores of your choice increase by +1 each (cant’ stack).
'''Medium Sized and Speed''': base 30 feet.</br>
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*'''Medium Sized and Speed''': base 30 feet.
'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.</br>
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*'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.
'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.</br>
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*'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.
'''Outgoing''': You gain +2 Destiny Point over the standard Destiny Points each level.</br>
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*'''Outgoing''': You gain +1 Destiny Point over the standard Destiny Points each level.
''Languages'': you can speak, read and write in Basic plus one additional language of choice.</br>
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*Languages: you can speak, read and write in Basic plus one additional language of choice.
 
 
'''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>
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'''BOTHAN SPECIES TRAITS'''
'''Ability Score Modifier''': +2 to Dexterity, +2 to Intelligence or Charisma (player’s choice)</br>
+
*'''Ability Score Modifier''': +2 to Dexterity, +2 to Intelligence or Charisma (player’s choice)
'''Medium Sized and Speed''': base 30 feet.</br>
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*'''Medium Sized and Speed''': base 30 feet.
'''Educated''': Bothans value knowledge and start with one additional Intelligence or Wisdom based skill for free.</br>
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*'''Educated''': Bothans value knowledge and start with one additional Intelligence or Wisdom based skill for free.
'''Iron Will''': Bothans gain a +2 species bonus to their Wisdom saves.</br>
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*'''Iron Will''': Bothans gain a +2 species bonus to their Wisdom saves.
'''Noisy''': Bothans have advantage with Charisma (Gather Information) skill checks.</br>
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*'''Noisy''': Bothans have advantage with Charisma (Gather Information) skill checks.
''Languages'': you can speak, read and write in Basic and Bothese.</br>
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*Languages: you can speak, read and write in Basic and Bothese.
  
'''CATHAR SPECIES TRAITS''' [https://www.pinterest.com/pin/740349626213674463/]</br>
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'''CATHAR SPECIES TRAITS'''
'''Ability Score Modifier''': +2 to Strength, +1 to Dexterity.</br>
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*'''Ability Score Modifier''': +2 to Strength, +1 to Dexterity.
'''Medium Sized and Speed''': base 40 feet.</br>
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*'''Medium Sized and Speed''': base 40 feet.
'''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>
+
*'''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).
'''Instincts''': Cathar has Advantage with all Strength (Athletics) skill checks.</br>
+
*'''Instincts''': Cathar has Advantage with all Strength (Athletics) skill checks.
''Languages'': you can speak, read and write Basic and Catharese.</br>
+
*Languages: you can speak, read and write Basic and Catharese.
  
'''CEREAN SPECIES TRAITS''' [https://www.pinterest.com/pin/729372102168256705/]</br>
+
'''CEREAN SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Dexterity</br>
+
*'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Dexterity
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Educated''': Cerean society strongly promotes education. Cerean gain proficiency with any one Intelligence or Wisdom based skill for free.</br>
+
*'''Educated''': Cerean society strongly promotes education. Cerean gain proficiency with any one Intelligence or Wisdom based skill for free.
'''Intuitive Initiative''': Cereans start with proficiency in the Dexterity (Initiative) skill automatically and then have Advantage with Dexterity (Initiative) skill checks.</br>
+
*'''Intuitive Initiative''': Cereans start with proficiency in the Dexterity (Initiative) skill automatically and then have Advantage with Dexterity (Initiative) skill checks.
''Languages'': you can speak, read and write in Basic and Cerean.</br>
+
*Languages: you can speak, read and write in Basic and Cerean.
  
'''CHISS SPECIES TRAITS''' [https://www.pinterest.com/pin/603412050089009757/]</br>
+
'''CHISS SPECIES TRAITS'''
'''Ability Modifiers''': +1 to Dexterity, +2 to Intelligence</br>
+
*'''Ability Modifiers''': +1 to Dexterity, +2 to Intelligence
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Bonus Skill Proficiency''': Chiss begin with proficiency in any one Skill for free.</br>
+
*'''Bonus Skill Proficiency''': Chiss begin with proficiency in any one Skill for free.
'''Low-Light Vision''': Chiss see perfectly fine in Dim light obscure.</br>
+
*'''Low-Light Vision''': Chiss see perfectly fine in Dim light obscure.
'''Bonus Feat''': Chiss gain either the 'Do Science on It' ''or'' 'I Freaking Love Science' feat for free.</br>'
+
*'''Bonus Feat''': Chiss gain either the Do Science on It ''or'' I Freaking Love Science feat for free.
''Languages'': you can speak, read and write in both Basic and Cheunh.</br>
+
*Languages: you can speak, read and write in both Basic and Cheunh.
  
'''DEVARONIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/777082110723265233/]</br>
+
'''DEVARONIAN SPECIES TRAITS'''
'''Ability Score Bonus''': males +2 Dexterity, females +2 Intelligence, both also gain +2 to Charisma</br>
+
*'''Ability Score Bonus''': males +2 Dexterity, females +2 Intelligence, both also gain +2 to Charisma
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Manipulators''': Devaronians have advantage with Charisma (Deception) skill checks.</br>
+
*'''Manipulators''': Devaronians have advantage with Charisma (Deception) skill checks.
'''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>
+
*'''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.
''Languages'': you can speak, read and write in Basic and Devaronese.</br>
+
*Languages: you can speak, read and write in Basic and Devaronese.
  
'''DUG SPECIES TRAITS''' [https://www.pinterest.com/pin/351562314674597337/]</br>
+
'''DUG SPECIES TRAITS'''
'''Ability Score Modifier''': +2 to Dexterity, +1 to Constitution</br>
+
*'''Ability Score Modifier''': +2 to Dexterity, +1 to Constitution
'''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>
+
*'''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.
'''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>
+
*'''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.
'''Lightning Reflexes''': Dug gain a +2 bonus to their Dexterity Saves.</br>
+
*'''Lightning Reflexes''': Dug gain a +2 bonus to their Dexterity Saves.
'''Bonus Feat''': Its well know that Dug are fearless even against foes larger than themselves. Dug start with the 'Brave' feat for free.</br>
+
*'''Bonus Feat''': Its well know that Dug are fearless even against foes larger than themselves. Dug start with the Brave feat for free.
''Languages'': speak, read and write Dug.</br>
+
*Languages: speak, read and write Dug.
  
'''DUROS SPECIES TRAITS''' [https://www.pinterest.com/pin/57632070223910308/]</br>
+
'''DUROS SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Constitution</br>
+
*'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Constitution
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''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>
+
*'''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.
'''Bonus Feat''': growing up in space the Duros starts with the 'Z-G Training' feat for free.</br>
+
*'''Bonus Feat''': growing up in space the Duros starts with the Z-G Training feat for free.
''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>
+
*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.
  
'''EWOK SPECIES TRAITS''' [https://www.pinterest.com/pin/887138826567337667/]</br>
+
'''EWOK SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Strength</br>
+
*'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Strength
'''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>
+
*'''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.
'''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>
+
*'''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.
'''Scent''': at close range (within 30 feet) can use scent to detect hidden targets.</br>
+
*'''Scent''': at close range (within 30 feet) can use scent to detect hidden targets.
'''Stalker''': Ewoks have Advantage on Dexterity (Stealth) and Wisdom (Survival) skill checks.</br>
+
*'''Stalker''': Ewoks have Advantage on Dexterity (Stealth) and Wisdom (Survival) skill checks.
''Languages'': you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.</br>
+
*Languages: you can speak Ewokese. Note that Ewoks cannot speak other languages, they can learn to understand them though.
  
'''GAMORREAN SPECIES TRAITS''' [https://www.pinterest.com/pin/63754150965624717/]</br>
+
'''GAMORREANS SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Strength, +2 to Constitution, -1 to Dexterity</br>
+
*'''Ability Modifiers''': +2 to Strength, +2 to Constitution, -1 to Dexterity
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Great Fortitude''': gain a +2 species bonus to their Constitution saves.</br>
+
*'''Great Fortitude''': gain a +2 species bonus to their Constitution saves.
'''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>
+
*'''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.)
'''Bonus Feat''': Gamorreans start with the 'Might Swing' feat for free.</br>
+
*'''Bonus Feat''': Gamorreans start with the Might Swing feat for free.
''Languages'': You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.</br>
+
*Languages: You can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though.
  
'''GAND SPECIES TRAITS''' [https://www.pinterest.com/pin/677228862737899531/]</br>
+
'''GAND SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Dexterity, +1 to Wisdom</br>
+
*'''Ability Modifiers''': +2 to Dexterity, +1 to Wisdom
'''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.
+
*'''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>
+
*'''Darkvision''': Grans have darkvision out to 60 feet.
'''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>
+
*'''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.
'''Perceptive''': Gand start with proficiency in Wisdom (Perception) skill for free.</br>
+
*'''Perceptive''': Gand start with proficiency in Wisdom (Perception) skill for free.
'''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>
+
*'''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.
''Languages'': You can speak Gand and Basic.</br>
+
*Languages: You can speak Gand and Basic.
  
'''GRAN SPECIES TRAITS''' [https://www.pinterest.com/pin/605945324861051561/]</br>
+
'''GRAN SPECIES TRAITS'''
'''Ability Score Modifier''': +1 to Wisdom, +2 to Charisma</br>
+
*'''Ability Score Modifier''': +1 to Wisdom, +2 to Charisma
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Darkvision''': Grans have darkvision out to 60 feet.</br>
+
*'''Darkvision''': Grans have darkvision out to 60 feet.
'''Natural Shooters''': Gran start with either the 'Point Blank Shot' or 'Precise Shot' feat for free.</br>
+
*'''Natural Shooters''': Gran start with either the Point Blank Shot or Precise Shot feat for free.
'''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>
+
*'''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 75/450).
'''Triple Vision''': a Gran can move up to ½ their speed and still benefit from “Aiming”.</br>
+
*'''Triple Vision''': a Gran can move up to ½ their speed and still benefit from “Aiming”.  
''Languages'': you can speak, read and write Basic and Gran.</br>
+
*Languages: you can speak, read and write Basic and Gran.
  
'''GUNGAN SPECIES TRAITS''' [https://www.pinterest.com/pin/3659243436915968/]</br>
+
'''GUNGANS SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Dexterity (Skinny) or +2 to Constitution (Fat), -1 to Intelligence</br>
+
*'''Ability Modifiers''': +2 to Dexterity (Skinny) or +2 to Constitution (Fat), -1 to Intelligence
'''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 25 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 25 feet.
'''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>
+
*'''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.
'''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>
+
*'''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).
'''Low-Light Vision''': Gungans can see perfectly fine in Dim light conditions.</br>
+
*'''Low-Light Vision''': Gungans can see perfectly fine in dim light conditions.
'''Weapon Familiarity''': Gungans gain Weapon Proficiency (Atlatl and Cesta) automatically.</br>
+
*'''Weapon Familiarity''': Gungans gain Weapon Proficiency (Atlatl and Cesta) automatically.
'''Bonus Feat''': Gungans start with the 'Thrown Expert' feat for free.</br>
+
*'''Bonus Feat''': Gungans start with the Thrown Expert feat for free.
''Languages'': you can speak, read and write in Basic and Gunganese.</br>
+
*Languages: you can speak, read and write in Basic and Gunganese.
  
'''ITHORIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/939633909734877413/]</br>
+
'''ITHORIAN SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Wisdom, +2 to Charisma, -1 to Dexterity</br>
+
*'''Ability Modifiers''': +2 to Wisdom, +2 to Charisma, -1 to Dexterity
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Iron Will''': Ithorians gain a +2 species bonus to their Wisdom saves.</br>
+
*'''Iron Will''': Ithorians gain a +2 species bonus to their Wisdom saves.
'''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>
+
*'''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.)
'''Biologists''': Ithorians gain advantage with Intelligence (Nature) skill checks.</br>
+
*'''Biologists''': Ithorians gain advantage with Intelligence (Nature) skill checks.
'''Survival Instinct''': Ithorians have Advantage on Wisdom (Survival) skill.</br>
+
*'''Survival Instinct''': Ithorians have Advantage on Wisdom (Survival) skill.
''Languages'': you can speak, read and write in Basic and Ithorese.</br>
+
*Languages: you can speak, read and write in Basic and Ithorese.
  
'''JAWA SPECIES TRAITS''' [https://www.pinterest.com/pin/343188434115967986/]</br>
+
'''JAWA SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Strength</br>
+
*'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Strength
'''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>
+
*'''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.
'''Technical''': Jawa gain proficiency in Intelligence (Mechanic) and (Technology) skills for free.</br>
+
*'''Technical''': Jawa gain proficiency in Intelligence (Mechanic) and (Technology) skills for free.
'''Tricky''': Jawa can take the Disengage, Dash or Hide actions as a bonus action.</br>
+
*'''Tricky''': Jawa can take the Disengage, Dash or Hide actions as a bonus action.
''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>
+
*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).
  
'''KEL DOR SPECIES TRAITS''' [https://www.pinterest.com/pin/859343172656431263/]</br>
+
'''KEL DOR SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Constitution</br>
+
*'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Constitution
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Low-Light Vision''': Kel Dor can see perfectly fine in Dim light conditions.</br>
+
*'''Low-Light Vision''': Kel Dor can see perfectly fine in Dim light conditions.
'''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>
+
*'''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.
'''Strong Personalities:''' gain +2 species bonus to their Charisma saves.</br>
+
*'''Strong Personalities:''' gain +2 species bonus to their Charisma saves.
'''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>
+
*'''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.
''Languages'': you can speak, read and write in Basic and Kel Dor.</br>
+
*Languages: you can speak, read and write in Basic and Kel Dor.
  
'''MIRALUKA SPECIES TRAITS''' [https://www.pinterest.com/pin/857865429026558921/]</br>
+
'''MIRALUKA SPECIES TRAITS'''
'''Ability Score Modifier''': +2 to Intelligence, +1 to Wisdom</br>
+
*'''Ability Score Modifier''': +2 to Intelligence, +1 to Wisdom
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Empathy''': Miraluka have advantage with Wisdom (Insight) skill rolls.</br>
+
*'''Empathy''': Miraluka have advantage with Wisdom (Insight) skill rolls.
'''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>
+
*'''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.
'''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>
+
*'''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.
''Languages'': you can speak, read and write Basic and Miralukes.</br>
+
*Languages: you can speak, read and write Basic and Miralukes.
  
'''MIRIALIN SPECIES TRAITS''' [https://www.pinterest.com/pin/348817933651119093/]</br>
+
'''MIRIALIN SPECIES TRAITS'''
'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br>
+
*'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Acrobatic:''' Mirialans have advantage when making Dexterity (Acrobatics) skill checks.</br>
+
*'''Acrobatic:''' Mirialans have advantage when making Dexterity (Acrobatics) skill checks.
'''Social''': Mirialans are a very social species. They start with proficiency in either Charisma (Deception) or Charisma (Persuasion) automatically.</br>
+
*'''Social''': Mirialans are a very social species. They start with proficiency in either Charisma (Deception) or Charisma (Persuasion) automatically.
'''Spiritual''': Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.</br>
+
*'''Spiritual''': Mirialans are a spiritual people and they have advantage when making Intelligence (Religion) skill checks.
''Languages'': you can speak, read and write Basic and Mirialan.</br>
+
*Languages: you can speak, read and write Basic and Mirialan.
  
'''MON CALAMARI SPECIES TRAITS''' [https://www.pinterest.com/pin/751045675374734691/]</br>
+
'''MON CALAMARI SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Constitution</br>
+
*'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Constitution
'''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 25 feet.
'''Breathe Underwater''': as amphibious creatures, Mon Calamari cannot drown in water.</br>
+
*'''Breathe Underwater''': as amphibious creatures, Mon Calamari cannot drown in water.
'''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>
+
*'''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.
'''Educated''': Mon Calamari society strongly promotes education. You gain proficiency with any one Intelligence or Wisdom based skill for free.</br>
+
*'''Educated''': Mon Calamari society strongly promotes education. You gain proficiency with any one Intelligence or Wisdom based skill for free.
'''Inquisitive''': Mon Calamari have advantage with Intelligence (Investigation) skill checks.</br>
+
*'''Inquisitive''': Mon Calamari have advantage with Intelligence (Investigation) skill checks.
'''Low-Light Vision''': Mon Calamari can see perfectly fine in Dim light conditions</br>
+
*'''Low-Light Vision''': Mon Calamari can see perfectly fine in dim light conditions
''Language''s: you can speak, read and write in Basic and Mon Calamarian.</br>
+
*Languages: you can speak, read and write in Basic and Mon Calamarian.
  
'''QUARREN SPECIES TRAITS''' [https://www.pinterest.com/pin/13510867622560975/]</br>
+
'''QUARREN SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Constitution, +1 Charisma</br>
+
*'''Ability Modifiers''': +2 to Constitution, +1 Charisma
'''Medium Sized and Speed''': base 30 feet. Also have a Swim speed of 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet. Also have a Swim speed of 25 feet.
'''Breathe Underwater''': as amphibious creatures, Quarrens cannot drown in water.</br>
+
*'''Breathe Underwater''': as amphibious creatures, Quarrens cannot drown in water.
'''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.
'''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>
+
*'''Low-Light Vision''': Quarren can see perfectly fine in dim light conditions.
'''Traders''': Quarren society trader almost from birth, Quarren gain proficiency in in Charisma (Persuasion) skills for free.</br>
+
*'''Trader Background''': Quarren society trader almost from birth, Quarren gain proficiency in in Charisma (Persuasion) and Wisdom (Insight) skills for free.
'''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.
''Languages'': you can speak, read and write in Basic and Quarrenese.</br>
 
  
'''RODIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/347692033741847987/]</br>
+
'''RODIAN SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Dexterity, +1 to Charisma</br>
+
*'''Ability Modifiers''': +2 to Dexterity, +1 to Charisma
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Alpha Hunters''': Rodian gain advantage with both Wisdom (Perception) and (Survival) skill checks.</br>
+
*'''Alpha Hunters''': Rodian have advantage with Wisdom (Perception) and (Survival) skill checks.
'''Low-Light Vision and Darkvision''': Rodian can see perfectly fine in Dim light conditions. Rodians also have darkvision out to 60 feet.</br>
+
*'''Low-Light Vision and Darkvision''': Rodian can see perfectly fine in dime light conditions. Rodians also have darkvision out to 60 feet.
''Languages'': you can speak, read and write in Basic and Rodese.</br>
+
*Languages: you can speak, read and write in Basic and Rodese.
  
'''SNIVVIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/87679523986374049/]</br>
+
'''SNIVVIAN SPECIES TRAITS'''
'''Ability Score Modifier''': +1 to Constitution, +2 to Wisdom</br>
+
*'''Ability Score Modifier''': +1 to Constitution, +2 to Wisdom
'''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>
+
*'''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.
'''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>
+
*'''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.
'''Perceptive''': Snivvian start with proficiency in Wisdom (Perception) checks for free.</br>
+
*'''Perceptive''': Snivvian start with proficiency in Wisdom (Perception) checks for free.
'''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>
+
*'''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.
''Languages'': you can speak, read and write Basic and Snivvian.</br>
+
*Languages: you can speak, read and write Basic and Snivvian.
  
'''SULLUSTAN SPECIES TRAITS''' [https://www.pinterest.com/pin/128211920634197677/]</br>
+
'''SULLUSTAN SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Dexterity, +1 Intelligence</br>
+
*'''Ability Modifiers''': +2 to Dexterity, +1 Intelligence
'''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>
+
*'''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.
'''Darkvision''': Sullustan have darkvision out to 90 feet.</br>
+
*'''Darkvision''': Sullustan have darkvision out to 60 feet.
'''Empathy''': Sullustan have advantage with Wisdom (Insight) skill rolls.</br>
+
*'''Empathy''': Sullustan have advantage with Wisdom (Insight) skill rolls.
'''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>
+
*'''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.
''Languages'': you can speak, read and write in Basic and Sullustese.</br>
+
*Languages: you can speak, read and write in Basic and Sullustese.
  
'''TRANSDOSHAN SPECIES TRAITS''' [https://www.pinterest.com/pin/787426316112153892/]</br>
+
'''TRANSDOSHANS SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Strength, +1 to Constitution</br>
+
*'''Ability Modifiers''': +2 to Strength, +1 to Constitution
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Darkvision''': Transdoshans have darkvision out to 60 feet.</br>
+
*'''Darkvision''': Transdoshans have darkvision out to 60 feet.
'''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>
+
*'''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.
'''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>
+
*'''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).
'''Bonus Feat''': with low level regenerative powers, Transdoshans gain the 'Durable' as a bonus feat for free.</br>
+
*'''Bonus Feat''': with low level regenerative powers, Transdoshans gain Durable as a bonus feat for free.
''Languages'': you can speak, read and write in Basic and Dosh.</br>
+
*Languages: you can speak, read and write in Basic and Dosh.
  
'''TOGRUTA SPECIES TRAITS''' [https://www.pinterest.com/pin/375628425184256317/]</br>
+
'''TOGRUTA SPECIES TRAITS'''
'''Ability Score Modifier''': +2 to Dexterity</br>
+
*'''Ability Score Modifier''': +2 to Dexterity
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Sneaky''': Togruta have Advantage with Dexterity (Stealth) checks.</br>
+
*'''Sneaky''': Togruta have Advantage with Dexterity (Stealth) checks.
'''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>
+
*'''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.
'''Bonus Feat''': evolved pack hunters, Togruta gain the 'Pack Tactics' feat as a bonus feat</br>
+
*'''Bonus Feat''': evolved pack hunters, Togruta gain the Pack Tactics feat as a bonus feat
''Languages'': you can speak, read and write Basic and Togruti.</br>
+
*Languages: you can speak, read and write Basic and Togruti.
  
'''TWI’LEK SPECIES TRAITS''' [https://www.pinterest.com/pin/4151824649188177/]</br>
+
'''TWI’LEKS SPECIES TRAITS'''
'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br>
+
*'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Deceptive''': Twi’leks are gifted manipulators, and have advantage on Charisma (Deception) skill checks.</br>
+
*'''Deceptive''': Twi’leks are gifted manipulators, and have advantage on Charisma (Deception) skill checks.
'''Great Fortitude''': Twi’leks gain a +2 species bonus to their Constitution saves.</br>
+
*'''Great Fortitude''': Twi’leks gain a +2 species bonus to their Constitution saves.
'''Low-Light Vision and Darkvision''': Twi’leks can see perfectly fine in Dim light conditions and have darkvision out to 60 feet.</br>
+
*'''Low-Light Vision and Darkvision''': Twi’leks can see perfectly fine in dim light conditions and have darkvision out to 60 feet.
''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>
+
*Languages: you can speak, read and write in Basic and Ryl. Can also speak with other Twi’leks secretly with their head ‘lukkus” (tentacles).
  
'''WOOKIE SPECIES TRAITS''' [https://www.pinterest.com/pin/4362930880130874/]</br>
+
'''WOOKIE SPECIES TRAITS'''
'''Ability Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Charisma</br>
+
*'''Ability Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Charisma
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''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>
+
*'''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.
'''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>
+
*'''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.
'''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>
+
*'''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.
'''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>
+
*'''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).
'''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>
+
*'''Weapon Familiarity''': Wookies with Weapons Proficiency (Pistol and/or Rifle) are proficient with Exotic Weapon Proficiency (Bowcaster Pistol and/or Bowcaster Rifle) for free.
''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>
+
*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.
  
'''UBESE SPECIES TRAITS''' [https://www.pinterest.com/pin/57561701479410059/]</br>
+
'''UBESE SPECIES TRAITS'''
'''Ability Modifiers''': +2 to Dexterity</br>
+
*'''Ability Modifiers''': +2 to Dexterity
'''Medium Size and Speed''': 30 feet.</br>
+
*'''Medium Size and Speed''': 30 feet.
'''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>
+
*'''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.
'''Alpha Hunters''': Ubese gain advantage with both Wisdom (Perception) and (Survival) skill checks.</br>
+
*'''Alpha Hunters''': Ubese gain advantage with both Wisdom (Perception) and (Survival) skill checks.
'''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>
+
*'''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.
''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>
+
*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.
  
'''ZABRAK SPECIES TRAITS''' [https://www.pinterest.com/pin/57632070223547954/]</br>
+
'''ZABRAK SPECIES TRAITS'''
'''Ability Modifiers''': Three different ability scores of your choice increase by +1 each (cannot stack)</br>
+
*'''Ability Modifiers''': Three different ability scores of your choice increase by +1 each (cannot stack)
'''Medium Sized and Speed''': base 30 feet.</br>
+
*'''Medium Sized and Speed''': base 30 feet.
'''Bonus Skill Proficiency''': Zabrak gain proficiency in any one skill of choice.</br>
+
*'''Bonus Skill Proficiency''': Zabrak gain proficiency in any one skill of choice.
'''Heightened Awareness''': Zabrak have advantage with Wisdom (Perception) skill rolls.</br>
+
*'''Heightened Awareness''': Zabrak have advantage with Wisdom (Perception) skill rolls.
'''Instincts''': Zabrak are highly aware and gain +1 species bonus to all their saving throws.</br>
+
*'''Instincts''': Zabrak are highly aware and gain +1 species bonus to all their saving throws.
''Languages'': you can speak, read and write in Basic and Zabrak.</br>
+
*Languages: you can speak, read and write in Basic and Zabrak.
  
  
Line 409: Line 479:
 
Player character droids are created using the following rules.
 
Player character droids are created using the following rules.
  
BASIC DROID TRAITS</br>
+
ALL DROID TRAITS
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).
+
Note that 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
 
'''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.
+
'''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 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 – 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.
 
'''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.
+
'''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 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.
 
'''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.
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'''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.
 
'''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.  
+
'''Skills''' and '''Proficiecnies''': Droids normally cannot use skill or weapons without being first being proficient in it except for following – Dexterity (Acrobatics and Initiative), Strength (Athletics), 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 (still gain no proficiency bonus with the proficiency).
  
'''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.
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'''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. Droids only gain their class’s starting gear and they cannot take any levels in the Jedi class.
  
DROID DEGREES</br>
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DROID DEGREES
'''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.
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'''1st Degree''': 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
 
:'''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)
 
:'''Basic Systems:''' Heuristic Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
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:Skills: Computer Use, plus two of – Galactic Lore, Investigation, Medicine, Nature or Technology.
 
: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
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'''2nd Degree''': Astromech and Technical Droids
 
:'''Ability Score Modifiers''': +2 to Intelligence
 
:'''Ability Score Modifiers''': +2 to Intelligence
 
:'''Small Size''': +3 size bonus to Stealth but -3 to Intimidate skill. Carrying capacity is Strength x5lbs.
 
:'''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)
 
:'''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
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:'''Additional Mods''': Four additional mods
 
:PROFICIENCIES
 
: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)
 
: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.
 
:Skills: Computer Use and Investigation plus either Drive, Mechanic, Pilot or Technology.
  
'''3rd Degree''' [https://www.pinterest.com/pin/419397784060610967/]: Protocol and Service Droids
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'''3rd Degree''': Protocol and Service Droids
 
:'''Ability Score Modifiers''': +2 to Wisdom, +2 to Charisma, -2 to Dexterity
 
:'''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)
 
:'''Basic Systems''': Basic Processor (0), Basic Translator (1) Two-arm Appendages (1), Two-leg Walking Locomotion (1), Vocabulatior (1)
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:Skills: Computer Use, Performance and Persuasion.
 
: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.
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'''4th Degree''': 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)
 
:'''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)
 
:'''Basic Systems''': Combat Processor (1), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Reinforce Structure (1)
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:Skills: Initiative, Perception plus either Drive, Mechanic or Pilot.
 
:Skills: Initiative, Perception plus either Drive, Mechanic or Pilot.
  
'''5th Degree''' [https://www.pinterest.com/pin/887420301552662909/]: Labor and Utility Droids
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'''5th Degree''': Labor and Utility Droids
 
:'''Ability Score Modifiers''': +4 to Strength, -1 to Intelligence, -1 to Charisma
 
:'''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).
 
:'''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)
 
:'''Basic Systems''': Basic Processor (0), Two-arm Appendages (1), Two-leg Walking Locomotion (1), Large Size (+1), Hauler (1)
:'''Additional Mods''': Four additional mods.
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:'''Additional Mods''': Five additional mods.
 
:PROFICIENCIES
 
: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)
 
:Languages: Binary, Basic (understand only; without a Vocabulatior, these droids cannot speak any other language but Binary, although they can learn to understand them)
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BASIC MODS and SYSTEMS</br>
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BASIC MODS and SYSTEMS
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.
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'''Appendage''': arms and probe type systems.
*'''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.
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*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.
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*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.
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*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.
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*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.
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*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.
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*Vocabulatior: Mod 1, Cost +500cr. The droid equipped with a speaker system that enables it to emulate speech, rather than simply spouting machine code.
  
 
Locomotion
 
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.
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*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.
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*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.
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*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.
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*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.
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*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.
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*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).
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*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).
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*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.
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*Water Jets: Mod 1, Cost 500cr. Base Swim speed 30 feet. Droids fitted to operate underwater.
 
Additional Add-ons for Locomotion
 
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.
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*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.
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*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.
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*Jet boost: 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.
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*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
 
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  
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*Basic Processor: Mod 0. Basic processors are not designed for creative thought or problem solving, and as such most droids interpret instructions and behavioral inhibitors very literally. Furthermore, basic processors are very limited in that the droid cannot perform most tasks that is was not programed for (i.e. see Skill checks above). Similarly, a basic processor does not allow a droid to wield or use any weapon, use any tools or drive any vehicles types that it is not proficient with. And the droids behavioral inhibitors prevent it from harming sentient living beings altogether.
inhibitors prevent it from harming sentient living beings altogether.
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*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 the following skills without requiring it to be proficient with them – Dexterity (Stealth) and Charisma (Intimidate).
*'''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).
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*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 and weapons it is not proficient with, just as any other character. In addition, a droid with heuristic processor can creatively interpret its instructions, 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.
*'''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.
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:A droid can have both the Heuristic and Combat Processor (uses 2 mods and costs 5,000cr.).
: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
 
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.
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*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).
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*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)
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*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).
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*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.
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*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.
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*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)
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*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.
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*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.
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*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.
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*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.
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*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.
+
*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.
+
*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.
+
*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).
+
*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).
  
 
== HEROIC CHARACTER CLASSES ==
 
== 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.
 
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 ===
 
=== Jedi ===
[[File:StarWars.Jedi3.jpg | 300px | right]]
 
 
'''HIT POINTS'''
 
'''HIT POINTS'''
:'''Hit Dice''': 1d8
+
:Hit Dice: 1d10
:'''Hit Points at 1st level''': 24 + your Constitution modifier
+
:Hit Points at 1st level: 30 + your Constitution modifier
:'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier
+
:Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
 
'''PROFICIENCIES'''
 
'''PROFICIENCIES'''
:'''Weapons''': Lightsabers, Simple weapons
+
:Weapons: Lightsabers, Simple weapons
:'''Saving Throws''': Dexterity and Charisma
+
:Saving Throws: Dexterity and Charisma
:'''Skills''': Choose three from among Acrobatics, Athletics, Drive, Initiative, Insight, Intimidate, Investigation, Mechanic, Medicine, Perception, Persuasion, Pilot or Supernatural.
+
: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''
+
:Bonus Feats: '''''Force Sensitive''''', '''''Force Training'''''
 
 
 
 
 
'''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background:
 
'''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background:
 
* Lightsaber
 
* Lightsaber
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'''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.
+
'''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>
+
'''TALENTS'''
 +
 
 
JEDI CONSULAR TALENT TREE
 
JEDI CONSULAR TALENT TREE
*'''Adept Negotiator'''. You have Advantage on Charisma (Persuasion) skill checks
+
*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 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.
+
*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
 
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.
+
*Acrobatic Recovery. You can make a DC 15 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.
+
*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.
+
*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.
+
*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.
+
*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
 
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.
+
*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 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.
+
*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.
+
*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.
+
*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
 
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.  
+
*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.
 
: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.  
+
*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.
 
: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 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).
+
*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 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.
+
*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.
+
*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.
+
*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.
+
*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.
+
*Weapon Specialization (lightsaber). Prerequisite: Weapon Focus (lightsaber) feat. You gain a +2 bonus on melee damage rolls with a lightsaber.
  
 
LIGHTSABER FORM TALENT TREE
 
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.
+
*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.
+
*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).
+
*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.
+
*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.
+
*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.
+
*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.
+
*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.
+
*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.
+
*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).
+
*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.
 
'''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.
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=== Noble ===
 
=== Noble ===
[[File:StarWars.Noble.jpg | 300px | right]]
 
 
'''HIT POINTS'''
 
'''HIT POINTS'''
:'''Hit Dice''': 1d6
+
:Hit Dice: 1d6
:'''Hit Points at 1st level''': 18 + your Constitution modifier
+
:Hit Points at 1st level: 18 + your Constitution modifier
:'''Hit Points at Higher Levels''': 1d6 (or 4) + your Constitution modifier
+
:Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
 
'''PROFICIENCIES'''
 
'''PROFICIENCIES'''
:'''Weapons''': Pistols, Simple weapons
+
:Weapons: Pistols, Simple weapons
:'''Saving Throws''': Wisdom and Charisma
+
: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.
+
: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 Feat: '''''Skill Expertise''''' in one skill you are proficient with.
:'''Bonus Languages''': Chose any two.
+
:Bonus Languages: Chose any two.
 
 
 
 
 
'''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background:
 
'''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.
 
* Blaster pistol with an extra power cell and a simple weapon.
Line 629: Line 692:
 
* (a) diplomats pack and rebreather mask or (b) field kit and mid-range comlink.
 
* (a) diplomats pack and rebreather mask or (b) field kit and mid-range comlink.
 
* An additional 500 credits on your credstik
 
* An additional 500 credits on your credstik
 +
'''Noble Saving Throw''': Talents that require a saving throw the DC is 8 + your proficiency bonus + your Charisma modifier.
  
 +
'''TALENTS'''
  
'''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
 
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).
+
*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.
+
*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.
+
*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 Charm. 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.
*'''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.
*'''Presence''': You gain Advantage on basic Charisma (Intimidate) checks.
+
*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.
*'''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.
+
INSPIRATION TALENT TREE
*'''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>
+
Note these talents are mind-affecting effects and you can’t use any of these talents on yourself (except Inspire Hope, see below).
All these talents are mind-affecting effects and you can’t use any of these talents on yourself.  
+
*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.
*'''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.
+
*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.
*'''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.
+
*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.
*'''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.
+
*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.
*'''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.  
+
*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.
*'''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.
+
LEADERSHIP TALENT TREE
  
 +
Note that 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  
 
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.
+
*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).  
+
*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.  
+
*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.  
+
*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.  
+
*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.
+
*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.  
+
*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.
+
*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).
 
'''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 ===
 
=== Scoundrel ===
[[File:StarWars.Scoundrel.jpg | 300px | right]]
 
 
'''HIT POINTS'''
 
'''HIT POINTS'''
:'''Hit Dice''': 1d6
+
:Hit Dice: 1d6
:'''Hit Points at 1st level''': 18 + your Constitution modifier
+
:Hit Points at 1st level: 18 + your Constitution modifier
:'''Hit Points at Higher Levels''': 1d6 (or 4) + your Constitution modifier
+
:Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier
 
'''PROFICIENCIES'''
 
'''PROFICIENCIES'''
:'''Weapons''': Pistols, Simple weapons
+
:Weapons: Pistols, Simple weapons
:'''Saves''': Dexterity and Intelligence
+
: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.
+
: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''
+
:Bonus Feat: '''''Point Blank Shot'''''
 
 
 
 
 
'''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background:
 
'''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
 
* Blaster pistol and hold-out blaster pistol, each with an extra power cell
Line 701: Line 747:
 
* (a) field kit and short range comlink or (b) utility belt.
 
* (a) field kit and short range comlink or (b) utility belt.
 
* An additional 200 credits on your credstik.
 
* An additional 200 credits on your credstik.
 +
'''TALENTS'''
  
 
'''TALENTS'''</br>
 
 
FORTUNE TALENT TREE
 
FORTUNE TALENT TREE
*'''Crafty Action'''. As a Bonus action you can take the Dash, Disengage or Hide action on your turn.
+
*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. As an Action, you can spend a Destiny Point and gain benefits each round for 1 minute (10 rounds) or until you are Incapacitated or reduced to 0 hit points. For the duration you gain one of the following bonus each round as a free action and you can chose a different benefit each round on your action. Gain the Destiny Die as a bonus to one attack roll, skill or ability check or saving throw each round, or gain a +2 force bonus to your Armor Class until the start of your next round. You must complete a short or long rest to use talent again.
*'''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, you can use your Reaction to gain another immediate Action.
*'''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.
*'''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.
*'''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.
*'''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
 
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.
+
*Disruptive. You use your cunning at causing trouble to disrupt your enemies. As a Bonus action, until the start of your next turn, you suppress all morale and insight bonuses applied to enemies you can see who are within 30 feet of you.
*'''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.
*'''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
 
OUTLAW TALENT TREE
*'''Forgery Artist'''. You have Advantage and +2 insight with Intelligence (Thievery) when using a Forgery kit.  
+
*Forger. 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.  
+
*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, 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.
*'''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.
*'''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. If you have movement remaining you can still use it after this attack.
*'''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.
*'''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).
*'''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
 
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.
+
*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 non-attack saves, skills and ability 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.
+
*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.
+
*Stellar Fortune: Whenever you roll a natural 20 on an attack roll made aboard a starship (piloting it or as a passenger) you gain one temporary Destiny Point. 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.
+
*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.
 
'''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 ===
 
=== Scout ===
[[File:StarWars.Scout2.jpg | 400px | right]]
 
 
'''HIT POINTS'''
 
'''HIT POINTS'''
:'''Hit Dice''': 1d8
+
:Hit Dice: 1d8
:'''Hit Points at 1st level''': 24 + your Constitution modifier
+
:Hit Points at 1st level: 24 + your Constitution modifier
:'''Hit Points at Higher Levels''': 1d8 (or 5) + your Constitution modifier
+
:Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
 
'''PROFICIENCIES'''
 
'''PROFICIENCIES'''
:'''Armor''': Light armor
+
:Armor: Light armor
:'''Weapons''': Pistols, Rifles, Simple weapons, Martial weapons
+
:Weapons: Pistols, Rifles, Simple weapons, Martial weapons
:'''Saving Throws''': Constitution and Wisdom
+
: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.
+
: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''
+
:Bonus Feat: '''''Shake it Off'''''
 
 
 
 
 
'''EQUIPMENT''': At first level you start with the following equipment, in addition to the equipment grants by your background:
 
'''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
 
* Blaster carbine with two extra power cell
Line 755: Line 791:
 
* (a) field kit with short range comlink or (b) utility belt.
 
* (a) field kit with short range comlink or (b) utility belt.
 
* An additional 100 credits on your credstik.
 
* An additional 100 credits on your credstik.
 +
'''TALENTS'''
  
 
'''TALENTS'''</br>
 
 
AWARENESS TALENT TREE
 
AWARENESS TALENT TREE
*'''Acute Senses'''. You have Advantage on Wisdom (Perception) skill check.
+
*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.
+
*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.
+
*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.
+
*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.
+
*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.
+
*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.
+
*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
 
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.
+
*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.
+
*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.
+
*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).
+
*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.
+
*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.
 
+
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.
 +
*Relentless. 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.
 
FRINGER TALENT TREE
 
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).
+
*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 5% discount on the price. Each 5 points you exceed their check reduces the final price by an additional 5%.
*'''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.
+
*Fringe Savant. Whenever you roll a natural 20 on a save, skill or ability check you gain 1 temporary Destiny Point. You must use this Destiny point before your next short or long rest or it is lost.
*'''Long Stride'''. Increase your base land movement speed(s) by +10 feet.
+
*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.
+
*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
 
SURVIVOR TALENT TREE
*'''Bounce Back'''. You can take your Second Wind as a reaction at any time, instead of an Action.
+
*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.
+
*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.
+
*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.
+
*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).
+
*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.
 
'''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 ===
 
=== Soldier ===
[[File:StarWars.Soldier.jpg | right]]
 
 
'''HIT POINTS'''
 
'''HIT POINTS'''
:'''Hit Dice''': 1d10
+
:Hit Dice: 1d10
:'''Hit Points at 1st level''': 30 + your Constitution modifier
+
:Hit Points at 1st level: 30 + your Constitution modifier
:'''Hit Points at Higher Levels''': 1d10 (or 6) + your Constitution modifier
+
:Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
 
'''PROFICIENCIES'''
 
'''PROFICIENCIES'''
:'''Armor''': Light armor, Medium armor
+
:Armor: Light armor, Medium armor
:'''Weapons''': Pistol, Rifles, Simple weapons, Martial weapons, plus either Advanced Melee Weapons or Heavy Weapons.
+
:Weapons: Pistol, Rifles, Simple weapons, Martial weapons, plus either Advanced Melee Weapons or Heavy Weapons.
:'''Saving Throws''': Strength and Constitution
+
: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.
+
: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:
 
'''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
 
* 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
Line 816: Line 844:
 
* (a) field kit and short range comlink or (b) utility belt.
 
* (a) field kit and short range comlink or (b) utility belt.
 
* An additional 100 credits on your credstik.
 
* An additional 100 credits on your credstik.
 +
'''TALENTS'''
  
 
'''TALENTS'''</br>
 
 
ARMOR SPECIALIST TALENT TREE
 
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.
+
*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.
+
*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.  
+
*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).
+
*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. 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  
 
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.  
+
*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).  
+
*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).
+
*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.  
+
*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.  
+
*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.  
*'''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.
*'''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  
 
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.  
+
*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.  
+
*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).
+
*Demolitionist. You have Advantage to use Intelligence (Mechanic) checks to place explosive devices and explosives set by you do +2d weapon dice of damage. You can take this talent multiple times, each time adding +2d 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.
+
*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.  
+
*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.
+
*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.  
+
*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.
*'''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.
*'''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
 
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).  
+
*Devastating Attack. Prerequisite: Soldier level 3+. Whenever you make a successful attack against a target, you treat your target’s Damage Threshold as if it were a number of point’s lower equal to your Proficiency bonus when determining the result of your attack results vs. Reeling (see Conditions). Prerequisite: Proficiency with weapon you are using.
*'''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 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.
+
*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.
+
*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.
 
'''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.
Line 857: Line 879:
  
 
ACOLYTE
 
ACOLYTE
:'''Skill Proficiency''': Insight, Persuasion and either Religion or Supernatural (player’s choice).
+
*Skill Proficiency: Insight, Persuasion and either Religion or Supernatural (player’s choice).
:'''Language''': Two of your choice
+
*Language: Two of your choice
:'''Equipment''': A holy symbol or Jedi icon (some trinket of the order, gifted to you when you entered the order), a prayer book or datapad, vestments common for the order, one set of common clothing, a credstik with 200 credits.
+
*Equipment: A holy symbol or Jedi icon (some trinket of the order, gifted to you when you entered the order), a prayer book or datapad, vestments common for the order, one set of common clothing, a credstik with 200 credits.
 
 
  
 
CHARLATAN  
 
CHARLATAN  
:'''Skill Proficiency''': Deception, Sleight of Hands and either Insight or Thievery
+
*Skill Proficiency: Deception, Sleight of Hands and either Insight or Thievery
:'''Equipment''': A set of fine cloths, one set of common clothing, a disguise kit, tools of the con of your choice, a credstik with 300 credits.
+
*Equipment: A set of fine cloths, one set of common clothing, a disguise kit, tools of the con of your choice, a credstik with 300 credits.
 
 
  
 
CRIMINAL
 
CRIMINAL
:'''Skill Proficiency''': Deception, Stealth and either Sleight of Hands or Thievery
+
*Skill Proficiency: Deception, Stealth and either Sleight of Hands or Thievery
:'''Equipment''': One of either a disguise kit, a forgery kit, a security kit or a slicer kit, one set of common clothing, a credstik with 300 credits.
+
*Equipment: One of either a disguise kit, a forgery kit, a security kit or a slicer kit, one set of common clothing, a credstik with 300 credits.
 
 
  
[[File:StarWars.BountyHunter.jpg | 350px | right]]
 
 
ENFORCER ('''''new background'''''): This background reflect city police and local watch, republic wide law enforcers, along with bounty hunters on the Outer Rim.
 
ENFORCER ('''''new background'''''): This background reflect city police and local watch, republic wide law enforcers, along with bounty hunters on the Outer Rim.
:'''Skill Proficiency''': Gather Information, Intimidate and either Mechanic or Thievery
+
*Skill Proficiency: Gather Information, Intimidate and either Mechanic or Thievery
:'''Language''': One of choice
+
*Language: One of choice
:'''Equipment''': A datapad and 4 datachips with various wanted and criminal information of local area, a trinket or trophy taken from a criminal you have recently captured or killed, one set of either an enforcer (police) uniform or suit of camo clothing, a credstik with 300 credits.
+
*Equipment: A datapad and 4 datachips with various wanted and criminal information of local area, a trinket or trophy taken from a criminal you have recently captured or killed, one set of either an enforcer (police) uniform or suit of camo clothing, a credstik with 300 credits.
:'''Feature'''- ''Track Criminals'': You know how to find criminals and/or those with bounties on their heads. If you have access to the Holonet or spend an hour asking around and hanging out in a local area where bounties are offered or at a law enforcement station, you can find any number of bounties offered in the area and any high-value wanted criminals data-files. You also know how to talk to bounty hunters an local law enforcement personal and they tend to treat you at least as an equal in most situations (unless you have done something to hurt your reputation in this field). In some situations you can recruit low a ranking bounty hunter or law enforcement personal to aid you in some related task.
+
*Feature Track Criminals: You know how to find criminals and/or those with bounties on their heads. If you have access to the Holonet or spend an hour asking around and hanging out in a local area where bounties are offered or at a law enforcement station, you can find any number of bounties offered in the area and any high-value wanted criminals data-files. You also know how to talk to bounty hunters an local law enforcement personal and they tend to treat you at least as an equal in most situations (unless you have done something to hurt your reputation in this field). In some situations you can recruit low a ranking bounty hunter or law enforcement personal to aid you in some related task.
:'''Suggested Characteristics''': Use either Criminal or Military for suggested characteristics.
+
:Suggested Characteristics: Use either Criminal or Military for suggested characteristics.
 
 
  
 
ENTERTAINER
 
ENTERTAINER
:'''Skill Proficiency''': Acrobatics or Athletics plus Insight and Performance
+
*Skill Proficiency: Acrobatics or Athletics plus Insight and Performance
:'''Equipment''': A musical instrument (one of your choice), the ‘favor’ of a past admirer, one set of common clothing, a credstik with 300 credits
+
*Equipment: A musical instrument (one of your choice), the ‘favor’ of a past admirer, one set of common clothing, a credstik with 300 credits
 
 
  
 
FOLK HERO
 
FOLK HERO
:'''Skill Proficiency''': Animal Handling or Drive plus Mechanic and Survival
+
*Skill Proficiency: Animal Handling or Drive plus Mechanic and Survival
:'''Equipment''': Repair kit, a set of common clothing, a credstik with 200 credits on it.
+
*Equipment: Repair kit, a set of common clothing, a credstik with 200 credits on it.
 
 
 
 
GUILD ARTISAN (called Artisans, Craftsmen or Guildsman)
 
:'''Skill Proficiency''': Insight, Mechanic and Persuasion.
 
:'''Equipment''': Artesian Tools or a Repair kit, a datapad, a set of travelers’ cloths, a credstik with 300 credits.
 
'''VARIANT''' – GUILD MERCHANT (called Merchant): part owner of a cargo transport or trade goods store. Can ‘borrow’ from the store or the ship in certain situations.
 
  
 +
GUILD ARTISAN (often called Craftsmen or Guildsman)
 +
*Skill Proficiency: Insight, Mechanic and Persuasion.
 +
*Equipment: Artesian Tools or a Repair kit, a datapad, a set of travelers’ cloths, a credstik with 300 credits.
 +
VARIANT – GUILD MERCHANT (called Merchant): part owner of a cargo transport or trade goods store. Can ‘borrow’ from the store or the ship in certain situations.
  
 
HERMIT
 
HERMIT
:'''Skills''': Investigation, Medicine and either Religion or Supernatural (player’s choice)
+
*Skills: Investigation, Medicine and either Religion or Supernatural (player’s choice)
:'''Equipment''': A datapad full of notes from your studies and meditations, an all-weather cloak, a set of common clothing, a credstik with 100 credits.
+
*Equipment: A datapad full of notes from your studies and meditations, an all-weather cloak, a set of common clothing, a credstik with 100 credits.
  
 +
NOBLE (renamed Aristocratic, Leaders)
 +
*Skill Proficiency: Galactic Lore, Gambling and Persuasion
 +
*Languages: One of your choice.
 +
*Equipment: One set of fine travel wear, one set of formal wear/robes, a signet ring or holo-nobility displayer (1lb), either a Landspeeder or Speeder bike (your choice), a credstik with 500 credits.
  
NOBLE (renamed Aristocratic, Publical Leaders, Corporate Managers, etc.)
+
OUTLANDER (often called Colonist, Fringers, Settlers, etc.)
:'''Skill Proficiency''': Galactic Lore, Gambling and Persuasion
+
*Skill Proficiency: Athletics, Survival and one of Animal Handling or Drive.
:'''Languages''': One of your choice.
+
*Languages: One of your choice.
:'''Equipment''': One set of fine travel wear, one set of formal wear/robes, a signet ring or holo-nobility displayer (1lb), either a Landspeeder or Speeder bike (your choice), a credstik with 500 credits.
+
*Equipment: A datamap reader, a utility belt, a set of traveler’s clothes, a credstik with 200 credits.
 
 
 
 
OUTLANDER (also called Colonist, Fringers, Settlers, etc.)
 
:'''Skill Proficiency''': Athletics, Survival and one of Animal Handling or Drive.
 
:'''Languages''': One of your choice.
 
:'''Equipment''': A datamap reader, a utility belt, a set of traveler’s clothes, a credstik with 200 credits.
 
 
 
 
 
SAGE (called Scholars and Scientists).
 
:'''Skills''': Galactic Lore and Investigation plus one of either Computer Use, Nature, Religion, Supernatural or Technology.
 
:'''Languages''': Two of your choice.
 
:'''Equipment''': A datapad with up to 10 datacards with various subjects on them, a set of common clothes, a credstik with 200 credits.
 
  
 +
SAGE (often called Scholars and Scientists).
 +
*Skills: Galactic Lore and Investigation plus one of either Computer Use, Nature, Religion, Supernatural or Technology.
 +
*Languages: Two of your choice.
 +
*Equipment: A datapad with up to 10 datacards with various subjects on them, a set of common clothes, a credstik with 200 credits.
  
 
SAILORS (renamed Space Hands): Sailors are fairly rare, or considered yourselves a space hand with the following modifiers…
 
SAILORS (renamed Space Hands): Sailors are fairly rare, or considered yourselves a space hand with the following modifiers…
:'''Skill Proficiency''': Acrobatics, Computer Use and Mechanics
+
*Skill Proficiency: Acrobatics, Computer Use and Mechanics
:'''Equipment''': A set of basic tools (most common a Repair kit), a utility belt, a luck charm trinket, a set of common clothing or work utility clothing, a credstik with 200 credits.
+
*Equipment: A set of basic tools (most common a Repair kit), a utility belt, a luck charm trinket, a set of common clothing or work utility clothing, a credstik with 200 credits.
:'''Feature''' – Ship’s Passage: as normal but for starship passage.
+
*Feature – Ship’s Passage: as normal but for starship passage.
 
 
  
 
SOLDIER (renamed Military or Merc)
 
SOLDIER (renamed Military or Merc)
:'''Skill''': Athletics, Intimidate and one of either Capital Ship Pilot, Drive, Mechanic, Pilot or Survival
+
*Skill: Athletics, Intimidate and one of either Capital Ship Pilot, Drive, Mechanic or Pilot
:'''Equipment''': An insignia of rank, a trophy from a defeated enemy, a gaming set (cards or dice only), a set of common clothes, a credstik with 200 credits.
+
*Equipment: An insignia of rank, a trophy from a defeated enemy, a gaming set (cards or dice only), a set of common clothes, a credstik with 200 credits.
 
 
  
URCHIN (also Abandond Orphan)
+
URCHIN
:'''Skill Proficiencies''': Sleight of Hand and Stealth plus either Deception or Thievery.
+
*Skill Proficiencies: Sleight of Hand and Stealth plus either Deception or Thievery.
:'''Equipment''': A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits.
+
*Equipment: A small knife, a map of the city you grew up in (with your cubby-holes and secret locations), a token or trinket of your parents, a set of common clothes, a credstik with 200 credits.
  
 
== MULTICLASSING ==
 
== MULTICLASSING ==
Line 947: Line 955:
 
*Jedi – Weapon proficiency (Lightsaber) or Force Sensitivity feat (player’s choice; but to take levels in Jedi requires the character to have the Force Sensitivity feat. If the character does not already have it, then they must take it to multiclass into Jedi) plus One skill of choice.
 
*Jedi – Weapon proficiency (Lightsaber) or Force Sensitivity feat (player’s choice; but to take levels in Jedi requires the character to have the Force Sensitivity feat. If the character does not already have it, then they must take it to multiclass into Jedi) plus One skill of choice.
 
*Noble – Three skills of your choice plus One language of choice.
 
*Noble – Three skills of your choice plus One language of choice.
*Scoundrel – Thievery or One other skill of your choice plus the Point Blank Shot feat.
+
*Scoundrel – Thievery plus One skill of your choice plus the Point Blank Shot feat.
 
*Scout – One skill of your choice plus the Shake-It-Off feat.
 
*Scout – One skill of your choice plus the Shake-It-Off feat.
*Soldier – Two weapon proficiency of choice, plus Light or Medium (if you already have Light) armor proficiency.
+
*Soldier – Two weapon proficiency of choice, plus Light armor proficiency.
  
 
== SKILLS ==
 
== SKILLS ==
Line 994: Line 1,002:
 
:Most public systems or boards treat all uses as Indiffierent with no formal security setup for access of basic information. Remember this is the information that someone wants to share with everyone, be it the public publicity information for an interstellar corporation or an open public chat room.
 
:Most public systems or boards treat all uses as Indiffierent with no formal security setup for access of basic information. Remember this is the information that someone wants to share with everyone, be it the public publicity information for an interstellar corporation or an open public chat room.
 
:Private systems treat all users at least as Indifferent by default within their public areas, Unfriendly in secure areas and Hostile in restricted areas.
 
:Private systems treat all users at least as Indifferent by default within their public areas, Unfriendly in secure areas and Hostile in restricted areas.
:In order to improve a systems attitude requires one hour of full concentration work and a '''DC10''' Intelligence (Computer Use) check with a Friendly system. Each level of hostility higher of the system’s attitude increase the '''DC''' by +5 (Indifferent '''DC15''', Unfriendly '''DC20''' and Hostile '''DC25''') and requires at least one hour of work to improve it down one level. You can decrease this '''DC''' by 5 if you spend twice as much time working in the system, and you can reduce the '''DC''' by 10 by spending at least six hours working on the system. However the lowest the '''DC''' can be reduced in this way is to a 10. To make a check every 10 minutes increase the '''DC''' by +5. Note that every hour you are in a section that you are not allowed in the systems A.I. gets a chance to detect you. It makes an opposed Intelligence (Computer Use) vs. you. It gains a +2 equipment bonus if you are in a restricted areas and a +5 equipment bonus in private and secure areas. If it determines you are an invalid user it will attempt to expel you from the system. This is an opposed Intelligence (Computer Use) skill with the same bonuses as detecting you but made every minute (10 rounds) in a restricted area and every round in a private or secure area.
+
:In order to improve a systems attitude requires one hour of full concentration work and a DC10 Intelligence (Computer Use) check with a Friendly system. Each level of hostility higher of the system’s attitude increase the '''DC''' by +5 (Indifferent '''DC15''', Unfriendly '''DC20''' and Hostile '''DC25''') and requires at least one hour of work to improve it down one level. You can decrease this '''DC''' by 5 if you spend twice as much time working in the system, and you can reduce the '''DC''' by 10 by spending at least six hours working on the system. However the lowest the '''DC''' can be reduced in this way is to a 10. To make a check every 10 minutes increase the '''DC''' by +5. Note that every hour you are in a section that you are not allowed in the systems A.I. gets a chance to detect you. It makes an opposed Intelligence (Computer Use) vs. you. It gains a +2 equipment bonus if you are in a restricted areas and a +5 equipment bonus in private and secure areas. If it determines you are an invalid user it will attempt to expel you from the system. This is an opposed Intelligence (Computer Use) skill with the same bonuses as detecting you but made every minute (10 rounds) in a restricted area and every round in a private or secure area.
:With a Slicer kit the base time decreases to 1 minute and uses the Intelligence (Thievery) skill instead. A Slicer can reduces the '''DC''' by 5 if you spend 5 minutes working on the system or by 10 for spending 30 minutes but the minimum '''DC''' is skill 10. For making a check every 30 seconds increase the '''DC''' by +5 and to reduce the time to 1 Action increases the '''DC''' by +10.
+
:With a Slicer kit the base time decreases to 1 minute and uses the Intelligence (Thievery) skill instead. A Slicer can reduces the '''DC''' by 5 if you spend 5 minutes working on the system or by 10 for spending 30 minutes but the minimum '''DC''' is skill 10. For making a check every 30 seconds increase the DC by +5 and to reduce the time to 1 Action increases the DC by +10.
:To access the specific information that you wish requires an Action and a Computer Use skill check '''DC5''' with a Helpful system, '''DC10''' Friendly system or a '''DC15''' with an Indifferent one. The amount of information the system grants you is defendant your level of success – a basic success gets you specific and limited information that you request, beating the '''DC''' by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted...
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:To access the specific information that you wish requires an Action and a Computer Use skill check '''DC5''' with a Helpful system, '''DC10''' Friendly system or a '''DC15''' with an Indifferent one. The amount of information the system grants you is defendant your level of success – a basic success gets you specific and limited information that you request, beating the DC by +5 grants additional or more detailed information. Each additional +5 you beat the DC increases the information granted...
 
::'''''Systems Attitude'''''  
 
::'''''Systems Attitude'''''  
 
:: * '''''Hostile''''': Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection.
 
:: * '''''Hostile''''': Treats you as a hostile intruder, alerting any security and attempts to trace your information and isolate or destroy you connection.
Line 1,018: Line 1,026:
  
 
:'''Technology''' (Intelligence): This skill can allow a character to understand what a piece of technology does, what its function is and how to design or build it. It can be used to identify ancient unknown technology or truly alien technology.
 
:'''Technology''' (Intelligence): This skill can allow a character to understand what a piece of technology does, what its function is and how to design or build it. It can be used to identify ancient unknown technology or truly alien technology.
:Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years but there are Feats and Talents that can be used to speed this up.
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:Characters can also design new technologies or make improvements on existing technology with this skill. Generally this is a long process that takes would normally take months if not years but there are feats and talents that can be used to speed this up.
  
 
:'''Thievery''' (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools of the trade include a Slicer kit which allows one to more easily bypass a computer A.I.’s security protocols to trick it into thinking that you are allowed information that the system might be storing (see Computer Use above).
 
:'''Thievery''' (Intelligence): This skill cover the use of bypassing various types of security systems. Many of these checks can’t be done without the right tools but occasionally a rogue might be able to use from improvised tools to get the job done. Basic tools of the trade include a Slicer kit which allows one to more easily bypass a computer A.I.’s security protocols to trick it into thinking that you are allowed information that the system might be storing (see Computer Use above).
:A security kit is used to bypass locked doors and electronic security measures (like weapon or explosive detectors). A standard electronic lock or security system requires a '''DC20''' Thievery skill check to bypass. Without a security kit increase to '''DC25''' but only if you have some improvised tool that you can substitute (like a repair kit). A high security areas might increase the '''DC''' by +5 or +10.
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:A security kit is used to bypass locked doors and electronic security measures (like weapon or explosive detectors). A standard electronic lock or security system requires a '''DC20''' Thievery skill check to bypass. Without a security kit increase to DC25 but only if you have some improvised tool that you can substitute (like a repair kit). A high security areas might increase the '''DC''' by +5 or +10.
 
:Forgery kit to make fake documents that will fool security check points, the '''DC15-25''' depending on the level of security, area, etc. These would work like a Code Cylinder allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces on a planet and need a fake id to get off planet, etc.
 
:Forgery kit to make fake documents that will fool security check points, the '''DC15-25''' depending on the level of security, area, etc. These would work like a Code Cylinder allowing the person(s) access to restricted areas or to create fake identification papers for various reason. For example you might want to escape security forces on a planet and need a fake id to get off planet, etc.
  
 
== FEATS ==
 
== FEATS ==
 
You must qualify for any Prerequisites required by the Feat in its description. Unless otherwise noted you can only take a Feat once. Species abilities stack with Feats (i.e. Natural weapon would increase Brawlers base damage by +1 dice step, etc.)
 
You must qualify for any Prerequisites required by the Feat in its description. Unless otherwise noted you can only take a Feat once. Species abilities stack with Feats (i.e. Natural weapon would increase Brawlers base damage by +1 dice step, etc.)
* '''Acrobatic Strike''', ''Prerequisite'': Proficiency with Dexterity (Acrobatics). If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee attack Action against this opponent has Advantage (but only the first one).
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* Acrobatic Strike, ''Prerequisite'': Proficiency with Dexterity (Acrobatics). If you succeed moving past or through an opponent’s threatening space with a Dexterity (Acrobatics) check, your next melee attack Action against this opponent has Advantage (but only the first one).
* '''Action Surge''', ''Prerequisite'': Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible
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* Action Surge, ''Prerequisite'': Heroic level 2+. You can push yourself beyond your normal limits. On your turn, you can take one additional Action on top of your regular action and a possible bonus action. Once you have used
  
 
== GENERIC NONFORCE TALENTS ==
 
== GENERIC NONFORCE TALENTS ==
NOTE That these talents are open to any character class whom can take a talent of these types, so long as they qualify for it.
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:NOTE These talents are akin to the Generic Force Talents; any character class can take a talent of these types, so long as they qualify for it.
  
[[File:StarWars.Pilot.jpg | 250px | right]]
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'''ACE PILOT TALENT TREE'''
'''ACE PILOT TALENT TREE'''</br>
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:These talents require the character to have the Vehicle Combat feat and Proficiency with the Dexterity (Pilot) skill. You cannot use any of these talents when the vehicle is stationary, stunned or disable.
These talents require the character to have the Vehicle Combat feat and Proficiency with the Dexterity (Pilot) skill. You cannot use any of these talents when the vehicle is stationary, stunned or disable.
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* Combat Ace. Prerequisite: Heroic level 3+. As reaction you have Advantage on all of your Piloting skill maneuver checks until the start of your next turn. You can use this feature a number of times equal to your Dexterity or Intelligence modifier (whichever is better). You regain them after a short or long rest.
* '''Combat Ace'''. Prerequisite: Heroic level 3+. As reaction you have Advantage on all of your Piloting skill maneuver checks until the start of your next turn. You can use this feature a number of times equal to your Dexterity or Intelligence modifier (whichever is better). You regain them after a short or long rest.
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* Keep It Together. Prerequisite: Level 3+. When a vehicle you are operating takes damage that would reduce it to 0 hit points you use your Reaction to instead have it retain your Heroic level plus your Dexterity or Intelligence modifier (whichever is better) in Hit Points. You must take a short or long rest to use this ability again. You can use this ability even if the vehicle is suffering from either a Reeling or Stunned Condition, but not if it is disabled.
* '''Keep It Together'''. Prerequisite: Level 3+. When a vehicle you are operating takes damage that would reduce it to 0 hit points you use your Reaction to instead have it retain your Heroic level plus your Dexterity or Intelligence modifier (whichever is better) in Hit Points. You must take a short or long rest to use this ability again. You can use this ability even if the vehicle is suffering from either a Reeling or Stunned Condition, but not if it is disabled.
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* Junk. Prerequisite: Heroic level 5+. You are an expert at moving your fighter in random directions to throw off your opponents. As a bonus action, make a Piloting skill test against another Starfighter that you are NOT in a dogfight with. If you succeed you gain advantage on all your attacks against this one target until the start of your next turn.
* '''Junk'''. Prerequisite: Heroic level 5+. You are an expert at moving your fighter in random directions to throw off your opponents. As a bonus action, make a Piloting skill test against another Starfighter that you are NOT in a dogfight with. If you succeed you gain advantage on all your attacks against this one target until the start of your next turn.
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* Relentless Pursuit. When you are initiating a ‘Dogfight’ (see Vehicle and Starship actions) you ignore the -1d6 penalty to your Piloting check against the enemy’s vehicle check to force one and you gain a +1d6 to want to maintain one.
* '''Relentless Pursuit'''. When you are initiating a ‘Dogfight’ (see Vehicle and Starship actions) you ignore the -1d6 penalty to your Piloting check against the enemy’s vehicle check to force one and you gain a +1d6 to want to maintain one.
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* Vehicle Evasion. Prerequisite: Heroic level 3+. If the vehicle you are operating is hit by an area of effect attack, it takes half damage if you succeed with a maneuver check and no damage if you succeed with your check.
* '''Vehicle Evasion'''. Prerequisite: Heroic level 3+. If the vehicle you are operating is hit by an area of effect attack, it takes half damage if you succeed with a maneuver check and no damage if you succeed with your check.
 
  
  
[[File:StarWars.Hutt.jpg | 250px | right]]
 
 
'''BOSS TALENT TREE'''
 
'''BOSS TALENT TREE'''
* '''Attract Minions'''. Prerequisite: Level 3+. You attract loyal minions. When you take this talent you gain your level in loyal minions. These minions are non-heroic character with a character level equal your heroic level. You may select this talent more than once, gaining additional minions (of your current level). Your minions raise in levels as you do (but their numbers don’t increase).
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* Attract Minions. Prerequisite: Level 3+. You attract loyal minions. When you take this talent you gain your level in loyal minions. These minions are non-heroic character with a character level equal your heroic level. You may select this talent more than once, gaining additional minions (of your current level). Your minions raise in levels as you do (but their numbers don’t increase).
* '''Attract Follower'''. Prerequisite: Inspire Fear I, Heroic level 5+. You have attracted a loyal follower. When you take this talent you attract one follower with Heroic class levels equal to ½ (round up) your Heroic levels. You may select this talent more than once, each time gaining one additional follower (that starts at ½, round up your current level). Your followers raise in level as you do.
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* Attract Follower. Prerequisite: Inspire Fear I, Heroic level 5+. You now have attracted loyal follower. When you take this talent you attract one follower with Heroic class levels equal to ½ (round up) your Heroic levels. You may select this talent more than once, each time gaining one additional follower (that starts at ½, round up your current level). Your followers raise in level as you do.
* '''Impel Ally I'''. Prerequisite: Heroic level 5+. You can spend a Reaction to grant one ally that can see and hear you to also spend a Reaction and then can move up to his speed immediately. You can also spend your Bonus and/or normal Action in the same round granting an ally this same action and/or bonus action as an extra action and/or bonus action on its turn.
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* Impel Ally I. Prerequisite: Heroic level 5+. You can spend a Reaction to grant one ally that can see and hear you to also spend a Reaction and then can move up to his speed immediately. You can also spend your Bonus and/or normal Action in the same round granting an ally this same action and/or bonus action as an extra action and/or bonus action on its turn.
* '''Impel Ally II'''. Prerequisite: Impel Ally I, Heroic level 7+. You can spend your Bonus and grant one ally that can see and hear you the ability to take one extra Action on its next turn. The ally must use this extra Action on its next turn or the opportunity is wasted.
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* Impel Ally II. Prerequisite: Impel Ally I, Heroic level 7+. You can spend your Bonus and grant one ally that can see and hear you the ability to take one extra Action on its next turn. The ally must use this extra Action on its next turn or the opportunity is wasted.
* '''Inspire Fear I'''. Prerequisite: Heroic level 7+. Your infamy and reputation are such that any opponent whose level is equal to or less than your character’s level takes a -2 fear penalty on attack rolls and opposed skill checks made against you, as well as Force Attack modifier. This is a mind-affecting fear effect.
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* Inspire Fear I. Prerequisite: Heroic level 7+. Your infamy and reputation are such that any opponent whose level is equal to or less than your character’s level takes a -2 fear penalty on attack rolls and opposed skill checks made against you, as well as Force Attack modifier. This is a mind-affecting fear effect.
* '''Inspire Fear II'''. Prerequisite: Inspire Fear I, Heroic level 9+. As Inspire Fear I, but the penalties increase to -5. This is a mind-affecting fear effect.
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* Inspire Fear II. Prerequisite: Inspire Fear I, Heroic level 9+. As Inspire Fear I, but the penalties increase to -5. This is a mind-affecting fear effect.
* '''Negotiator'''. Prerequisite: Level 7+. You have extensive training dealing with one group of like-minded individuals. Pick one of the following grounds – Corporate, Criminal, Government, Force User or Military. You have Advantage on all Charisma ability or skill checks when dealing with any individual within this group. You also have advantage on Wisdom (Insight) checks when dealing with such people. You can take this talent more than once, each time it applies to a different group.
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* Inspire Fear III. Prerequisite: Inspire Fear I, Inspire Fear II, Heroic level 11+. As Inspire Fear I and II, except that nownot only do the opponents suffer these penalty to all rolls, but once a round you can impose Disadvantage on any one enemies check (attack, skill, save, ability, etc.) used against you as a free action. This is a mind-affecting fear effect.
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* Negotiator. Prerequisite: Level 7+. You have extensive training dealing with one group of like-minded individuals. Pick one of the following grounds – Corporate, Criminal, Government, Force User or Military. You have Advantage on all Charisma ability or skill checks when dealing with any individual within this group. You also have advantage on Wisdom (Insight) checks when dealing with such people. You can take this talent more than once, each time it applies to a different group.
  
  
[[File:StarWars.Warror.jpg | 200px | right]]
 
 
'''ELITE TROOPER TALENT TREE'''
 
'''ELITE TROOPER TALENT TREE'''
* '''Advance & Retreat'''. Veteran troopers know how to move in combat. You can take a Dash and Disengage action as a Bonus action. In addition whenever you take either of these actions increase your speed by +10 feet until the start of your next turn.
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* Advance & Retreat. Veteran troopers know how to move in combat. You take a Dash and Disengage action as a Bonus action. In addition whenever you take either action increase your speed by +10 feet.
* '''Controlled Burst'''. Prerequisite: Heroic level 5+. You only suffer a -2 to your attack rolls when using the Autofire weapon feature. If you are ‘bracing’ (see Autofire situation in Houserules) you take no penalty to your attack roll with the Autofire.
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* Controlled Burst. Prerequisite: Heroic level 5+. You only suffer a -2 to your attack rolls when using the Autofire weapon feature. If you are ‘bracing’ (see Autofire situation in Houserules) you take no penalty to your attack roll with the Autofire.
* '''Exotic Weapon Mastery'''. You gain your proficient bonus with all exotic weapons (and you are considered proficient with all types).
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* Exotic Weapon Mastery. You gain your proficient bonus with all exotic weapons (and you are considered proficient with all types).
* '''Ferocity'''. Prerequisite: Heroic level 3+. Elite troopers can be ferocious fighters. As a Bonus action, add +1dx weapon die to all your attack’s damage checks until the start of your next turn. You must complete a short or long rest to use this ability again.
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* Ferocity. Prerequisite: Heroic level 3+. Elite troopers can be ferocious fighters. As a Bonus action, add +1d weapon die to all your attack’s damage checks until the start of your next turn. You must complete a short or long rest to use this ability again.
* '''Glory'''. Prerequisite: Heroic level 5+. Many elite troopers fight for honor & glory. When you reduce an opponent to 0 HP, your next attack roll is with Advantage (but only one).
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* Glory. Prerequisite: Heroic level 5+. Many elite troopers fight for honor & glory. When you reduce an opponent to 0 HP, your next attack roll is with Advantage (but only one).
* '''Hard Target'''. Prerequisite: Heroic level 5+. Elite troopers are some of the toughest individuals in the galaxy. An elite trooper can use a Reaction and choose to end the effect of a single Condition effecting it –Frightened, Reeling, or Stunned. The trooper needs to complete a short or long rest before she can use this ability again. You can take this talent multiple times, each time allowing you to end one of the above conditions with a Reaction before you are required to take a rest.
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* Hard Target. Prerequisite: Heroic level 5+. Elite troopers are some of the toughest individuals in the galaxy. An elite trooper can use a Reaction and choose to end the effect of a single Condition effecting it –Frightened, Reeling, or Stunned. The trooper needs to complete a short or long rest before she can use this ability again. You can take this talent multiple times, each time allowing you to end one of the above conditions with a Reaction before you are required to take a rest.
  
  
'''GUNNER TALENT TREE'''</br>
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'''GUNNER TALENT TREE'''
The following talents require that the character be a gunner only and not the pilot of a craft to gain the benefits of these talents. They all require the Weapon Proficiency (Heavy Weapons).
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:The following talents require that the character be a gunner only and not the pilot of a craft to gain the benefits of these talents. They all require the Weapon Proficiency (Heavy Weapons).
* '''Dogfighter Gunner'''. Prerequisite: Expert Gunner, Heroic level 5+. While your vehicle is engaged in a dogfight, you are not at a Disadvantage to your attack checks on rounds where the vehicle operator lost the opposed operators check when ‘Attacking in a Dogfight’.
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* Dogfighter Gunner. Prerequisite: Expert Gunner, Heroic level 5+. While your vehicle is engaged in a dogfight, you are not at a Disadvantage to your attack checks on rounds where the vehicle operator lost the opposed operators check when ‘Attacking in a Dogfight’.
* '''Expert Gunner'''. Prerequisite: Level 3+. You gain a +1 insight bonus on attack and a +1d on weapon die to damage rolls, made when using a vehicle weapons.
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* Expert Gunner. Prerequisite: Level 3+. You gain a +1 insight bonus on attack and a +1d on weapon die to damage rolls, made when using a vehicle weapons.
* '''Quick Trigger'''. Prerequisite: Expert Gunner, Heroic level 5+. Whenever an enemy vehicle moves out of your space or adjacent space for Starship scale, you may make a single Opportunity weapons attack against the vehicle as a Reaction.
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* Quick Trigger. Prerequisite: Expert Gunner, Heroic level 5+. Whenever an enemy vehicle moves out of your space or adjacent space for Starship scale, you may make a single Opportunity weapons attack against the vehicle as a Reaction.
* '''System Hit'''. Prerequisite: Expert Gunner, Heroic level 5+. Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the Stunned Condition instead of the normal Reeling Condition, onto it (recovers normally). You must complete a short or long rest to use this feature again.
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* System Hit. Prerequisite: Expert Gunner, Heroic level 5+. Whenever you deal damage to a vehicle that equals or exceeds its damage threshold, as a Reaction, you instead force the Stunned Condition instead of the normal Reeling Condition, onto it (recovers normally). You must complete a short or long rest to use this feature again.
  
  
[[File:StarWars.Gunslinger.jpg | 300px | right]]
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'''GUNSLINGER TALENT TREE'''
'''GUNSLINGER TALENT TREE'''</br>
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:These Talents require that you are proficient with pistols (and using one) and you must have the Point Blank Shot feat.
These Talents require that you are proficient with pistols (and using one) and you must have the Point Blank Shot feat.
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* Debilitating Shot. Prerequisite: Heroic level 5+. If you aim before making a successful weapon range attack, you can spend a Destiny Point as a free action to automatically impose the Reeling condition onto the target in addition to normal damage. If the attack would already cause a Reeling affect you can instead impose the Stunned condition instead on the target. Target recovers as normal from these affects.
* '''Debilitating Shot'''. Prerequisite: Heroic level 5+. If you aim before making a successful weapon range attack, you can spend a Destiny Point as a free action to automatically impose the Reeling condition onto the target in addition to normal damage. If the attack would already cause a Reeling affect you can instead impose the Stunned condition instead on the target. Target recovers as normal from these affects.
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* Deceptive Shot. Prerequisite: Heroic level 5+. Select one target that you can see and is within 30 feet. You can spend a Bonus action and make an opposed Charisma (Deception) versus the target’s Wisdom (Insight) or Dexterity (Initiative) check (target’s choice). If you win you have Advantage against the target with all ranged weapon attacks until the start of your next turn.
* '''Deceptive Shot'''. Prerequisite: Heroic level 5+. Select one target that you can see and is within 30 feet. You can spend a Bonus action and make an opposed Charisma (Deception) versus the target’s Wisdom (Insight) or Dexterity (Initiative) check (target’s choice). If you win you have Advantage against the target with all ranged weapon attacks until the start of your next turn.
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* Improved Quick Draw. Prerequisite: Proficiency in Initiative, Quick Draw feat, Heroic level 5+. If you are carrying a pistol you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised. If you are not surprised in the first round of combat you can make a single weapon ranged attack at the very beginning of the round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This one attack is at Advantage to anyone who has not reacted yet on the first round.
* '''Improved Quick Draw'''. Prerequisite: Proficiency in Initiative, Quick Draw feat, Heroic level 5+. If you are carrying a pistol you may draw and make a single weapon ranged attack with it during the surprise round even if you are surprised. If you are not surprised in the first round of combat you can make a single weapon ranged attack at the very beginning of the round before anyone else reacts (unless someone else also have Improved Quick Draw then you both fire at the same time) and then may take your normal action on your initiative turn. This one attack is at Advantage to anyone who has not reacted yet on the first round.
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* Knockdown Shot. Prerequisite: Heroic level 3+. If you aim before making a ranged attack and if your attack hits, you knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, no larger.
* '''Knockdown Shot'''. Prerequisite: Heroic level 3+. If you aim before making a ranged attack and if your attack hits, you knock the target prone in addition to dealing normal damage. You can use this talent to knock down targets that are up to one sized categories larger then you are, no larger.
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* Quick Shot. Prerequisite: Heroic level 9+. Whenever you take the Attack action to make a weapon attack with a pistol, as a free action you can make one additional ranged weapon attack with a pistol weapon on your turn. This stacks with Double and Triple attack, Duel Weapon, etc.
* '''Quick Shot'''. Prerequisite: Heroic level 9+. Whenever you take the Attack action to make a weapon attack with a pistol, as a free action you can make one additional ranged weapon attack with a pistol weapon on your turn. This stacks with Double and Triple attack, Duel Weapon, etc.
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* Ranged Disarm. Prerequisite: Heroic level 3+.You can disarm an opponent using a range attack. When you strike a creature with a ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength save DC verse the damage that you dealt (you add your Intelligence modifier to this DC). On a failed check, it drops one object of your choice at its feet.
* '''Ranged Disarm'''. Prerequisite: Heroic level 3+.You can disarm an opponent using a range attack. When you strike a creature with a ranged weapon attack, you can spend a Bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. If you hit, the target must make a Strength save DC verse the damage that you dealt (you add your Intelligence modifier to this DC). On a failed check, it drops one object of your choice at its feet.
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* Trigger Work. Prerequisite: Double-Tab feat, Level 5+. You take no penalty on weapon ranged attack when using the Double-Tap feat. You can also use a pistol to make Opportunity attacks.
* '''Trigger Work'''. Prerequisite: Double-Tab feat, Level 5+. You take no penalty on weapon ranged attack when using the Double-Tap feat. You can also use a pistol to make Opportunity attacks.
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* Trusty Sidearm. Prerequisite: Heroic level 7+. When wielding a pistol weapon (only a pistol, no carbines with folded stock) you add your full Heroic level, not just ½, to your damage total.
* '''Trusty Sidearm'''. Prerequisite: Heroic level 7+. When wielding a pistol weapon (only a pistol, no carbines with folded stock) you add your full Heroic level, not just ½, to your damage total.
 
  
  
 
'''LINGEAGE TALENT TREE'''
 
'''LINGEAGE TALENT TREE'''
* '''Connections.''' You are able to obtain a licensed without paying the fee, and purchase restricted, military or illegal equipment without endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining gear that is restricted, illegal or military grand you reduce the increased cost by ½ the %.
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* Connections. You are able to obtain a licensed without paying the fee, and purchase restricted, military or illegal equipment without endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining gear that is restricted, illegal or military grand you reduce the increased cost by ½ the %.
* '''Wealth'''. Each time you gain a new level (including the level you take this talent) you receive an amount in credits equal to your Heroic level x 5,000. The credits appear in a civilized, accessible location of your choice or private bank account.
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* Wealth. Each time you gain a new level (including the level you take this talent) you receive an amount in credits equal to your Heroic level x 5,000. The credits appear in a civilized, accessible location of your choice or private bank account.
  
  
[[File:StarWars.Mechanic.jpg | 300px | right]]
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'''MECHANIC TALENT TREE'''
'''MECHANIC TALENT TREE'''</br>
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:Note that all of these talents requires the Intelligence (Mechanics) skills.   
Note that all of these talents requires the Intelligence (Mechanics) skills.   
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* Droid Maker. Prerequisite: Proficient with Intelligence (Computer Use) and the Tech Specialist feat, Level 3+. You have advantage on all skill checks made to program, repair and modify a droid in some way. This includes Computer Use when programming and reprogramming a droid and to Repair kit to repair and modify a droid.
* '''Droid Maker'''. Prerequisite: Proficient with Intelligence (Computer Use) and the Tech Specialist feat, Level 3+. You have advantage on all skill checks made to program, repair and modify a droid in some way. This includes Computer Use when programming and reprogramming a droid and to Repair kit to repair and when adding Modifiers to a droid. You can also exceed the maximum Mods a droid can include by your Proficiency Bonus (i.e. a Droid with a Strength of 10 can hold 10 total Mods. A 6th level Droid Maker can add a three additional Mods to a droid).  
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* Fast Repairs. The number of rounds required to perform either a Jury-Rig repairs or restore power is halved, round up.
* '''Fast Repairs'''. The number of rounds required to perform either a Jury-Rig repairs or restore power is halved, round up.
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* Grenade Expert. When you throw grenades you add your proficiency bonus to the damage.
* '''Grenade Expert'''. When you throw grenades you add your proficiency bonus to the damage.
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* MacGyver. Prerequisite: Heroic level 3+.You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. Either the GM can supply a random assortment of items you can use to create a tool or you can make a case for common items one is likely to find in order to solve an immediate crisis (maybe a Perception or Gather Information skill check). This may involve searching an area or assuming certain items are available. If the GM is convinced by your argument, make a '''DC15+''' Intelligence (Technology) skill check to see if the improvised gadget or solution works. When you use this trait, you cannot use it again until you finish a long rest.
* '''MacGyver'''. Prerequisite: Heroic level 3+.You are able to construct useful items or tools to accomplish something generally not allowed given the available resources available. Either the GM can supply a random assortment of items you can use to create a tool or you can make a case for common items one is likely to find in order to solve an immediate crisis (maybe a Perception or Gather Information skill check). This may involve searching an area or assuming certain items are available. If the GM is convinced by your argument, make a '''DC15+''' Intelligence (Technology) skill check to see if the improvised gadget or solution works. When you use this trait, you cannot use it again until you finish a long rest.
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* Mechani.You are an expert with repairing broking equipment. You double the hit points restored with repair checks (including Jury-Rigging).
* '''Mechanic'''.You are an expert with repairing broking equipment. You double the hit points restored with repair checks (including Jury-Rigging).
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* Pure Engineer. Prerequisite: Level 5+. Before you make an Intelligence (Mechanic) or (Technology) check you set it as a natural 20. You must complete a long rest to use this feature again. Repairs that you perform cost 20% less in supplies going forward.
* '''Pure Engineer'''. Prerequisite: Level 5+. Before you make an Intelligence (Mechanic) or (Technology) check you set it as a natural 20. You must complete a long rest to use this feature again. Repairs that you perform cost 20% less in supplies going forward.
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* Quick Fix. You automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after a short or long rest. Sapper. Prerequisite: Proficiency with Intelligence (Mechanics). When you are setting explosives, as a separate Mechanics check as an Action, the explosives ignore Resistance and Hardness.
* '''Quick Fix'''. You automatically succeed on your next jury-rig check with a vehicle that is not disabled. You can use this talent again after a short or long rest.  
 
* '''Sapper'''. When you are setting explosives, as a separate Mechanics check and as an Action, the explosives ignore Resistance and Hardness.
 
  
 
== THE FORCE ==
 
== THE FORCE ==
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Anyone with the Force Sensitive Feat gains a few minor Force Powers which can be used as often as the User wishes. With the Force Training Feat a Force User gains access to Force Powers. Each time you use a Force Power it costs one Force Energy Power.
 
Anyone with the Force Sensitive Feat gains a few minor Force Powers which can be used as often as the User wishes. With the Force Training Feat a Force User gains access to Force Powers. Each time you use a Force Power it costs one Force Energy Power.
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All Force Powers start at a base level (referred going forward as 1st Power level). As the Force User gains Character levels its Force Powers also increase in their strength and versatility. It costs no additional Force Energy to use a Force Power at higher levels, the Force User simply uses the power at its maximum. At third Character level all of the Force Powers are considered 2nd Power level. The Power level increases an additional +1 for every three additional Character levels that creature achieves; 6th, 9th and 12th to a 3rd Power level, 4th Power level and finally 5th Power level respectively.
  
 
'''Minor Powers''': these minor abilities do not cost Force Energy and most can be used as often as the Force User wishes. Force Users start knowing three Minor Powers at 1st level. They gain additional Minor Power every 4 Character level after that (4th, 8th, 12th, 16th and 20th). Every time a Force User learns a new Minor Power it can also exchange an existing known ability for a different one.
 
'''Minor Powers''': these minor abilities do not cost Force Energy and most can be used as often as the Force User wishes. Force Users start knowing three Minor Powers at 1st level. They gain additional Minor Power every 4 Character level after that (4th, 8th, 12th, 16th and 20th). Every time a Force User learns a new Minor Power it can also exchange an existing known ability for a different one.
  
'''Force Energy and Force Powers''': When the Force User first takes the Force Training its start with 2+ ½ it Character Level (round up), in Force Energy. It takes a Force Energy point to use a Force Power. Force Users regains all Force Energy after a short or long rest. The feat Force Training also grants the user 3 Force Powers to chosen from the list below and an additional 3 Force Powers each additional time you take the feat.
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'''Force Energy''': When the Force User first takes the Force Training its start with 2+ ½ it Character Level (round up), in Force Energy. It takes a Force Energy point to use a Force Power. Force Users regains all Force Energy after a short or long rest. The feat Force Training also grants the user 3 Force Powers to chosen from the list below and an additional 3 Force Powers each additional time you take the feat.
  
 
'''Force Power Attack modifier and Saving Throws''': Many Force Powers require an attack roll to successfully affect a target or the target gains a Saving Throw or suffer its affects. A Force User’s Force Power Attack modifier is equal to your proficiency bonus + Force Attribute modifier and your Saving Throw DC is 8 + your proficiency bonus + Force Attribute modifier. A Force User’s ‘''Force Attribute''’ is their choice between their Intelligence, Wisdom or Charisma modifier. Once chosen it cannot be later changed.
 
'''Force Power Attack modifier and Saving Throws''': Many Force Powers require an attack roll to successfully affect a target or the target gains a Saving Throw or suffer its affects. A Force User’s Force Power Attack modifier is equal to your proficiency bonus + Force Attribute modifier and your Saving Throw DC is 8 + your proficiency bonus + Force Attribute modifier. A Force User’s ‘''Force Attribute''’ is their choice between their Intelligence, Wisdom or Charisma modifier. Once chosen it cannot be later changed.
  
'''Force Power Level''': All Force powers start at a base level (referred going forward as 1st Power level). As the Force User gains Character levels its Force Powers also increase in their strength and versatility. It costs no additional Force Energy to use a Force Power at higher levels, the Force User simply uses the power at its maximum. At third Character level all of the Force Powers are considered 2nd Power level. The Power level increases an additional +1 for every three additional Character levels that creature achieves; 6th, 9th and 12th to a 3rd Power level, 4th Power level and finally 5th Power level respectively.
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Force Powers work similar to spells from the PHB. Factors for all powers include Time (how long it takes you to activate the power), Target (including your Self which means only you can benefit from the power, or Touch that you might possible share or range in feet), Duration (including Concentration powers that can be maintained past one round).
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Force Powers work similar to spells from the PHB. Factors for all powers include Time (how long it takes you to activate the power), Target (including your Self which means only you can benefit from the power, or Touch that you might possible share or range in feet), Duration (including Concentration powers that can be maintained past one round).
 
[[File:StarWars.Force.jpg]]
 
 
=== Minor Powers ===
 
=== Minor Powers ===
*'''Bane''' [Dark Side; Mind-Affecting]: You can negatively affect another creature’s abilities through the dark side of the force. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': 1 round. One target that you can see that is within range must make a Charisma save. Failure results in the target suffering a -1d4 to all of its attack rolls, saving throws, skill and ability checks until the start of your next turn.
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* '''Bane''' [Dark Side; Mind-Affecting]: You can negatively affect another creature’s abilities through the dark side of the force. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': 1 round. One target that you can see that is within range must make a Charisma save. Failure results in the target suffering a -1d4 to all of its attack rolls, saving throws, skill and ability checks until the start of your next turn.
*'''Guidance''' [Mind-Affecting]: Your touch adds one adjacent target with a skill use. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You touch a willing creature, granting it a bonus 1d4+1 to any one ability or skill check of its choice within the next minute. The power then ends. The target can roll this die before or after making the check. A target cannot benefit from more than one Guidance (or Resistance) at a time.
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* '''Guidance''' [Mind-Affecting]: Your touch adds one adjacent target with a skill use. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You touch a willing creature, granting it a bonus 1d4+1 to any one ability or skill check of its choice within the next minute. The power then ends. The target can roll this die before or after making the check. A target cannot benefit from more than one Guidance (or Resistance) at a time.
*'''Light''': Your touch causes a soft light to glow. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 hour. You use your action to touch an object no more than 5 feet in dimension, causing it to shine bright white light in a 15 foot radius and dim light in an additional 15 feet. If the object is completely covered, the light is blocked. The power ends if you use it again or dismiss the light.
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* '''Light''': Your touch causes a soft light to glow. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 hour. You use your action to touch an object no more than 5 feet in dimension, causing it to shine bright white light in a 15 foot radius and dim light in an additional 15 feet. If the object is completely covered, the light is blocked. The power ends if you use it again or dismiss the light.
*'''Lure''' [Telekinesis]: You force a target to move closer to you. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': Instant. You pick one target of Medium size or smaller that you can see within range. The target makes a Strength save. Failure and it moves 10 feet towards you. If it ends in movement in an occupied square the target needs a Dexterity save or falls prone in the nearest unoccupied square.
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* '''Lure''' [Telekinesis]: You force a target to move closer to you. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': Instant. You pick one target of Medium size or smaller that you can see within range. The target makes a Strength save. Failure and it moves 10 feet towards you. If it ends in movement in an occupied square the target needs a Dexterity save or falls prone in the nearest unoccupied square.
*'''Move Item''' [Telekinesis]: You use the Force to telekinetically lift and move a relatively light object you can see. '''''Time''''': bonus action, '''''Range''''': 30 feet, '''''Duration''''': Concentration. You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.
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* '''Move Item''' [Telekinesis]: You use the Force to telekinetically lift and move a relatively light object you can see. '''''Time''''': bonus action, '''''Range''''': 30 feet, '''''Duration''''': Concentration. You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.
*'''Premonition''': You gain a brief sense of danger or flash of some near future event. '''''Time''''': Reaction, '''''Range''''': Self, '''''Duration''''': Instant. With a reaction you can make a Wisdom (Perception) check '''DC20''' to gain a flash of danger a round before it happens. This could prevent you from being surprised or alert you of something about to happen. GM will determine if you have this flash or can make the roll.
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* '''Resistance''' [Mind-Affecting]: You aid the target’s ability to overcome situations. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You use your action to touch a willing creature, granting it a 1d4+1 bonus to one saving throw of its choice if used within the next minute. The power then ends. The target can roll the extra die before or after making the save check. A target cannot benefit from more than one Resistance (or Guidance) at a time.
*'''Resistance''' [Mind-Affecting]: You aid the target’s ability to overcome situations. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You use your action to touch a willing creature, granting it a 1d4+1 bonus to one saving throw of its choice if used within the next minute. The power then ends. The target can roll the extra die before or after making the save check. A target cannot benefit from more than one Resistance (or Guidance) at a time.
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* '''Search Your Feelings''': the Force can guild you to favorable results in the near future. '''''Time''''': 1 full action, '''''Range''''': Self, '''''Duration''''': Instant. Make a '''DC10''' Intelligence (Supernatural) skill check to determine whether a particular action will yield a favorable or unfavorable result to you in the immediate future (10 minutes or less). Each time you use this ability before your next long rest increases the '''DC''' by +5. After a long rest the '''DC''' resets to 10.
*'''Search Your Feelings''': the Force can guild you to favorable results in the near future. '''''Time''''': 1 full action, '''''Range''''': Self, '''''Duration''''': Instant. Make a '''DC10''' Intelligence (Supernatural) skill check to determine whether a particular action will yield a favorable or unfavorable result to you in the immediate future (10 minutes or less). Each time you use this ability before your next long rest increases the '''DC''' by +5. After a long rest the '''DC''' resets to 10.
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* '''Sense Force''' [Mind-Affecting]: You can sense disturbances within the Force and other ways it affects the world around you. '''''Time''''': free action or 1 action, '''''Range''''': Self or up to the galaxy, '''''Duration''''': Instant. You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a '''DC15''' Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a '''DC15''' Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save '''DC'''. Success means you do not sense them.
*'''Sense Force''' [Mind-Affecting]: You can sense disturbances within the Force and other ways it affects the world around you. '''''Time''''': free action or 1 action, '''''Range''''': Self or up to the galaxy, '''''Duration''''': Instant. You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a '''DC15''' Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a '''DC15''' Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save '''DC'''. Success means you do not sense them.
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* '''Sense Surroundings''': You can ignore darkness and cover. '''''Time''''': bonus action, '''''Range''''': 100 feet, '''''Duration''''': Until the start of your next turn. Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you.
*'''Sense Surroundings''': You can ignore darkness and cover. '''''Time''''': bonus action, '''''Range''''': 100 feet, '''''Duration''''': Until the start of your next turn. Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you.
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* '''Stabilizing Touch''' [Light-Side; Mind-Affecting]: Your touch stabilizes a dying creature. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': Instant. Your touch automatically stabilizes an adjacent creature, granting it three successful death saves.
:'''Stabilizing Touch''' [Light-Side; Mind-Affecting]: Your touch stabilizes a dying creature. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': Instant. Your touch automatically stabilizes an adjacent creature, granting it three successful death saves.
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* '''Swirling Force''' [Telekinesis]: You create a force that slams into anyone adjacent to you. '''''Time''''': 1 action, '''''Range''''': melee, '''''Duration''''': Instant. The Force slams into adjacent targets causing them 1d6 bludgeoning damage on a failed Dexterity save.
*'''Swirling Force''' [Telekinesis]: You create a force that slams into anyone adjacent to you. '''''Time''''': 1 action, '''''Range''''': melee, '''''Duration''''': Instant. The Force slams into adjacent targets causing them 1d6 bludgeoning damage on a failed Dexterity save.
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* '''Telepathy''' [Mind-Affecting]: You can send a short message to a companion or familiar target. '''''Time''''': 1 action, '''''Range''''': Visual sight of the target or greater, '''''Duration''''': Instant. You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a '''DC15''' Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to '''DC20'''+, or within the same region or quadrant of the galaxy with a '''DC25'''+ check. If you make the check by '''DC30'''+ you can send your message anywhere in the galaxy.
*'''Telepathy''' [Mind-Affecting]: You can send a short message to a companion or familiar target. '''''Time''''': 1 action, '''''Range''''': Visual sight of the target or greater, '''''Duration''''': Instant. You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a '''DC15''' Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to '''DC20'''+, or within the same region or quadrant of the galaxy with a '''DC25'''+ check. If you make the check by '''DC30'''+ you can send your message anywhere in the galaxy.
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* '''Trance''': You can enter into a dream like trance that slows down your metabolism, breathing, etc. To speed healing or extend limited supplies. '''''Time''''': 1 full round action, '''''Range''''': Self, '''''Duration''''': varies. In this state you remain fully aware of your surroundings and can end the trances at any time as a Reaction. If you remain in the trance for 3 consecutive hours, you emerge from the trance as if you had taken a long rest (with all the benefits). You many gain this benefit only once per 24 hours as normal. If you wish to go longer periods within a Force Trance you may, and while in this trance you can go ten time as long as normal without food and water (30 plus Constitution score without food and up to 10 days plus your Constitution modifier, minimum 10 days, on one gallon or water, or two gallons in a hot environment). You only require 1/20 normal oxygen (or your atmosphere).
[[File:StarWars.Jedi4.jpg | 400px | right]]
 
*'''Trance''': You can enter into a dream like trance that slows down your metabolism, breathing, etc. To speed healing or extend limited supplies. '''''Time''''': 1 full round action, '''''Range''''': Self, '''''Duration''''': varies. In this state you remain fully aware of your surroundings and can end the trances at any time as a Reaction. If you remain in the trance for 3 consecutive hours, you emerge from the trance as if you had taken a long rest (with all the benefits). You many gain this benefit only once per 24 hours as normal. If you wish to go longer periods within a Force Trance you may, and while in this trance you can go ten time as long as normal without food and water (30 plus Constitution score without food and up to 10 days plus your Constitution modifier, minimum 10 days, on one gallon or water, or two gallons in a hot environment). You only require 1/20 normal oxygen (or your atmosphere).
 
  
 
=== Force Powers ===
 
=== Force Powers ===
*'''Battle Swiftness''': You use the Force to enhance your ability to move freely about the battle field. '''''Time''''': bonus action, '''''Target''''': Self, '''''Duration''''': Concentration 1 minute (10 rounds). For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 force damage.  
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* '''Battle Swiftness''': You use the Force to enhance your ability to move freely about the battle field. '''''Time''''': bonus action, '''''Target''''': Self, '''''Duration''''': Concentration 1 minute (10 rounds). For the duration of the power your movement does not provide Opportunity Attacks. Twice before the power ends you give yourself Advantage with a single melee attack on your turn. You deal additional +1d8 force damage on any successful hit, but this extra damage must be used be on separate rounds.
 
::'''''Higher levels''''': You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage.
 
::'''''Higher levels''''': You gain Advantage with two additional attacks within the powers duration for each additional Power level (max 10, but still only one a round). At 3rd Power level the damage increases to +2d8 force damage. At 5th Power level the damage increases to +3d8 force damage.
*'''Dark Rage''' [Dark Side]: You use your anger to fuel you in combat. '''''Time''''': bonus action, '''''Target''''': Self, '''''Duration''''': Until the end of your next round. You gain a +2 rage bonus on melee weapon attack rolls and melee damage rolls.
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* '''Dark Rage''' [Dark Side]: You use your anger to fuel you in combat. '''''Time''''': bonus action, '''''Target''''': Self, '''''Duration''''': Until the end of your next round. You gain a +2 rage bonus on melee weapon attack rolls and melee damage rolls.
 
::'''''Higher levels''''': Each additional Power level increase the rage damage bonus that you deal by +2 (to a maximum of +10).
 
::'''''Higher levels''''': Each additional Power level increase the rage damage bonus that you deal by +2 (to a maximum of +10).
 
::'''''Special''''': While using dark raged you cannot use skills or perform tasks that require patience. With a Destiny Point the power duration is instead 5 rounds.
 
::'''''Special''''': While using dark raged you cannot use skills or perform tasks that require patience. With a Destiny Point the power duration is instead 5 rounds.
*'''Energy Resistance''': You use the Force to protect you from damage caused by energy, sonic, fire, cold and lightning sources. '''''Time''''': 1 action; '''''Target''''': Self; '''''Duration''''': Concentration 1 minute (10 rounds). You reduce the damage types of all energy type attacks by 4 points.
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* '''Energy Resistance''': You use the Force to protect you from damage caused by energy, sonic, fire, cold and lightning sources. '''''Time''''': 1 action; '''''Target''''': Self; '''''Duration''''': Concentration 1 minute (10 rounds). You reduce the damage types of all energy type attacks by 4 points.
 
::'''''Higher levels''''': Each additional Power level increase the damage reduction by an additional 2 points (to a max of 12 energy damage reduction).
 
::'''''Higher levels''''': Each additional Power level increase the damage reduction by an additional 2 points (to a max of 12 energy damage reduction).
 
::'''''Special''''': You can spend a Destiny Point to activate this power as a Reaction.
 
::'''''Special''''': You can spend a Destiny Point to activate this power as a Reaction.
*'''Farseeing''' [Mind-Affecting]: You gain a vague, momentary impression of events happening around a particular being in some distance place. '''''Time''''': 1 minute (Ritual, concentration); '''''Target''''': One creature you know or have met before; '''''Duration''''': Instant. Make a '''DC15''' Intelligence (Supernatural) skill check. If you succeed you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing and any strong emotions it is presently feeling. With '''DC25'''+ you know that the target is dead (otherwise the power simply fails).
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* '''Farseeing''' [Mind-Affecting]: You gain a vague, momentary impression of events happening around a particular being in some distance place. '''''Time''''': 1 minute (Ritual, concentration); '''''Target''''': One creature you know or have met before; '''''Duration''''': Instant. Make a '''DC15''' Intelligence (Supernatural) skill check. If you succeed you can sense whether the target is alive or dead and gain a vague sense of its immediate surroundings, what it’s currently doing and any strong emotions it is presently feeling. With '''DC25'''+ you know that the target is dead (otherwise the power simply fails).
 
::'''''Higher levels''''': At 3rd Power level a successful use of this power grants you a clear mental image of the target’s surrounding as well as a view of the other beings within 30ft AOE. At 5th Power level the range of the image around the target is extends to 60ft.
 
::'''''Higher levels''''': At 3rd Power level a successful use of this power grants you a clear mental image of the target’s surrounding as well as a view of the other beings within 30ft AOE. At 5th Power level the range of the image around the target is extends to 60ft.
*'''Fear''' [Dark Side, Mind-Affecting, Fear]: You summon the power of the dark side of the Force to instill fear in your enemies. '''''Time''''': bonus action; '''''Target''''': One creature with 100 and who you can see; '''''Duration''''': Instant. A target must succeed with a Charisma save or gains the Frightened condition against you. At the end of each of the target’s turns it makes a new Charisma save. Success ends the condition.
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* '''Fear''' [Dark Side, Mind-Affecting, Fear]: You summon the power of the dark side of the Force to instill fear in your enemies. '''''Time''''': bonus action; '''''Target''''': One creature with 100 and who you can see; '''''Duration''''': Instant. A target must succeed with a Charisma save or gains the Frightened condition against you. At the end of each of the target’s turns it makes a new Charisma save. Success ends the condition.
 
::'''''Higher levels''''': At 3rd Power level a target the failed its save also loses its Reaction and Bonus actions until the end of your next round. At 4th Power level a failed save halves the target’s movement speed until the end of your next turn. A 5th Power level a target that failed its save is also at disadvantage with all attack rolls, skill and ability checks until the end of your next round.
 
::'''''Higher levels''''': At 3rd Power level a target the failed its save also loses its Reaction and Bonus actions until the end of your next round. At 4th Power level a failed save halves the target’s movement speed until the end of your next turn. A 5th Power level a target that failed its save is also at disadvantage with all attack rolls, skill and ability checks until the end of your next round.
 
::'''''Special''''': When a target fails its Charisma save you can spend a Destiny Point and impose a fear penalty equal to your Proficiency bonus to all of the target’s saving throws until the end of your next turn.
 
::'''''Special''''': When a target fails its Charisma save you can spend a Destiny Point and impose a fear penalty equal to your Proficiency bonus to all of the target’s saving throws until the end of your next turn.
*'''Force Disarm''' [Telekinesis]: You disarm an opponent or pull an unattended item to you with the Force. '''''Time''''': bonus action; '''''Target''''': One target within 100 feet that you can see; '''''Duration''''': Instant. The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically.
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* '''Force Disarm''' [Telekinesis]: You disarm an opponent or pull an unattended item to you with the Force. '''''Time''''': bonus action; '''''Target''''': One target within 100 feet that you can see; '''''Duration''''': Instant. The target of your power must make a Strength save. If it fails, one item of your choice fly instantly into your hand if you have at least one hand with nothing in it. If you don’t have a hand free the object instead falls on the ground in front of you. Light and tiny unattended or unsecure items with range can be grabbed instead, they fail their save automatically.
 
::'''''Higher levels''''': For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save.
 
::'''''Higher levels''''': For each additional Power level you can attempt to ‘grab’ an additional item that the target is carrying that you can see and draw it to you. You could instead try and grab an item from another target(s) that is within 30 feet of the original target to make a save.
*'''Force Grip''' [Telekinesis]: You use the Force to choke or crush you enemy. '''''Time''''': 1 action; '''''Target''''': One target within 60 feet that you can see; '''''Duration''''': Concentration (no limit, but see below). Make a Force Ranged Attack against one target you can see in range. If you hit it the creature suffers 2d6 points of bludgeoning damage and the target is considered Grabbed. You can maintain concentration on this power for as long as you wish, the target suffering the same effects each round. Unlike normal concentration, it requires an Action to maintain this power but does not require a new attack roll. At the end of each of its rounds the target gains a Wisdom save. Success ends the condition and the power.
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* '''Force Grip''' [Telekinesis]: You use the Force to choke or crush you enemy. '''''Time''''': 1 action; '''''Target''''': One target within 60 feet that you can see; '''''Duration''''': Concentration (no limit, but see below). Make a Force Ranged Attack against one target you can see in range. If you hit it the creature suffers 2d6 points of bludgeoning damage and the target is considered Grabbed. You can maintain concentration on this power for as long as you wish, the target suffering the same effects each round. Unlike normal concentration, it requires an Action to maintain this power but does not require a new attack roll. At the end of each of its rounds the target gains a Wisdom save. Success ends the condition and the power.
 
::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (up to a max of 6d6). Also at 3rd Power level the target that failed its Strength save is Restrained. At 5th Power level the target failed its Strength save is Paralyzed. Targets still get a Wisdom save to end these conditions and the power itself each round (save ends all conditions).
 
::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (up to a max of 6d6). Also at 3rd Power level the target that failed its Strength save is Restrained. At 5th Power level the target failed its Strength save is Paralyzed. Targets still get a Wisdom save to end these conditions and the power itself each round (save ends all conditions).
 
::'''''Special''''': If the target of your Force Grip is larger than Medium size add a size modifier to their Wisdom save to end the power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
 
::'''''Special''''': If the target of your Force Grip is larger than Medium size add a size modifier to their Wisdom save to end the power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
[[File:StarWars.Lightning.jpg | 250px | right]]
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* '''Force Lighting''' [Dark Side]: You blast an enemy with a deadly arcs of Force energy fuel by your hatred and fear. '''''Time''''': 1 action; '''''Target''''': One target within 30 feet that you can see; '''''Duration''''': Instant. Make a Force Ranged Attack against one target you can see in range. If you hit it the creature suffers 6d6 points of lightning damage and gains the Reeling condition (recover normally).
*'''Force Lighting''' [Dark Side]: You blast an enemy with a deadly arcs of Force energy fuel by your hatred and fear. '''''Time''''': 1 action; '''''Target''''': One target within 30 feet that you can see; '''''Duration''''': Instant. Make a Force Ranged Attack against one target you can see in range. If you hit it the creature suffers 6d6 points of lightning damage and gains the Reeling condition (recover normally).
 
 
::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (maximum 10d6).
 
::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (maximum 10d6).
 
::'''''Special''''': If your damage would also have imposed Reeling condition onto your target, you can spend a Destiny Point and instead cause the target to suffer the Stunned condition until the start of your next turn (target most recover Reeling afterwards as normal).
 
::'''''Special''''': If your damage would also have imposed Reeling condition onto your target, you can spend a Destiny Point and instead cause the target to suffer the Stunned condition until the start of your next turn (target most recover Reeling afterwards as normal).
*'''Force Scream''' [Dark Side; Mind-Affecting, Fear]: You create an intense sonic scream, amplified by the Force and fueled by your hate. '''''Time''''': 1 action; '''''Target''''': All creatures within 60 feet AOE sphere radius of you that can hear you; '''''Duration''''': Instant. All creature in the area must make a Charisma save. Failure results in them suffering 2d6 sonic damage, success and they suffer half damage.
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* '''Force Scream''' [Dark Side; Mind-Affecting, Fear]: You create an intense sonic scream, amplified by the Force and fueled by your hate. '''''Time''''': 1 action; '''''Target''''': All creatures within 60 feet AOE sphere radius of you that can hear you; '''''Duration''''': Instant. All creature in the area must make a Charisma save. Failure results in them suffering 2d6 sonic damage, success and they suffer half damage.
 
::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (maximum 6d6). At 3rd Power level all targets that failed their save also gain the Frightened condition against you until start of you next turn. At 5th Power level all targets that failed their save gain the Frightened conditional against you for 10 rounds and must flee from your presence at their best possible speed. If any of the targets move to where they can no longer see you, at the end of each of its rounds it gets a new Charisma save. Success ends the condition.
 
::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (maximum 6d6). At 3rd Power level all targets that failed their save also gain the Frightened condition against you until start of you next turn. At 5th Power level all targets that failed their save gain the Frightened conditional against you for 10 rounds and must flee from your presence at their best possible speed. If any of the targets move to where they can no longer see you, at the end of each of its rounds it gets a new Charisma save. Success ends the condition.
*'''Force Slam''' [Telekinesis]: You slam one or more creatures nearby with the Force. '''''Time''''': 1 action; '''''Target''''': All creatures within an adjacent 20x20ft AOE square; '''''Duration''''': Instant. All targets within the area of effect must make a Constitution save or suffer 4d6 thunder damage and are knocked prone. Successful save results in half damage and it is not knocked prone.
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* '''Force Slam''' [Telekinesis]: You slam one or more creatures nearby with the Force. '''''Time''''': 1 action; '''''Target''''': All creatures within an adjacent 20x20ft AOE square; '''''Duration''''': Instant. All targets within the area of effect must make a Constitution save or suffer 4d6 thunder damage and are knocked prone. Successful save results in half damage and it is not knocked prone.
 
::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (maximum 8d6). At 3rd Power level all targets that failed their save are also pushed back 2d4 x5 feet before they fall prone. At 5th Power level targets that failed the save are pushed 3d6 x5 feet instead.
 
::'''''Higher levels''''': Each additional Power level increase the damage by +1d6 (maximum 8d6). At 3rd Power level all targets that failed their save are also pushed back 2d4 x5 feet before they fall prone. At 5th Power level targets that failed the save are pushed 3d6 x5 feet instead.
 
::'''''Special''''': If the targets of your Force Slam are larger than Medium size add a size modifier to the Constitution save verse the power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
 
::'''''Special''''': If the targets of your Force Slam are larger than Medium size add a size modifier to the Constitution save verse the power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
*'''Force Stun''' [Mind-Affecting]: You can call upon the Force to overload an enemy’s senses. '''''Time''''': 1 action; '''''Target''''': One target within 120 feet that you can see; '''''Duration''''': Instant. The target of your power needs to make a Wisdom save. Failure results in the target gaining the Stunned condition until the start of your next turn.
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* '''Force Stun''' [Mind-Affecting]: You can call upon the Force to overload an enemy’s senses. '''''Time''''': 1 action; '''''Target''''': One target within 120 feet that you can see; '''''Duration''''': Instant. The target of your power needs to make a Wisdom save. Failure results in the target gaining the Stunned condition until the start of your next turn.
 
::'''''Higher levels''''': At 3rd Power level targets that failed their save also falls prone and drop all items they are holding. At 5th Power level targets that failed their save instead gain the Unconscious condition for one minute.
 
::'''''Higher levels''''': At 3rd Power level targets that failed their save also falls prone and drop all items they are holding. At 5th Power level targets that failed their save instead gain the Unconscious condition for one minute.
 
::'''''Special''''': Allies can attempt to remove the Unconscious condition with an Action and a '''DC20''' Wisdom (Medicine) check. With a Medical Kit use this drops to '''DC15'''.
 
::'''''Special''''': Allies can attempt to remove the Unconscious condition with an Action and a '''DC20''' Wisdom (Medicine) check. With a Medical Kit use this drops to '''DC15'''.
*'''Force Thrust''' [Telekinesis]: You can shove nearby targets away from you with the Force. '''''Time''''': 1 action; '''''Target''''': 15x15 foot AOE centered on you (PHB pg. 204; you are not affected by your own power use); '''''Duration''''': Instant. All targets within your area of effect must make a Strength saving throw. Targets that fail are pushed 2d4 x5 feet away from you and are knocked prone. Targets that are forced into something solid (a wall, etc.) suffer 1d6 bludgeoning damage for every 10 full feet of forced movement. Targets colliding with other creatures fall in that square and the target they struck must make a Dexterity save or also fall prone. Target’s push over ledges, etc. fall as normal.
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* '''Force Thrust''' [Telekinesis]: You can shove nearby targets away from you with the Force. '''''Time''''': 1 action; '''''Target''''': 15x15 foot AOE centered on you (PHB pg. 204; you are not affected by your own power use); '''''Duration''''': Instant. All targets within your area of effect must make a Strength saving throw. Targets that fail are pushed 2d4 x5 feet away from you and are knocked prone. Targets that are forced into something solid (a wall, etc.) suffer 1d6 bludgeoning damage for every 10 full feet of forced movement. Targets colliding with other creatures fall in that square and the target they struck must make a Dexterity save or also fall prone. Target’s push over ledges, etc. fall as normal.
 
::'''''Higher levels''''': Each additional Power level increase the distance targets are pushed by an additional 1d4 x5 feet (to a maximum 6d4 x5 feet).
 
::'''''Higher levels''''': Each additional Power level increase the distance targets are pushed by an additional 1d4 x5 feet (to a maximum 6d4 x5 feet).
 
::'''''Special''''': You can instead use this power to affect one target that you can see within 120 feet. They are moved in the same manner with a failed save but you can determine their direction. If any targets of your Force Thrust are larger than Medium size add a size modifier to its Strength save against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
 
::'''''Special''''': You can instead use this power to affect one target that you can see within 120 feet. They are moved in the same manner with a failed save but you can determine their direction. If any targets of your Force Thrust are larger than Medium size add a size modifier to its Strength save against this power – Large +2, Huge +5, Gargantuan +10, Colossal +25.
*'''Mind Trick''' [Mind-Affecting]: You use the Force to alter a target’s perceptions or plant a suggestion in its mind. '''''Time''''': 1 action; '''''Target''''': One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score; '''''Duration''''': Instant. The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice…
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* '''Mind Trick''' [Mind-Affecting]: You use the Force to alter a target’s perceptions or plant a suggestion in its mind. '''''Time''''': 1 action; '''''Target''''': One target within 120 feet that you can see and who has at least a 3 or higher Intelligence score; '''''Duration''''': Instant. The target of this power must make a Wisdom saving throw. Failure results in one of the following conditions of your choice…
:--You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target.
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::--You create a fleeting hallucination that distracts the target and enables you to use Dexterity (Stealth) check as if you had cover verse the target.
:--You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.
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::--You can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it.
:--You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.
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::--You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable.
:--You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect.
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::--You fill you target with terror, cause them to suffer the Frightened condition against you or an object or creature of your choosing that both you and the target can see until the end of your next turn. This is a fear affect.
 
::'''''Higher levels''''': Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets).
 
::'''''Higher levels''''': Each additional Power level allows you to affect two additional targets that are within than 30 feet of each other (up to a maximum of 9 targets).
*'''Move Object''' [Telekinesis]: You telekinetically move a target with the Force. '''''Time''''': 1 action; '''''Target''''': One target within 120 feet that you can see; '''''Duration''''': Concentration (no limit, but if you deal damage with the power the power ends immediately). Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target's '''AC'''. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed.
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* '''Move Object''' [Telekinesis]: You telekinetically move a target with the Force. '''''Time''''': 1 action; '''''Target''''': One target within 120 feet that you can see; '''''Duration''''': Concentration (no limit, but if you deal damage with the power the power ends immediately). Make a Force Ranged Attack check. If you succeed against a Medium size target it is considered Grabbed. If you wish you can deal 2d6 bludgeoning to the target but the power then ends. As a Bonus action you can lift and move the target up to 30 feet each round so long as it is within range and you can still see it. You could slam the target into another target if you wish, but this requires an action and a new Force Ranged Attack check against the new target's '''AC'''. If you hit both targets take suffer the powers bludgeoning damage and the power ends. You can attempt to grab a flying target with your Force Ranged Attack if you can hold something of its size (see Higher Level below) and move it or deal damage to it if you succeed.
 
::'''''Higher levels''''': Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6).
 
::'''''Higher levels''''': Each additional Power level increase the size of the target that you can lift by one category (Large, Huge, Gargantuan and Colossal at fifth level) and increases the damage by +2d6 per Power level (maximum of 10d6).
 
::'''''Special''''': You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage).
 
::'''''Special''''': You can spend a Destiny Point to increase the size category of the target of your Move Objects by one and the damage you can deal with the power by an additional +2d6 (up to a maximum size category of Massive and dealing 12d6 damage).
*'''Negate Energy''': You spontaneously negate damage dealt by energy weapon damage or force power, such as from a lightsaber or blaster. '''''Time''''': reaction; '''''Target''''': Self; '''''Duration''''': Until the start of your next turn. You gain Resistance (PHB pg. 194) to all types of energy damage (weapon, lightning, etc.) until the start of your next turn.
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* '''Negate Energy''': You spontaneously negate damage dealt by energy weapon damage or force power, such as from a lightsaber or blaster. '''''Time''''': reaction; '''''Target''''': Self; '''''Duration''''': Until the start of your next turn. You gain Resistance (PHB pg. 194) to all types of energy damage (weapon, lightning, etc.) until the start of your next turn.
 
::'''''Higher levels''''': Each additional Power level allows you extend the duration of the power for one additional round (up to the start of your sixth turn after activation at power level 5).
 
::'''''Higher levels''''': Each additional Power level allows you extend the duration of the power for one additional round (up to the start of your sixth turn after activation at power level 5).
 
::'''''Special''''': You can spend a Destiny Point as a free action and regain a number of lost hit points equal to all damage that you resisted from one weapon energy attack, up to your full hit point total.  
 
::'''''Special''''': You can spend a Destiny Point as a free action and regain a number of lost hit points equal to all damage that you resisted from one weapon energy attack, up to your full hit point total.  
*'''Rebuke''': You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator. '''''Time''''': reaction; '''''Target''''': Self; '''''Duration''''': Instant. When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save '''DC''' you can make a check against the attacker’s Force Save '''DC'''. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage.
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* '''Rebuke''': You harmless absorb or deflect one Force power used against you, perhaps even turning it against its creator. '''''Time''''': reaction; '''''Target'''': Self; '''''Duration''''': Instant. When you are successful hit with a Force Range Attack power or when you fail a save against a Force Save '''DC''' you can make a check against the attacker’s Force Save '''DC'''. This check is your proficiency bonus plus your Force Attribute modifier. If you succeed the power is harmless redirection and you suffer no ill effects or damage.
 
::'''''Special''''': If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s '''AC'''. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save '''DC''' to redirect the power harmless away. It cannot try and re-rebuke it as it were.
 
::'''''Special''''': If you succeeded with your Rebuke check against a power that used the Force Range Attack you can spend a Density Point as a free action and direct the power back at the target. Make a Force Range Attack check against the attacker’s '''AC'''. If you succeed the power affects that attacker instead! If the target has the Rebuke power it could spend its reaction to make its check against your Force Save '''DC''' to redirect the power harmless away. It cannot try and re-rebuke it as it were.
*'''Sever Force''' [Light Side]: You can block another Force-Users access to the Force, preventing him from spending Destiny Points and making it difficult for him to use Force Powers. '''''Time''''': 1 action; '''''Target''''': One Force-Sensitive creature with a Dark Side Score of 1 or higher that is within 30 feet and that you can see; '''''Duration''''': Instant but see description. The target of this power must make a Wisdom save. Failure results in the target not being able to spend Destiny Points for a number of hours equal to its Dark Side score.
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* '''Sever Force''' [Light Side]: You can block another Force-Users access to the Force, preventing him from spending Destiny Points and making it difficult for him to use Force Powers. '''''Time''''': 1 action; '''''Target''''': One Force-Sensitive creature with a Dark Side Score of 1 or higher that is within 30 feet and that you can see; '''''Duration''''': Instant but see description. The target of this power must make a Wisdom save. Failure results in the target not being able to spend Destiny Points for a number of hours equal to its Dark Side score.
 
::'''''Higher levels''''': At 3rd Power level that target that failed its save also automatically acquires the Reeling condition (recovers normally) any time it uses a Minor Force or Force Power in the same time frame. At 5th Power level that target instead automatically acquires the Stunned condition until the start of your next turn each time it uses a power in the same time frame.
 
::'''''Higher levels''''': At 3rd Power level that target that failed its save also automatically acquires the Reeling condition (recovers normally) any time it uses a Minor Force or Force Power in the same time frame. At 5th Power level that target instead automatically acquires the Stunned condition until the start of your next turn each time it uses a power in the same time frame.
 
::''''Special''''': This Force power has no effect on targets with a Dark Side score of 0. If the target failed its Wisdom save against this power you can spend a Destiny Point and extend the duration of these effects by a number of days equal to the target’s Dark Side score.
 
::''''Special''''': This Force power has no effect on targets with a Dark Side score of 0. If the target failed its Wisdom save against this power you can spend a Destiny Point and extend the duration of these effects by a number of days equal to the target’s Dark Side score.
[[File:StarWars.JediMaster.jpg | 250px | right]]
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* '''Surge''': The Force enables you to jump great heights and distances as well as move quickly. '''''Time''''': bonus action; '''''Target''''': Self; '''''Duration''''': At the start of your turn. You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn.
*'''Surge''': The Force enables you to jump great heights and distances as well as move quickly. '''''Time''''': bonus action; '''''Target''''': Self; '''''Duration''''': At the start of your turn. You gain +10 force bonus on Strength (Athletics) check when making a high or long jumping (no minimum distance of movement is required to make the attempt) and your Speed is increased by +10 feet until the beginning of your next turn.
 
 
::'''''Higher levels''''': At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed.
 
::'''''Higher levels''''': At 2nd Power level increase your bonuses to +20 with these Athletics checks and +20 feet speed. At 3rd Power level instead increase your bonuses to +30 to Athletics and +30 feet speed. At 5th Power level increase your bonus to +40 to Athletics and +40 feet speed.
 
::'''''Special''''': You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn.
 
::'''''Special''''': You can spend a Destiny Point to increase these bonuses by an additional +10 to Athletics (for jumping and leaping) and +10 feet speed. These stack with all bonuses above and the effects now last until the end of your next turn.
*'''Valor''' [Light Side; Mind-Affecting]: You call upon the Force, reaching out to your allies and sharing your strength with them. '''''Time''''': 1 action; '''''Target''''': Yourself and all allies within 60 feet of you that you can see; '''''Duration''''': Concentration up to 10 rounds (one minute). For the duration you and all of your allies gain a +2 bonus to all mind-affecting and fear affects saves.
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* '''Valor''' [Light Side; Mind-Affecting]: You call upon the Force, reaching out to your allies and sharing your strength with them. '''''Time''''': 1 action; '''''Target''''': Yourself and all allies within 60 feet of you that you can see; '''''Duration''''': Concentration up to 10 rounds (one minute). For the duration you and all of your allies gain a +2 bonus to all mind-affecting and fear affects saves.
 
::'''''Higher levels''''': Each additional Power level increase the bonus to mind-affecting and fear affecting abilities by an additional +2 (maximum +10).
 
::'''''Higher levels''''': Each additional Power level increase the bonus to mind-affecting and fear affecting abilities by an additional +2 (maximum +10).
 
::'''''Special''''': After you have used this power you do not need to continue to see your allies in order for them to continue to gain the benefit of the power.
 
::'''''Special''''': After you have used this power you do not need to continue to see your allies in order for them to continue to gain the benefit of the power.
*'''Vital Transfer''' [Light Side; Mind-Affecting]: You use your own life force to heal another living creatures. '''''Time''''': 1 action; '''''Target''''': One creature adjacent to you; '''''Duration''''': Instant. You touch a adjacent creature and deal yourself 1d8 + your Force Ability modifier in Force damage. The target regains back twice this damage in lost hit points up to their maximum full hit point total.
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* '''Vital Transfer''' [Light Side; Mind-Affecting]: You use your own life force to heal another living creatures. '''''Time''''': 1 action; '''''Target''''': One creature adjacent to you; '''''Duration''''': Instant. You touch a creature and heal deal yourself 1d8 + your Force Ability modifier in Force damage. The target regains back twice this damage in lost hit points up to their maximum full hit point total.
 
::'''''Higher levels''''': Each additional Power level increase the amount of damage you suffer by +1d8 (up to a maximum of 5d8 + your Force Ability modifier) and the target regains twice that amount back in lost hit points, up to their maximum hit point total.
 
::'''''Higher levels''''': Each additional Power level increase the amount of damage you suffer by +1d8 (up to a maximum of 5d8 + your Force Ability modifier) and the target regains twice that amount back in lost hit points, up to their maximum hit point total.
 
::'''''Special''''': You can spend a Destiny Point to avoid taking any damage from this Force power. The target still regain twice of whatever you rolled.
 
::'''''Special''''': You can spend a Destiny Point to avoid taking any damage from this Force power. The target still regain twice of whatever you rolled.
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'''CONTROL TALENT TREE'''
 
'''CONTROL TALENT TREE'''
[[File:StarWars.animal.jpg | 300px | right]]
 
 
* '''Beast Master'''. Against creatures with an Intelligence of 4 or lower, you may use Charisma (Persuasion) skill. Normal checks allow you to be treated as a member of the species and that the creature will take no aggressive actions against you. You can also impose the Charmed condition onto a similar creature that is within 30 feet of you with an action if it fails a Wisdom save. You can maintain this condition for as long as you wish so long as you take no hostile actions against the creature. If you or your allies do take a hostile action the condition ends and the creature treats you as it normally wound. This is a mind-affecting effect.
 
* '''Beast Master'''. Against creatures with an Intelligence of 4 or lower, you may use Charisma (Persuasion) skill. Normal checks allow you to be treated as a member of the species and that the creature will take no aggressive actions against you. You can also impose the Charmed condition onto a similar creature that is within 30 feet of you with an action if it fails a Wisdom save. You can maintain this condition for as long as you wish so long as you take no hostile actions against the creature. If you or your allies do take a hostile action the condition ends and the creature treats you as it normally wound. This is a mind-affecting effect.
 
* '''Damage Resistance'''. As an Action you spend a Destiny Point and you gain Resistance (PHB pg. 194) to all damage for one minute (10 rounds). This requires no concentration but it cannot be maintained.
 
* '''Damage Resistance'''. As an Action you spend a Destiny Point and you gain Resistance (PHB pg. 194) to all damage for one minute (10 rounds). This requires no concentration but it cannot be maintained.
 
* '''Equilibrium'''. As a reaction you spend a Destiny Point to instantly remove any one of the following non-persistent Condition that you are presently suffering – Blinded, Charmed, Deafened, Frightened, Poisoned, Reeling or Stunned. This also removed one level of Exhaustion.
 
* '''Equilibrium'''. As a reaction you spend a Destiny Point to instantly remove any one of the following non-persistent Condition that you are presently suffering – Blinded, Charmed, Deafened, Frightened, Poisoned, Reeling or Stunned. This also removed one level of Exhaustion.
 
* '''Force Focus'''. As an Action, you make a '''DC15''' check using your Force Ability modifier plus proficiency bonus. If you succeed, you regain one spent Force Energy. You must take a short or long rest to attempt to use this feature again. You can take this talent multiple times, each time allowing you to send another action to make an additional check before requiring a rest.
 
* '''Force Focus'''. As an Action, you make a '''DC15''' check using your Force Ability modifier plus proficiency bonus. If you succeed, you regain one spent Force Energy. You must take a short or long rest to attempt to use this feature again. You can take this talent multiple times, each time allowing you to send another action to make an additional check before requiring a rest.
* '''Force Recovery'''. Prerequisite: Equilibrium. Whenever you use your Second Wind, you also regain a number of additional hit points equal to 1d6+ your Force Ability modifier per Destiny Point you have remaining (maximum 10d6, minimum 1d6).
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* '''Force Recovery'''. Prerequisite: Equilibrium. Whenever you use your Second Wind, you also regain a number of additional hit points equal to 1d6+ your Wisdom modifier per Destiny Point you have remaining (maximum 10d6, minimum 1d6).
* '''Fortify Body'''. Prerequisite: Equilibrium. The Force shields you against a harmful environment. You are now immune to disease, poison damage, toxins and radiation damage and the Poison condition.
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* '''Fortify Body'''. Prerequisite: Equilibrium. The Force shields you. You are now immune to disease, poison damage, toxins and radiation damage and the Poison condition.
  
  
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'''FORCE ADEPT TALENT TREE'''
 
'''FORCE ADEPT TALENT TREE'''
 
:These talents may only be taken as non-Jedi heroic level class talents.
 
:These talents may only be taken as non-Jedi heroic level class talents.
[[File:StarWars.JediMaster2.jpg | 300px | right]]
 
 
* '''Force Adept'''. Prerequisite: Heroic level 3+. You are skilled at resisting Force Powers of the dark side. As a free action you gain Advantage on any saving throw against a power with the [dark side] description. You can use this a number of times equal to your Force Attribute modifier (min 1). You regain these uses after a short or long rest.
 
* '''Force Adept'''. Prerequisite: Heroic level 3+. You are skilled at resisting Force Powers of the dark side. As a free action you gain Advantage on any saving throw against a power with the [dark side] description. You can use this a number of times equal to your Force Attribute modifier (min 1). You regain these uses after a short or long rest.
 
* '''Force Treatment'''. You can make a Wisdom (Medicine) check and gain all the bonus of using a medical kit without actually requiring one (see Gear and also First Aid and Medic feats; basically using the Force instead of gear to heal nor does it cost any extra supplies).
 
* '''Force Treatment'''. You can make a Wisdom (Medicine) check and gain all the bonus of using a medical kit without actually requiring one (see Gear and also First Aid and Medic feats; basically using the Force instead of gear to heal nor does it cost any extra supplies).
  
  
'''FORCE ADEPT ITEM CREATION TALENT TREE'''
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'''FORCE ITEM CREATION TALENT TREE'''
 
:These talents may only be taken as non-Jedi heroic level class talents.
 
:These talents may only be taken as non-Jedi heroic level class talents.
 
* '''Attune Weapon'''. Prerequisite: Heroic level 3+. You can spend a Destiny Point to attune a non-advanced melee weapon (or a lightsaber). Attuning a weapon takes an Action. From that point forward, whenever you wield the attuned melee weapon you gain a +2 force bonus on melee weapon attacks and damage rolls. This bonus works for you alone. This weapon also gains a property to ‘parry’ lightsabers.
 
* '''Attune Weapon'''. Prerequisite: Heroic level 3+. You can spend a Destiny Point to attune a non-advanced melee weapon (or a lightsaber). Attuning a weapon takes an Action. From that point forward, whenever you wield the attuned melee weapon you gain a +2 force bonus on melee weapon attacks and damage rolls. This bonus works for you alone. This weapon also gains a property to ‘parry’ lightsabers.
* '''Empower Weapon'''. Prerequisite: Heroic level 3+. You can spend a Destiny Point to empower a non-advanced melee weapon (or a lightsaber). Empowering a weapon takes an Action. From that point forward, whenever you wield the empowered weapon it deals double the base weapon damage die in force damage. This bonus works for you alone. This weapon also gains a property to ‘parry’ lightsabers.
+
* '''Empower Weapon'''. Prerequisite: Heroic level 3+. You can spend a Destiny Point to empower a non-advanced melee weapon (or a lightsaber). Empowering a weapon takes an Action. From that point forward, whenever you wield the empowered weapon it deals +2d force weapon die of damage. This bonus works for you alone. This weapon also gains a property to ‘parry’ lightsabers.
 
* '''Force Talisman'''. Prerequisite: Heroic level 3+. You may spend a Destiny Point to imbue a weapon or some other portable object with the Force, creating a talisman that provides protection to you. Creating the talisman takes an Hour of concentrations. While you wear or carry the talisman on your person you gain a +1 force bonus to your Armor Class and a +2 force bonus to all your saving throws. You may only have one Force Talisman active at any given time, and if you Force Talisman is destroyed you may not create another until after a long rest.
 
* '''Force Talisman'''. Prerequisite: Heroic level 3+. You may spend a Destiny Point to imbue a weapon or some other portable object with the Force, creating a talisman that provides protection to you. Creating the talisman takes an Hour of concentrations. While you wear or carry the talisman on your person you gain a +1 force bonus to your Armor Class and a +2 force bonus to all your saving throws. You may only have one Force Talisman active at any given time, and if you Force Talisman is destroyed you may not create another until after a long rest.
 
* '''Greater Force Talisman.''' Prerequisite: Force Talisman, Heroic level 5+. Your Force Talisman is enhanced to now also grant you +2 force bonus to all ability and all skill checks and '''AC'''.
 
* '''Greater Force Talisman.''' Prerequisite: Force Talisman, Heroic level 5+. Your Force Talisman is enhanced to now also grant you +2 force bonus to all ability and all skill checks and '''AC'''.
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'''SITH TALENT TREE'''
 
'''SITH TALENT TREE'''
 
:All of these Talents require that the person be part of a Sith organization and that they have a Dark Side score equal to at least ½ Wisdom scores. If their Dark Side points fall below ½ Wisdom you can no longer access these talents.
 
:All of these Talents require that the person be part of a Sith organization and that they have a Dark Side score equal to at least ½ Wisdom scores. If their Dark Side points fall below ½ Wisdom you can no longer access these talents.
[[File:StarWars.SithAco.jpg | 250px | right]]
 
 
* '''Cloud Thoughts'''. You have advantage on saves to avoid detection as a Force User and sensing your Force Potential. You impose disadvantage on skills to avoiding the Sense Surrounding Minor Power. You gain advantage with Charisma (Deception) to appear to be a non-Force User when interacting with anyone that might suspect it.
 
* '''Cloud Thoughts'''. You have advantage on saves to avoid detection as a Force User and sensing your Force Potential. You impose disadvantage on skills to avoiding the Sense Surrounding Minor Power. You gain advantage with Charisma (Deception) to appear to be a non-Force User when interacting with anyone that might suspect it.
 
* '''Dark Healing'''. You can heal your wounds by drawing the life energy from another creature. As an action you spend a Destiny Point and one target that you can see within 30 feet must make a Constitution save. Failure deals a number of 1d10 force damage equal to ½ your Heroic level (round up, max 6d10), and you heal back an equal amount of damage (up to your maximum hit point total; if you drop the target to 0 hit points you only regain a number of HP equal to what it lost). This is a mind-affecting effect talent.
 
* '''Dark Healing'''. You can heal your wounds by drawing the life energy from another creature. As an action you spend a Destiny Point and one target that you can see within 30 feet must make a Constitution save. Failure deals a number of 1d10 force damage equal to ½ your Heroic level (round up, max 6d10), and you heal back an equal amount of damage (up to your maximum hit point total; if you drop the target to 0 hit points you only regain a number of HP equal to what it lost). This is a mind-affecting effect talent.
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=== Force Techniques ===
 
=== Force Techniques ===
These abilities are gained by taking the Force Technique feat. Each time you take the Force Technique feat you may select two new techniques from the list below.
+
These abilities are gained by taking the Force Technique feat. Each time you take the Force Technique feat you may select a new technique from the list below.
 
* '''Empower Force Power''': As a reaction, you can re-roll a number of damage dice up to your Force Attribute modifier from a Force Power that you just used to deal damage to targets. You must take a short or long rest to use this ability again. You can take this technique multiple times, each time allowing you to use this ability an additional time before you are required to take a rest.
 
* '''Empower Force Power''': As a reaction, you can re-roll a number of damage dice up to your Force Attribute modifier from a Force Power that you just used to deal damage to targets. You must take a short or long rest to use this ability again. You can take this technique multiple times, each time allowing you to use this ability an additional time before you are required to take a rest.
 
* '''Force Energy Recovery''': As an Action your regain one spent Force Energy point. You can use this technique again after you have completed a short or long rest. You can take this technique a second time but only when you have reached at least 12th level character allowing you to regain two spent Force Energy points between rests (as two separate actions).
 
* '''Force Energy Recovery''': As an Action your regain one spent Force Energy point. You can use this technique again after you have completed a short or long rest. You can take this technique a second time but only when you have reached at least 12th level character allowing you to regain two spent Force Energy points between rests (as two separate actions).
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* '''Improved Sense Force''': You have advantage with Intelligence (Supernatural) checks with the Sense Force Minor power and double the basic range. Prerequisite: Sense Force Minor power.
 
* '''Improved Sense Force''': You have advantage with Intelligence (Supernatural) checks with the Sense Force Minor power and double the basic range. Prerequisite: Sense Force Minor power.
 
* '''Improved Sense Surroundings''': You can use Sense Surrounding Minor Force power as a free action and you extend the range out to 500 feet. Prerequisite: Sense Surroundings.
 
* '''Improved Sense Surroundings''': You can use Sense Surrounding Minor Force power as a free action and you extend the range out to 500 feet. Prerequisite: Sense Surroundings.
* '''Improved Stabilize''': Your minor power now restores a target to 1d6 back in lost Hit Points. Prerequisite: Stabilizing Touch Minor power.
+
* '''Improved Stabilize''': Your minor power now restores a target to 1d6 plus your Force Power modifier back in lost Hit Points. Prerequisite: Stabilizing Touch Minor power.
 
* '''Improved Swirling Force''': Your minor power now deals 3d8 + your Force Attribute modifier bludgeoning damage, ½ with a successful save. Prerequisite: Swirling Force Minor power.
 
* '''Improved Swirling Force''': Your minor power now deals 3d8 + your Force Attribute modifier bludgeoning damage, ½ with a successful save. Prerequisite: Swirling Force Minor power.
 
* '''Improved Telepathy''': You have advantage your Intelligence (Supernatural) check when using Telepathy and you can send a message that is up to one minute long. If you spend your action in full concentration you can share basic feeling with the target. Prerequisite: Telepathy Minor power.
 
* '''Improved Telepathy''': You have advantage your Intelligence (Supernatural) check when using Telepathy and you can send a message that is up to one minute long. If you spend your action in full concentration you can share basic feeling with the target. Prerequisite: Telepathy Minor power.
 
* '''Improved Trance''': At the end of a short rest you regain one additional spent Hit Dice back. Each Hit Dice spent during this rest adds ½ (round down) your heroic level to the total hit points healed. You must complete a long rest to use this technique feature again. Prerequisite: Trance Minor power.
 
* '''Improved Trance''': At the end of a short rest you regain one additional spent Hit Dice back. Each Hit Dice spent during this rest adds ½ (round down) your heroic level to the total hit points healed. You must complete a long rest to use this technique feature again. Prerequisite: Trance Minor power.
 
* '''Power Expert''': As a reaction, you add your proficiency bonus twice to either your next Force Attack bonus or the DC for others to save against this power. You must take a short or long rest to use again. You can take this technique multiple times, each time applying the bonus to an additional attack or save DC of choice before requiring a rest.
 
* '''Power Expert''': As a reaction, you add your proficiency bonus twice to either your next Force Attack bonus or the DC for others to save against this power. You must take a short or long rest to use again. You can take this technique multiple times, each time applying the bonus to an additional attack or save DC of choice before requiring a rest.
* '''Subtle Powers''': Most Force Powers are generally not recognized by non-Force users as powers at all (such as Mind Trick, etc.) but for other Force Sensitive creatures they are fairly obvious. With this technique your powers now require other Force Users to make a Wisdom save to notice you using them.
+
* '''Subtle Power''': Most Force Powers are generally not recognized by non-Force users as powers at all (such as Mind Trick, etc.) but for other Force Sensitive creatures they are fairly obvious. With this technique such powers require other Force Users to make a Wisdom save to notice you using it.
  
 
=== Force Secrets ===
 
=== Force Secrets ===
These secrets are learned by taking the Force Secret feat. Each time you take that feat you learn one new secret selected from the list below.
+
These secrets are learned by taking the Force Secret feat. Each time you take that feat you learn a new secret selected from the list below.
 
* '''Devastating Power''': When using a Force Power that deals damage, you can spend a Destiny Point to deal damage as if you rolled a critical (double dice). A successful critical hit would deal triple dice.
 
* '''Devastating Power''': When using a Force Power that deals damage, you can spend a Destiny Point to deal damage as if you rolled a critical (double dice). A successful critical hit would deal triple dice.
 
* '''Distant Power''': Double the distance of any Force Power that has a range expressing in feet. You can also spend a Destiny Point to multiple the range by 10 (if you have the Lucky or Strong in the Force feat you can spend two to increase the range to anywhere in the same star system). This Force Secret does not remove the ‘sight’ requirement.
 
* '''Distant Power''': Double the distance of any Force Power that has a range expressing in feet. You can also spend a Destiny Point to multiple the range by 10 (if you have the Lucky or Strong in the Force feat you can spend two to increase the range to anywhere in the same star system). This Force Secret does not remove the ‘sight’ requirement.
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* Fixed – fixed weapons must be mounted onto a vehicle or use a semi-portable tripod (tripod for a heavy weapon weights 80lbs by them-selves and cost 500cr. It take 3 Actions to set or break down a tripod before it can be fired).
 
* Fixed – fixed weapons must be mounted onto a vehicle or use a semi-portable tripod (tripod for a heavy weapon weights 80lbs by them-selves and cost 500cr. It take 3 Actions to set or break down a tripod before it can be fired).
 
* Heavy Damage –ignores Resistance to damage provided by Cover and Vehicles.
 
* Heavy Damage –ignores Resistance to damage provided by Cover and Vehicles.
* Ion damage – these types of weapons are not as affective against living creatures, dealing only ½ damage. Verses droids, vehicles and electronics, treat as Heavy Damage and after modifiers have been applied, double the damage compare to the devices Damage Threshold to impose the Reeling condition only (i.e. the device does not suffer double damage).
+
* Ion damage – these types of weapons are not as affective against living creatures, dealing only ½ damage. Verses droids, vehicles and electronics, after modifiers have been applied, double the damage vs. its Damage Threshold to impose the Reeling condition.
* Necrotic - this damage also reduces the target's Maximum Hit Points by the same amount of damage it deals. The Maxmium Hit Points must be healed seperatly from Hit Dices (as Healing Hit Points, and before the Maximum Hit Point total can be 'healed' the target cannot heal this damage).  
+
* Reload – it requires a Bonus action or an Action reload a spent power cell (listed as ‘pc’; wielder’s choice). If there is no number before the cell listing then it should be changed or recharged between adventures. If it is listed as ‘each’ than each round takes one ( * Action or Bonus action to reload.
* Reload – it requires a Bonus action or an Action reload a spent power cell (listed as ‘pc’; wielder’s choice). For non-power cell reloads are as per PHB and take 1 round to reload for each shot/use with the weapon.
+
* Stun Setting – many weapons can be ‘set to stun’ to deal non-lethal damage. When a weapon is set to “Stun” it deals no damage and cannot kill a target (ranged or melee). Instead the target must make a Constitution or Wisdom save (whichever is better) equal to ½ the damage that was dealt (minimum DC10 no maximum) or it gains the Stunned Condition, falling prone and dropping anything it is carrying. On its turn, as a Full Round Action, the target makes a new save against the same DC. Failure means it is still stunned. The target can make a new save on each of its rounds. Success ends the condition. If the original damage did twice the target’s Damage Threshold it instead automatically gains the Unconscious Condition for 1d4+1 minutes.
* Stun Setting and Stun Only – many weapons can be ‘set to stun’ to deal non-lethal attack. When a weapon is set to “Stun” it deals '''no''' damage and cannot kill a target (ranged or melee). Instead the target must make a Constitution or Wisdom save (whichever is better) equal to ½ the damage that was dealt (minimum DC10 no maximum) or it gains the Stunned Condition, falling prone and dropping anything it is carrying. On the end of its next turn the target makes a new save against the same DC. Failure means it is still stunned. The target can make a new save on each of its rounds at the end of its turn. Success ends the condition. If the original damage did twice the target’s Damage Threshold it instead automatically gains the Unconscious Condition for 1d4+1 minutes.
 
 
: An adjacent ally with a Medicine Kit and who is proficient with Medicine can attempt to wake the target early. With an Action it makes a Medicine check with a DC against the target’s saving throw DC. A success ends either condition on the target.
 
: An adjacent ally with a Medicine Kit and who is proficient with Medicine can attempt to wake the target early. With an Action it makes a Medicine check with a DC against the target’s saving throw DC. A success ends either condition on the target.
 
* Knockout (PHB pg. 196): You cannot normally use the knockout option when you reduce a creature to 0 hit points with a lightsaber and most, non-stun advanced melee weapons.
 
* Knockout (PHB pg. 196): You cannot normally use the knockout option when you reduce a creature to 0 hit points with a lightsaber and most, non-stun advanced melee weapons.
  
 
===Weapons===
 
===Weapons===
'''ADVANCED MELEE WEAPONS'''</br>
+
'''ADVANCED MELEE WEAPONS'''
 +
 
 
''All Advanced melee weapons require a Power Cell (pc) to be activated. Last around an hour of continual use.''
 
''All Advanced melee weapons require a Power Cell (pc) to be activated. Last around an hour of continual use.''
 
<font size=1>
 
<font size=1>
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|-
 
|-
 
| Force pike || 750 || 2d8 energy || 10 || Restricted. Pike when off. May parry lightsabers. Double weapon, heavy, reach, reload, 2-handed.  
 
| Force pike || 750 || 2d8 energy || 10 || Restricted. Pike when off. May parry lightsabers. Double weapon, heavy, reach, reload, 2-handed.  
|-
 
| Power Maul || 400 || 4d6 bludgeoning || 10 || Restricted. Mail when off. Heavy, reload, 2-handed
 
|-
 
| Pain Stick || 400 || 1d62energy || 2 || Illegal. Touch attack. Targets require a CON save DC15 or gain the Reeling condition. Can recover as normal at the end of their round with the same DC15 but gain a +1 cumulative bonus to that save each round.
 
 
|-
 
|-
 
| Vibrodagger || 200 || 2d4 piercing || 1 || Licensed. Dagger when off. Finesse, light, reload  
 
| Vibrodagger || 200 || 2d4 piercing || 1 || Licensed. Dagger when off. Finesse, light, reload  
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'''EXOTIC MELEE WEAPONS'''</br>
+
'''EXOTIC MELEE WEAPONS'''
 +
 
 
''Power Whips require a standard Power Cell (pc) to be activated. Last around an hour of continual use.''
 
''Power Whips require a standard Power Cell (pc) to be activated. Last around an hour of continual use.''
 
<font size=1>
 
<font size=1>
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| Atlati || 50 || 2d6 bludgeoning || 3 || Rare. Loading, thrown (range 50/150).   
 
| Atlati || 50 || 2d6 bludgeoning || 3 || Rare. Loading, thrown (range 50/150).   
 
|-
 
|-
| Cesta || 100 || 2d6 bludgeoning || 5 || Rare. Heavy, loading, thrown (range 50/150), 2-handed.  
+
| Cesta || 100 || 2d6 bludgeoning || 5 || Rare. Pike when off. Heavy, loading, thrown (range 50/150), 2-handed.  
 
|-
 
|-
 
| Gaderffii stick || 50 || 1d8 piercing/1d6 bludgeoning || 6 || Rare. Double weapon, heavy, 2-handed.   
 
| Gaderffii stick || 50 || 1d8 piercing/1d6 bludgeoning || 6 || Rare. Double weapon, heavy, 2-handed.   
 
|-
 
|-
| Power whip || 600 || 2d8 energy || 2 || Restricted. Whip when ‘off’. Finesse, light, reach 3, reload, stun setting. Can make ranged grabs out to 15ft. When ‘grabbed’ attacker can inflicts base energy damage each round against target with advantage on its attack rolls.  
+
| Power whip || 600 || 2d8 energy || 2 || Restricted. Whip when ‘off’. Finesse, light, reach 3, reload*, stun setting. Can make ranged grabs out to 15ft. When ‘grabbed’ attacker can inflicts base energy damage each round against target with advantage on its attack rolls.  
 
|-
 
|-
 
|}
 
|}
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| Flamethrower** || 1,500 || 3d8 fire || 14 || Military. Ammo (range 50ft for AOE 20x20ft sphere or range 0 w/ AOE 10x30ft line), reload (backpack tank pc 40), 2-handed.
 
| Flamethrower** || 1,500 || 3d8 fire || 14 || Military. Ammo (range 50ft for AOE 20x20ft sphere or range 0 w/ AOE 10x30ft line), reload (backpack tank pc 40), 2-handed.
 
|-
 
|-
| Flamethrower, wrist-mounted** || 1,000 || 3d6 fire || 5 || Restricted. Ammo (range 50ft for AOE 10x10ft sphere or range 0 w/ AOE 5x30ft line), reload (pc 10)
+
| Flamethrower, write-mounted** || 1,000 || 3d6 fire || 5 || Restricted. Ammo (range 50ft for AOE 10x10ft sphere or range 0 w/ AOE 5x30ft line), reload (pc 10)
 
|}  
 
|}  
</font size>
 
 
: * These weapons only costs ½ the listed price for Wookies.
 
: * These weapons only costs ½ the listed price for Wookies.
: ** A flamethrower can target with Range Weapon Attack or target an AOE. Targets in AOE require a Dexterity saving throw DC 15, success ½ damage. Also all targets require an Intelligence save with a DC equal to the damage they suffered or catch fire, suffering 2d8 fire damage at the start each round. To extinguish requires an Action and successful Dexterity save DC to the damage they suffered that round. Falling prone as your action and rolling on the ground grants advantage to this save.
+
: ** A flamethrower can target with Range Weapon Attack or target an AOE. Targets in AOE require a Dexterity saving throw DC 15, success ½ damage. Also all targets require an Intelligence save with a DC equal to the damage they suffered or catch fire, suffering 2d8 fire damage at the start each round. To extinguish requires an Action and successful Dexterity save DC to the damage they suffered that round. Falling prone as your action and rolling on the ground grants advantage to this save.</font size>
 +
 
  
 +
'''LIGHTSABERS'''
  
'''HEAVY WEAPONS'''</br>
+
''All lightsabers have the Heavy Damage property and ignore Hardness values when dealing damage.''
''All heavy weapon ranges are 500/2,000 feet.''</br>
 
''All heavy weapons, except Grenade Launchers, when fired at non-vehicles or structures (like people), attack rolls are at Disadvantage (or Saves for Missile Launchers are at Advantage).''
 
 
<font size=1>
 
<font size=1>
 
{| class="wikitable" border="0"
 
{| class="wikitable" border="0"
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| '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties'''
 
| '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties'''
 
|-
 
|-
| Blaster cannon || 4,000 || 4d12 energy || 50 || Military. Ammo, fixed, heavy, heavy damage, reload (pc 10).
+
| Lightsaber* || 5,000 || 2d10 energy || 1 || Very Rare. Finesse, light, reload.
 
|-
 
|-
| Blaster, E-Web repearter || 8,000 || 3d12 energy || 100 || Military. Ammo, heavy autofire, fixed/mounted only, reload (pc 200).
+
| Lightsaber, double* || 8,000 || 2d10 energy || 2 || Very Rare. Double weapon, finesse, light, reload, 2-handed.
 
|-
 
|-
| Grenade Launcher* || 500 || Special* || 10 || Military. Ammo, heavy, reload (6*), 2-handed.
+
| Lightsaber, short || 5,000 || 2d8 energy || 1 || Very Rare. Finesse, light, reload.
|-
 
| Missile Launcher || 1,500 || 6d10 energy || 20 || Military. Ammo, area of affect (10x10ft foot sphere; Dex Save DC15 for half), heavy, heavy damage, reload (1 missile**), 2-handed.
 
 
|-
 
|-
 
|}
 
|}
</font size>
+
: * ''These weapons loses finesse and light weapon qualities and instead gain the heavy weapon quality for small-sized creatures.''</font size>
: * ''Grenade launchers fire grenades (see below) but with launcher range. Price and weight the same for grenade types.
+
 
 +
 
 +
'''HEAVY WEAPONS'''
  
 +
''All heavy weapon ranges are 200/1,200 feet and have the Property Heavy Damage (except grenade launchers which depending on grenade type).''
  
'''LIGHTSABERS'''</br>
+
''All heavy weapons, except Grenade Launchers, when fired at non-vehicles or structures (like people), attack rolls are at Disadvantage (or Saves for Missile Launchers are at Advantage).''
''All lightsabers have the Heavy Damage property and ignore Hardness values when dealing damage. Lightsabers can of course parry another lightsaber.''</br>
 
''Lightsabers are not mass produces and general require Force Sensitive and some training to use properly. They are 'powered' by "kyber crystal" and generally don't run out or power and need recharge or replacement for years if ever. If they are removed the lightsaber does not function.''
 
 
<font size=1>
 
<font size=1>
 
{| class="wikitable" border="0"
 
{| class="wikitable" border="0"
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| '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties'''
 
| '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties'''
 
|-
 
|-
| Lightsaber* || 5,000 || 2d10 energy || 1 || Very Rare. Finesse, light, reload.
+
| Blaster cannon || 4,000 || 4d12 energy || 50 || Military. Ammo, fixed, heavy damage, reload (pc 10).
 +
|-
 +
| Blaster, E-Web repearter || 8,000 || 3d12 energy || 100 || Military. Ammo, heavy autofire, fixed, reload (pc 200).
 
|-
 
|-
| Lightsaber, double* || 8,000 || 2d10 energy || 2 || Very Rare. Double weapon, finesse, light, reload, 2-handed.
+
| Grenade Launcher* || 500 || Special* || 10 || Military. Ammo, heavy, reload (6*), 2-handed.
 
|-
 
|-
| Lightsaber, short || 5,000 || 2d8 energy || 1 || Very Rare. Finesse, light, reload.
+
| Missile Launcher || 1,500 || 6d10 energy || 20 || Military. Ammo, area of affect (10x10ft foot sphere; Dex Save DC15 for half), heavy, reload (1 missile**), 2-handed.
 
|-
 
|-
 
|}
 
|}
</font size>
+
: * ''Grenade launchers fire grenades (see below) but with launcher range. Price and weight the same for grenade types.''</font size>
: * ''These weapons loses finesse and light weapon qualities and instead gain the heavy weapon quality for small-sized creatures.''
 
 
 
 
 
[[File:SWD5.blaster.jpg | 350px | left]]
 
'''PISTOLS'''</br>
 
''All Pistols have a range of 50/300 feet''</br>
 
''Special – For pistols with the Heavy property (and Bowcaster pistols and Blaster carbines with their folding-stock folded) used by small creatures, if the creature wields the weapon in two-hands its attacks are not at disadvantage.''
 
 
 
 
 
 
 
  
  
 +
'''PISTOLS'''
  
 +
''All Pistols have a range of 50/300 feet''
  
 +
''Special – For pistols with the Heavy property (and Bowcaster pistols and Blaster carbines with their folding-stock folded) used by small creatures, if the creature wields the weapon in two-hands its attacks are not at disadvantage.''
 
<font size=1>
 
<font size=1>
 
{| class="wikitable" border="0"
 
{| class="wikitable" border="0"
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| '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties'''
 
| '''Name''' || '''Cost''' || '''Damage''' || '''Wt.''' || '''Properties'''
 
|-
 
|-
| Blaster pistol || 500 || 3d6 energy || 2 || Restricted. Ammo, light, reload (pc 50), stun setting.
+
| Blaster pistol || 500 || 3d6 energy || 2 || Restricted. Ammo, light, reload (pc 100), stun setting.
 
|-
 
|-
| Blaster pistol, heavy || 750 || 3d8 energy || 5 || Military. Ammo, heavy, reload (pc 25), stun setting.
+
| Blaster pistol, heavy || 750 || 3d8 energy || 5 || Military. Ammo, heavy, reload (pc 50), stun setting.
 
|-
 
|-
 
| Blaster pistol, holdout || 350 || 3d4 energy || 1 || Illegal. Ammo, light, reload (pc 6)
 
| Blaster pistol, holdout || 350 || 3d4 energy || 1 || Illegal. Ammo, light, reload (pc 6)
 
|-
 
|-
| Blaster pistol, sport || 300 || 3d4 energy || 2 || Ammo, light, reload (pc 25), stun setting.
+
| Blaster pistol, sport || 300 || 3d4 energy || 2 || Ammo, light, reload (pc 100), stun setting.
 
|-
 
|-
 
| Ion pistol || 250 || 3d6 ion || 2 || Ammo, light, reload (pc 50)
 
| Ion pistol || 250 || 3d6 ion || 2 || Ammo, light, reload (pc 50)
|-
 
| Stun Pistol || 200 || 3d6 energy || 2 || Ammo, light, reload (pc 50), stun only
 
 
|-
 
|-
 
|}
 
|}
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'''RIFLES'''</br>
+
'''RIFLES'''
 +
 
 
''All rifle ranges are 200/1,200 feet (a blaster carbine with a folding-stock that is 'folded' uses pistol range of 50/300 feet gains the weapon propertt of heavy while losing 2-handed)''
 
''All rifle ranges are 200/1,200 feet (a blaster carbine with a folding-stock that is 'folded' uses pistol range of 50/300 feet gains the weapon propertt of heavy while losing 2-handed)''
 
<font size=1>
 
<font size=1>
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| Blaster rifle, sport || 800 || 3d6 energy || 8 || Licensed. Ammo, reload (pc 50), stun setting, 2-handed.
 
| Blaster rifle, sport || 800 || 3d6 energy || 8 || Licensed. Ammo, reload (pc 50), stun setting, 2-handed.
 
|-
 
|-
| Ion rifle || 800 || 3d8 ion || 8 || Ammo, heavy, reload (pc 100), 2-handed.
+
| Ion rifle || 800 || 3d9 ion || 8 || Ammo, heavy, reload (pc 100), 2-handed.
 
|-
 
|-
| Distrupter (Disintegrator) rifle || 3,000 || 3d12 necrotic || 15 || Illegal. Ammo (cost 5 times normal pc cost), ½ base range (100/600), heavy, reload (pc 10), 2-handed.
+
| Distrubtir (Disintegrator) rifle || 3,000 || 3d12 necrotic || 15 || Illegal. Ammo (cost 5 times normal pc cost), ½ base range (100/600), heavy, reload (pc 10), 2-handed.
 
|-
 
|-
 
|}
 
|}
</font size>
+
: * ''An electronic sniper scope is mounted onto the sniper blaster rifle. With an "aim" maneuver shots out to 1,200 feet are not at disadvantage and the weapon's range is extends to 2,400 feet (these attacks are at disadvantage).''</font size>
: * ''An electronic sniper scope is mounted onto the sniper blaster rifle. With an "aim" maneuver shots out to 1,200 feet are not at disadvantage and the weapon's range is extends to 2,400 feet (these attacks are at disadvantage).''
+
 
  
 +
'''SIMPLE MELEE WEAPONS'''
  
'''SIMPLE MELEE WEAPONS'''</br>
 
 
''Power gloves and stun batons require a Power Cell (pc) to be activated. Last around an hour of continual use.''
 
''Power gloves and stun batons require a Power Cell (pc) to be activated. Last around an hour of continual use.''
 
<font size=1>
 
<font size=1>
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'''SIMPLE RANGED WEAPONS'''</br>
+
'''SIMPLE RANGED WEAPONS'''
 +
 
 
''All Simple Range weapons are one-use weapons. All with the thrown property have a range of 30/100 feet. Grenades do not add attribute modifiers to damage only ½ heroic levels. Dex save is for ½ Damage (see Area Effect houserules).''
 
''All Simple Range weapons are one-use weapons. All with the thrown property have a range of 30/100 feet. Grenades do not add attribute modifiers to damage only ½ heroic levels. Dex save is for ½ Damage (see Area Effect houserules).''
 
<font size=1>
 
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|-
 
|-
 
|}
 
|}
</font size>
 
 
: * ''If the damage from this weapon meets or exceeds a target’s Damage Threshold, the target is knocked prone.''
 
: * ''If the damage from this weapon meets or exceeds a target’s Damage Threshold, the target is knocked prone.''
 
: ** ''Heavy obscure for 1 minute (10 rounds) in the area. Light obscure twice the area of affect (60x60 feet).''
 
: ** ''Heavy obscure for 1 minute (10 rounds) in the area. Light obscure twice the area of affect (60x60 feet).''
: *** ''Can be loaded with the ranges of the Atlati or Cesta, but then gains the loading property and loses the throwing property.''
+
: *** ''Can be loaded with the ranges of the Atlati or Cesta, but then gains the loading property and loses the throwing property.''</font size>
  
 
=== Armor ===
 
=== Armor ===
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| '''Name''' || '''Cost''' || '''ARC''' || '''Stealth''' || '''Str Min''' || '''Wt.'''   
 
| '''Name''' || '''Cost''' || '''ARC''' || '''Stealth''' || '''Str Min''' || '''Wt.'''   
 
|-
 
|-
| '''''LIGHT ARMOR'''''
+
| LIGHT ARMOR
 
|-
 
|-
| Blast helmet and vest || 300 || 12 + Dex or Int mod || -- || -- || 5   
+
| Blast helmet and vest || 300 || 12 + Dex or Int mod || n/a || none || 5   
 
|-
 
|-
| Battleframe* || 3,000 || 12 +Dex or Int mod || -- || -- || 20*  
+
| Battleframe || 3,000 || 12 +Dex or Int mod || n/a || no || 20   
 
|-
 
|-
| Flight suit, padded || 2,000 || 13 +Dex or Int mod || -- || -- || 10   
+
| Flight suit, padded || 2,000 || 13 +Dex or Int mod || n/a || no || 10   
 
|-
 
|-
| Duraweave Jacket or Longcoat || 500 || 13 +Dex or Int mod || -- || -- || 5   
+
| Duraweave Jacket or Longcoat || 500 || 13 +Dex or Int mod || n/a || no || 5   
 
|-
 
|-
| Combat Armor || 750 || 14 +Dex or Int mod || -- || -- || 15
+
| Combat Armor || 750 || 14 +Dex or Int mod || n/a || no || 15
 
|-
 
|-
 
| Flight suit armored || 3,000 || 14 +Dex or Int mod || Disadvantage || 10 || 20   
 
| Flight suit armored || 3,000 || 14 +Dex or Int mod || Disadvantage || 10 || 20   
 
|-
 
|-
| Scout Trooper Armor || 5,000 || 15 +Dex or Int mod || -- || 10 || 20
+
| Scout Trooper Armor || 5,000 || 15 +Dex or Int mod || n/a || 10 || 20
 
|-
 
|-
| '''''MEDIUM ARMOR'''''
+
| MEDIUM ARMOR
 
|-
 
|-
| Ceremonial armor || 2,000 || 15 +Dex or Int mod (max +2) || -- || 12 || 30   
+
| Ceremonial armor || 2,000 || 15 +Dex or Int mod (max +2) || n/a || 12 || 30   
 
|-
 
|-
 
| Combat spacesuit || 4,000 || 16 +Dex or Int mod (max +2) || Disadvantage || 12 || 30
 
| Combat spacesuit || 4,000 || 16 +Dex or Int mod (max +2) || Disadvantage || 12 || 30
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| Trooper Armor || 6,000 || 17 +Dex or Int mod (max +2) || Disadvantage || 13 || 30
 
| Trooper Armor || 6,000 || 17 +Dex or Int mod (max +2) || Disadvantage || 13 || 30
 
|-
 
|-
| Corllian powerarmor* || 10,000 || 17 +Dex or Int mod (max +2) || Disadvantage || 14* || 50*
+
| Corllian powerarmor || 10,000 || 17 +Dex or Int mod (max +2) || Disadvantage || no* || 40
 
|-
 
|-
 
| Battle armor || 8,000 || 18 +Dex or Int mod (max +2) || Disadvantage || 14 || 35
 
| Battle armor || 8,000 || 18 +Dex or Int mod (max +2) || Disadvantage || 14 || 35
 
|-
 
|-
| '''''HEAVY ARMOR'''''
+
| HEAVY ARMOR
 
|-
 
|-
 
| Armored spacesuit || 10,000 || 19 || Disadvantage || 15 || 60
 
| Armored spacesuit || 10,000 || 19 || Disadvantage || 15 || 60
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COMPUTER and STORAGE DEVICES
 
COMPUTER and STORAGE DEVICES
 
:'''Code Cylinder'''. Provides access to restricted areas, coded to the device (500cr, Wt. ¼lb).
 
:'''Code Cylinder'''. Provides access to restricted areas, coded to the device (500cr, Wt. ¼lb).
:'''Datacard''' (various subjects). Grant advantage on Intelligence or Wisdom check on specific subjects, GM determines cost and time to access the information (10-1,000cr. Wt. nil).
+
:'''Datacards ('''blank 10). Simple storage device used with a computer or data reader (10cr, Wt. ¼lb).
 +
:'''Datacard''' (various subjects). Grant advantage on Intelligence or Wisdom check on specific subjects, GM determines cost and time to access the information (100-1,000cr. Wt. nil).
 
:'''Datamap Reader'''. A dedicated pad with pull out flexible map board. Grants advantage on Wisdom (Survival) checks on regions that they cover (200cr, Wt. 1lb; planetary maps cost 50-5,000cr).
 
:'''Datamap Reader'''. A dedicated pad with pull out flexible map board. Grants advantage on Wisdom (Survival) checks on regions that they cover (200cr, Wt. 1lb; planetary maps cost 50-5,000cr).
:'''Datapad'''. Handheld computer (250cr, Wt. ½lb).
+
:'''Datapad'''. Handheld computer (300cr, Wt. ½lb).
:'''Holoprojector, personal'''. Handheld or wrist mounted personal hologram comlink projector and personal computer system (500cr, Wt. 1lb).
+
:'''Holoprojector, personal'''. Handheld personal hologram projector and personal computer system (500cr, Wt. 1lb).
 
:'''Holoprojector, data-station'''. This desktop devices can be used to create huge displays that can include a great deal of detail; focusing down on various data-points (1,500cr, Wt. 100lbs).
 
:'''Holoprojector, data-station'''. This desktop devices can be used to create huge displays that can include a great deal of detail; focusing down on various data-points (1,500cr, Wt. 100lbs).
 +
:'''Slicer Kit'''. These specialized kit is used to help slice past a A.I. security protocols. This allows a Slicer to use its Thievery skill to bypass computer security to being to ‘improve its attitude’ etc. (Cost 750 credits, Wt. 3lbs) (Illegal).
 +
 +
DRIODS
  
DRIODS</br>
 
 
The following are stock/NPC only droids. Character droids are created using the racial system above. Standard droids, even ones with Heuristic and Combat Processors, are very loyal to their owners. Over time this can changed, which is why many will memory wipe them every now and again and it is standard procedure to memory wipe one when purchasing a used droid.
 
The following are stock/NPC only droids. Character droids are created using the racial system above. Standard droids, even ones with Heuristic and Combat Processors, are very loyal to their owners. Over time this can changed, which is why many will memory wipe them every now and again and it is standard procedure to memory wipe one when purchasing a used droid.
:'''1st Degree 2-1B Surgical Droid'''. Humanoid in appearance, all 2-1B series droids are equipped with encyclopedic memory banks. Their memory banks and modular limbs helped ensure that the droids gave the best course of medical treatment in any given medical situation. The droids also had stabilizing feet, hydraulic legs, vocabulators, hydraulics covered by a transparent shell, and some even had hypodermic injectors. Cost: 10,000 credits. 5th level Nonheroic; Attributes: Strength 8, Dexterity 10, Constitution --, Intelligence 18, Wisdom 18, Charisma 12; HP: 14; Proficiency Bonus +3; Save: Strength +1, Intelligence +7; Threshold: 16; Speed 20ft; AC 12; SZ: Medium; Skills: Computer Use +7, Life Science +7, Medicine +10, Technology +7; Modifications: Built-In Tools (Medicine Kit) and (Surgery Kit), Heuristic Processor, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Feats (First Aid, Medic, Surgery Expert, Skill Expertise/ Medicine)
+
:'''1st Degree 2-1B Surgical Droid'''. Humanoid in appearance, all 2-1B series droids are equipped with encyclopedic memory banks. Their memory banks and modular limbs helped ensure that the droids gave the best course of medical treatment in any given medical situation. The droids also had stabilizing feet, hydraulic legs, vocabulators, hydraulics covered by a transparent shell, and some even had hypodermic injectors. Cost: 15,000 credits. 5th level Nonheroic; Attributes: Strength 8, Dexterity 10, Constitution --, Intelligence 18, Wisdom 18, Charisma 12; HP: 14; Proficiency Bonus +3; Save: Strength +1, Intelligence +7; Threshold: 16; Speed 20ft; AC 12; SZ: Medium; Skills: Computer Use +7, Life Science +7, Medicine +10, Technology +7; Modifications: Built-In Tools (Medicine Kit) and (Surgery Kit), Heuristic Processor, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Feats (First Aid, Medic, Surgery Expert, Skill Expertise/ Medicine)
[[File:SWD5.droid3.jpg | right]]
 
 
:'''2nd Degree R6 Astromech Droid'''. The R6-series droid is the sixth astromech droid model made by Industrial Automaton under their R-series of droids. It is built as an improvement over their still popular R2 series and as a replacement for the failed R5 series. Cost: 6,000 credits. 3rd level Nonheroic; Attributes: Strength 10, Dexterity 10, Constitution --, Intelligence 17, Wisdom 12, Charisma 12; HP: 9; Proficiency Bonus +2; Save: Strength +2, Intelligence +5; Threshold: 17; Speed 20ft; AC 12; SZ: Small; Skills: Computer Use +7, Investigation +5, Mechanic +5, Perception +3, Technology +7; Modifications: Basic Processor, Basic Probe Appendage, Built-In Tools (Astromech Navcomputer), (Repair kit), Wheeled Locomotion; Special Qualities: Construct, Feat (Skill Expertise/Computer Use, Skill Expertise/Technology), Small Size.
 
:'''2nd Degree R6 Astromech Droid'''. The R6-series droid is the sixth astromech droid model made by Industrial Automaton under their R-series of droids. It is built as an improvement over their still popular R2 series and as a replacement for the failed R5 series. Cost: 6,000 credits. 3rd level Nonheroic; Attributes: Strength 10, Dexterity 10, Constitution --, Intelligence 17, Wisdom 12, Charisma 12; HP: 9; Proficiency Bonus +2; Save: Strength +2, Intelligence +5; Threshold: 17; Speed 20ft; AC 12; SZ: Small; Skills: Computer Use +7, Investigation +5, Mechanic +5, Perception +3, Technology +7; Modifications: Basic Processor, Basic Probe Appendage, Built-In Tools (Astromech Navcomputer), (Repair kit), Wheeled Locomotion; Special Qualities: Construct, Feat (Skill Expertise/Computer Use, Skill Expertise/Technology), Small Size.
 
:'''3rd Degree A-IDO translator droids'''. These are older model droids that specialize in language translation in various governmental and corporate negotiation and relations. Cost: 5,000 credits. 4th level Nonheroic; Attributes: Strength 10, Dexterity 8, Constitution --, Intelligence 12, Wisdom 14, Charisma 18; HP: 12; Proficiency Bonus +2; Save: Strength +2, Intelligence +3; Threshold: 17; Speed 20ft; AC 11; SZ: Medium; Skills: Computer Use +3, Galactic Lore +3, Gambling +6, Insight +4, Persuasion +8, Performance +6; Modifications: Advanced Translator Unit (DC 10), Basic Processor, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Feats (Skill Expertise/Persuasion, Skill Proficiency/ Insight and Gambling)
 
:'''3rd Degree A-IDO translator droids'''. These are older model droids that specialize in language translation in various governmental and corporate negotiation and relations. Cost: 5,000 credits. 4th level Nonheroic; Attributes: Strength 10, Dexterity 8, Constitution --, Intelligence 12, Wisdom 14, Charisma 18; HP: 12; Proficiency Bonus +2; Save: Strength +2, Intelligence +3; Threshold: 17; Speed 20ft; AC 11; SZ: Medium; Skills: Computer Use +3, Galactic Lore +3, Gambling +6, Insight +4, Persuasion +8, Performance +6; Modifications: Advanced Translator Unit (DC 10), Basic Processor, Two-arm Appendages, Two-leg Walking Locomotion, Vocabulatior; Special Qualities: Construct, Feats (Skill Expertise/Persuasion, Skill Proficiency/ Insight and Gambling)
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:'''Holoboth projector'''. A non-portable booth/kiosk in which patrons can experience a three-dimensional hologram of their choosing. It is meant to immerse a gamer in their environments, but they also have a reputation of being used in less reputable forms of entertainment. (Cost 5,000 credits, Weight 500lbs)
 
:'''Holoboth projector'''. A non-portable booth/kiosk in which patrons can experience a three-dimensional hologram of their choosing. It is meant to immerse a gamer in their environments, but they also have a reputation of being used in less reputable forms of entertainment. (Cost 5,000 credits, Weight 500lbs)
 
:'''Sabacc set'''. One of the most popular card games of the galaxy. (Cost 2 credit for a standard deck, but can get more expensive depending on features and various you want to play, Wt. none)
 
:'''Sabacc set'''. One of the most popular card games of the galaxy. (Cost 2 credit for a standard deck, but can get more expensive depending on features and various you want to play, Wt. none)
 
ILLEGAL ITEMS</br>
 
These items help the Thievery skill at various tasks.
 
:'''Forgery Kit'''. Criminal device to making Fake IDs and/or security credentials. Allows the Thievery skill to be used to make fake ID etc. (750cr, Wt. 4lbs) (Illegal)
 
:'''Security kit'''. A illegal device that allows one to bypass security locks. This allow the use of the Thievery skill to by pass high tech security systems like locks. (750cr, Wt. 3lbs) (Illegal)
 
:'''Slicer Kit'''. These specialized kit is used to help slice past a A.I. security protocols. This allows a Slicer to use its Thievery skill to bypass computer security to being to ‘improve its attitude’ etc. (Cost 750 credits, Wt. 3lbs) (Illegal).
 
  
 
LIFE SUPPORT
 
LIFE SUPPORT
 
:'''Aquata breather'''. 2 hour air supply while underwater (350cr, Wt. ½lb).
 
:'''Aquata breather'''. 2 hour air supply while underwater (350cr, Wt. ½lb).
 
:'''Rebreather'''. These masks can be purchase separately or incorporated into a helmet. Add +6 equipment bonus to saves vs. thin, dense and hazardous atmosphere conditions, inhaled hazardous toxins and poisons (100cr, Wt. 2lbs).
 
:'''Rebreather'''. These masks can be purchase separately or incorporated into a helmet. Add +6 equipment bonus to saves vs. thin, dense and hazardous atmosphere conditions, inhaled hazardous toxins and poisons (100cr, Wt. 2lbs).
:'''Flight suit'''. 10 hours of vacuum life support. +4 equipment bonus to saves vs. pressure and resistance to radiation damage. Wearer is at disadvantage Dexterity (Stealth) (400cr, Wt. 15lbs)
+
:'''Flight suit'''. 10 hours of vacuum life support. +4 equipment bonus to saves vs. pressure and resistance to radiation damage. Wearer is at disadvantage Dexterity (Stealth) (500cr, Wt. 15lbs)
:'''Space suit'''. Bulky sealed coveralls that provide vacuum life support for 24 hours. The wearer is at Disadvantage with Stealth and its max Dex or Int mod that can be added to their AC is +2. Provides full immunity except Extreme Radiation and resistance to such damage (250cr, Wt. 45lbs).
+
:'''Space suit'''. Bulky sealed coveralls that provide vacuum life support for 24 hours. Wearer is at disadvantage with Stealth and the max Dex or Int mod that can be added to AC is +2. Provides full immunity except Extreme Radiation and resistance to such damage (500cr, Wt. 45lbs).
  
 
MEDICAL GEAR
 
MEDICAL GEAR
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:'''Formal clothing'''. This bulky ware is donned for special events of the rich and famous. They grant the wearer a +2 equipment bonus to all Charisma based skills during such occasions and situations as the GM see fit. In the wrong one (like slumming it at an off-world cantina) counts as a -2 penalty to the same checks. (1,500cr or more, Wt. 8lbs)
 
:'''Formal clothing'''. This bulky ware is donned for special events of the rich and famous. They grant the wearer a +2 equipment bonus to all Charisma based skills during such occasions and situations as the GM see fit. In the wrong one (like slumming it at an off-world cantina) counts as a -2 penalty to the same checks. (1,500cr or more, Wt. 8lbs)
 
:'''One-year universal starship passenger ticket'''. A credstik that is good for passage on all legal passenger starships and accepted by most tramp freighter captains that take on passengers. Good for one year of continues use (5,000cr, Wt. nil).
 
:'''One-year universal starship passenger ticket'''. A credstik that is good for passage on all legal passenger starships and accepted by most tramp freighter captains that take on passengers. Good for one year of continues use (5,000cr, Wt. nil).
:'''Eagle Eye-I Contacts'''. These contacts sharpen the wearer’s perception without negatively affecting appearance. They provide a +2 to vision-based Wisdom (Perception) skill including Passive Perception, and come in a variety of colors. (500cr, Wt. nil)
 
:'''Eagle Eye-II –Night Visor'''. These goggless provide a +2 to vision-based Wisdom (Perception) skill and Low Light Vision (see new senses under Species) and Darkvision out to 30ft range. (750cr, Wt. 2lbs)
 
 
:'''Macrobinoculars'''. A electronic advanced binoculars that allows the viewer to see to the horizon with computre enhanced clearity. Includes a range finder and Darkvision options within but somewhat focused or limited field of vision. Add +2 to Perception check and ignore range when looking at subjects through them. (300cr, Wt. 2lbs)
 
:'''Grapple Gun'''. A grapple gun can fire a line up to 100 feet and then can lift up to 1,000lbs at 30 feet a round. (250cr, Wt. 5lbs). There is a upgrade of this used by bounty hunters and law enforcement. The '''wrist grappler''' can hit a target up to 30 feet away and attempt to grab a Medium sized target or smaller. They count as Simple weapon as a Ranged Weapon Attack as an Action. If you hit you can attempt to Grapple the target as normal with a +2 equipment bonus. If you win you can also draw them towards you at 10 feet a round as an Action. (600cr, Wt. 2lbs)
 
:'''Helmet Package'''. Various updates can be added to a armored helmet (or into a set of basic goggles that cost 50cr and Wt. 2lbs). The upgrades include Hands-Free Comlink (Cost 75cr, +¼lb), Low-Light Vison (Cost 250cr, +½lb), Darkvision 30ft (Cost 250cr, Wt. +½lb), Eagle-Eye Upgrade (+2 to vision-based Perception checks; Cost 250cr, +½lb), Audio-Enhancers (+2 to hearing-based Perception checks; Cost 250cr, +½lb)
 
:'''Power Cells'''. An standard powercell costs 20 credits, weigh ¼lb and can power most common devices for 48 hours (or much longer, like weeks or years) before requiring recharge. This takes about 10 minutes. Powercells for most advanced weapons cost 50 credits, weigh ½lb and take around 20 minutes to recharge. Heavy Weapons require larger dedicated powercells that cost 100 credits, weigh 2lbs and take an hour to recharge.
 
:'''Repair Kit'''. With advanced minituration and univerial tooling, a repair kit can be used to fix almost any piece of tech from droids to hyperdrive systems. (500cr, Wt. 10lbs)
 
 
:'''Restraining Bolt & Control rod'''. Attached to a droid, it allows the holder of the control rod to use an Action and automatically impose the Paralyze condition onto the droid. It requires an action and a DC10 Mechanics check to install onto a helpless droid. Otherwise the droid must first be Grappled and increases to DC20 to attach with an Action (500cr, Wt. 2lbs each part)
 
:'''Restraining Bolt & Control rod'''. Attached to a droid, it allows the holder of the control rod to use an Action and automatically impose the Paralyze condition onto the droid. It requires an action and a DC10 Mechanics check to install onto a helpless droid. Otherwise the droid must first be Grappled and increases to DC20 to attach with an Action (500cr, Wt. 2lbs each part)
:'''Scope'''. A scope can be added to any Pistol or Rifle type weapon. It allows the user to ignore disadvantage with long-ranged attacks with the weapon when the user takes the 'Aim' maneuver. (100cr, +1lbs)
 
 
:'''Utility belt'''. 3-days’ supply of ration packs, a stim-pac, a spare power pack, a spare energy cell, a glow rod, a short-range comlink, a liquid cable dispenser with small grapple hook, four extra spare empty pouches (can each hold 1lb of extra items, etc.) (500cr, Wt. 15lbs)
 
:'''Utility belt'''. 3-days’ supply of ration packs, a stim-pac, a spare power pack, a spare energy cell, a glow rod, a short-range comlink, a liquid cable dispenser with small grapple hook, four extra spare empty pouches (can each hold 1lb of extra items, etc.) (500cr, Wt. 15lbs)
  
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''Special'' – every 2 full levels of Strain imposes a -1 to all Charisma skill and ability checks as one loses some of their connections to others. Those ‘Tainted by the Dark Side’ (Dark Side Score at ½ their Wisdom or higher) do not suffer these penalties to Charisma (Deception) or Charisma (Intimidate).
 
''Special'' – every 2 full levels of Strain imposes a -1 to all Charisma skill and ability checks as one loses some of their connections to others. Those ‘Tainted by the Dark Side’ (Dark Side Score at ½ their Wisdom or higher) do not suffer these penalties to Charisma (Deception) or Charisma (Intimidate).
  
[[File:StarWars.Cyborg.jpg | 400px | left]]
 
 
A simple cybernetic prosthetic replacement hand or foot, ear or eye or minor internal organ costs 750cr and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or replacing the bones of the skull or the skeletal frame of the chest costs 2,500cr and a four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally, instead requiring the use of a '''DC15''' Medicine check (this requires a Surgery kit to attempt though). During a short rest this heals 1d8 + the users’ Wisdom modifier back in these extra HP, or 2d8 + the users’ Wisdom modifier back during a long rest. The Medics feat does not aid. A Mechanics check will work in an emergency but only heals back 1d4 + the users’ Intelligence modifier during a short rest or 2d4 + the users’ Intelligence modifier during a long rest.
 
A simple cybernetic prosthetic replacement hand or foot, ear or eye or minor internal organ costs 750cr and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or replacing the bones of the skull or the skeletal frame of the chest costs 2,500cr and a four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally, instead requiring the use of a '''DC15''' Medicine check (this requires a Surgery kit to attempt though). During a short rest this heals 1d8 + the users’ Wisdom modifier back in these extra HP, or 2d8 + the users’ Wisdom modifier back during a long rest. The Medics feat does not aid. A Mechanics check will work in an emergency but only heals back 1d4 + the users’ Intelligence modifier during a short rest or 2d4 + the users’ Intelligence modifier during a long rest.
  
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'''ADDITIONAL IMPLANTS'''
 
'''ADDITIONAL IMPLANTS'''
 
* '''Cerebral Boost''' (2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level I implants grants the subject +2 Intelligence up to a maximum score of 21; Cost 10,000cr, Strain 4. Level II implants grant the subject instead +4 Intelligence up to a maximum of 23. Cost 25,000cr and Strain 8. (Military)
 
* '''Cerebral Boost''' (2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level I implants grants the subject +2 Intelligence up to a maximum score of 21; Cost 10,000cr, Strain 4. Level II implants grant the subject instead +4 Intelligence up to a maximum of 23. Cost 25,000cr and Strain 8. (Military)
* '''Comlink, internal''': as a short range comlink but implanted behind one of the subject’s eyes and behind one ear. The system automatically includes the effects of a subvocal microphone. Cost 500cr and Strain 1.
+
* '''Comlink, internal''': as a short range comlink but implanted behind one of the subject’s eyes and behind one ear. The system automatically includes the effects of a subvocal microphone.
 
* '''Cybernetic Ear Enhancements''' (various): requires that the subject has had at least one ear replaced with cybernetics (note that the cost and strain is the same for one or two ears replacements). A cybernetic ear replacement can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain.
 
* '''Cybernetic Ear Enhancements''' (various): requires that the subject has had at least one ear replaced with cybernetics (note that the cost and strain is the same for one or two ears replacements). A cybernetic ear replacement can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain.
 
:* '''Audio Amplifier''' (3 levels): +500cr and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60 feet as normal. With a second level can make a base listen check out to 120 feet as normal. With three levels can make base listen checks out to 240 feet. Normally a basic Wisdom (Perception) checks past 30 feet is at disadvantage.
 
:* '''Audio Amplifier''' (3 levels): +500cr and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60 feet as normal. With a second level can make a base listen check out to 120 feet as normal. With three levels can make base listen checks out to 240 feet. Normally a basic Wisdom (Perception) checks past 30 feet is at disadvantage.
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* '''Extra Arms''' (2 levels): this allows the implant of one or two extra arms underneath the beings base arms. This arms have the same Strength as the being. The subject can carry an additional one-handed weapons using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. These hands can be used for other tasks, such as opening doors, carrying torches or using tools without difficulty even when holding weapons. Cost 5,000cr and Strain 2 per arm. They also add +5 hit points each as above.
 
* '''Extra Arms''' (2 levels): this allows the implant of one or two extra arms underneath the beings base arms. This arms have the same Strength as the being. The subject can carry an additional one-handed weapons using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. These hands can be used for other tasks, such as opening doors, carrying torches or using tools without difficulty even when holding weapons. Cost 5,000cr and Strain 2 per arm. They also add +5 hit points each as above.
 
* '''Frame Reinforcement''' (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one larger for determine encumbrance, pushing, pulling weights. Cost 1,000cr, Strain 1.
 
* '''Frame Reinforcement''' (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one larger for determine encumbrance, pushing, pulling weights. Cost 1,000cr, Strain 1.
* '''Full Body Conversion''' (1 level): the subject’s whole body has been replaced with cybernetic systems, including its arms, legs, skull and its chest area (with internal organs). All the remains organic is the brain and maybe part of its spin. The character cannot take any other cybernetic replaces but it has a base of +36 hit points (as cybernetic replacement, see above). It lacks all Species bonuses, including attribute modifiers, base speed, size, etc. expect for bonus Skills, Feats, Talents and languages. Standard are Medium sized with a Speed of 30 feet, but one could instead chose a Small size with a base Speed of 25 feet for +2,000cr or Large size for a base Speed 40 feet and +4 Strength modifier for +10,000cr. It has advantage verses environmental hazards from inhaled toxins, high and low pressure atmospheres, extreme cold and heat, and pressure. It can also now purchase Droid upgrades for its cybernetic body. The Mod cost as extra Strain cost instead. Cost 20,000cr, Strain 10. (Military)
+
* '''Full Body Conversion''' (1 level): the subject’s whole body has been replaced with cybernetic systems, including its arms, legs, skull and its chest area (with internal organs). All the remains organic is the brain and maybe part of its spin. The character cannot take any other cybernetic replaces but it has a base of 36 hit points (as cybernetic replacement, see above). It lacks all Species bonuses, including attribute modifiers, base speed, size, etc. expect for bonus Skills, Feats, Talents and languages. Standard are Medium sized with a Speed of 30 feet, but one could instead chose a Small size with a base Speed of 25 feet for +2,000cr or Large size for a base Speed 40 feet and +4 Strength modifier for +10,000cr. It has advantage verses environmental hazards from inhaled toxins, high and low pressure atmospheres, extreme cold and heat, and pressure. It can also now purchase Droid upgrades for its cybernetic body. The Mod cost as extra Strain cost instead. Cost 20,000cr, Strain 10. (Military)
* '''Internal Filter Upgrade''' (2 level): the first level include toxic filtration system are implanted into the subjects’ nasal cavities and lungs granting +4 equipment bonus to saves vs. inhaled toxins or gases. Cost 1,000cr and Strain 1. The upgraded 2nd level replaces part of the target's lung and replace them with internal oxgyen (or the native atmosphere of the species) allowing them to not need to breath for 2 hours. Cost 2,500cr and Strain 2.
 
 
* '''Internal Organ Implant/Replacements''' (2 levels): the subject’s internal organs are either replaced or strengthened with cybernetic ones. Level I implants grants the subject +2 Constitution up to a maximum score of 21; Cost 5,000cr and Strain 4. Level II grants the subject instead +4 Constitution up to a maximum of 23; Cost 20,000cr and Strain 8. This bonus does not affect total strain that a subject may have. User augmented Constitution score. (Military)
 
* '''Internal Organ Implant/Replacements''' (2 levels): the subject’s internal organs are either replaced or strengthened with cybernetic ones. Level I implants grants the subject +2 Constitution up to a maximum score of 21; Cost 5,000cr and Strain 4. Level II grants the subject instead +4 Constitution up to a maximum of 23; Cost 20,000cr and Strain 8. This bonus does not affect total strain that a subject may have. User augmented Constitution score. (Military)
 
* '''Muscle Implants''' (2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level 1 implants grants the subject +2 Strength up to a maximum score of 21; Cost 4,000cr and Strain 3. Level II implants grant the subject instead +4 Strength up to a maximum of 23; Cost 15,000cr and Strain 6. (Military)
 
* '''Muscle Implants''' (2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level 1 implants grants the subject +2 Strength up to a maximum score of 21; Cost 4,000cr and Strain 3. Level II implants grant the subject instead +4 Strength up to a maximum of 23; Cost 15,000cr and Strain 6. (Military)
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| '''Name''' || '''Damage''' || '''Range (personal)''' || '''Range (space)''' || '''Notes'''
 
| '''Name''' || '''Damage''' || '''Range (personal)''' || '''Range (space)''' || '''Notes'''
 
|-
 
|-
| Medium Blaster Cannon || 3d10 x2 energy || 1,000/4,000 || 2/8 || Autofire 20ftx20ft sphere (space 1 square)     
+
| Blaster Cannon || 3d8 x2 energy || 1,000/4,000 || 2/8 || Autofire 15ftx15ft sphere (space 1 square)     
 
|-
 
|-
 
| Ion Cannon || 3d12 x 2 ion || 1,800/12,000 || 4/20 || Ion weapon   
 
| Ion Cannon || 3d12 x 2 ion || 1,800/12,000 || 4/20 || Ion weapon   
Line 1,867: Line 1,833:
 
|-
 
|-
 
|}'
 
|}'
</font size>
 
 
:¹- These weapons are at a disadvantage when firing at vehicles that are Colossal or smaller and a minimum range of 500 feet (space 1 square)
 
:¹- These weapons are at a disadvantage when firing at vehicles that are Colossal or smaller and a minimum range of 500 feet (space 1 square)
 
:²- In addition to being at disadvantage vs. Colossal and smaller ships, these weapons when used against vehicles that are Gargantuan and smaller they gain gain ¾ cover bonuses (+5 AC). They also have a minimum range of 1,000 feet (space 2).
 
:²- In addition to being at disadvantage vs. Colossal and smaller ships, these weapons when used against vehicles that are Gargantuan and smaller they gain gain ¾ cover bonuses (+5 AC). They also have a minimum range of 1,000 feet (space 2).
 
:³- These weapons can only be mounted on a vehicle of Massive size or greater.
 
:³- These weapons can only be mounted on a vehicle of Massive size or greater.
: Also Starfighters also gain ¾ cover bonuses (+5 to their saves) vs. AOE attacks in space.
+
: Also Starfighters also gain ¾ cover bonuses (+5 to their saves) vs. AOE attacks in space.</font size>
  
 
Twin linked cannons add +1d to the base damage die (i.e. a twin-linked blaster cannon deals 4d8 x2 damage). Quad linked cannons add +2d to the base damage dice (i.e. quad linked laser cannons deals 6d10 x2 damage).
 
Twin linked cannons add +1d to the base damage die (i.e. a twin-linked blaster cannon deals 4d8 x2 damage). Quad linked cannons add +2d to the base damage dice (i.e. quad linked laser cannons deals 6d10 x2 damage).
  
 
=== Special Vehicle Combat Rules ===
 
=== Special Vehicle Combat Rules ===
* '''Area of Effect''': Attackers of such weapons can pick a square and make an attack check AC 10 to successfully hit this point, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check with a '''DC''' of 8 + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. At long range of the weapons, targets gain Resistance to the damage. Starfighters have ¾ cover bonuses (+5 to their saves) in space against all AOE attacks.
+
* '''Area of Effect''': Attackers of such weapons can pick a square and make an attack check AC 10 to successfully hit this point, failure hit the same general area but al targets gain advantage on their Maneuver check to resist the damage. Targets within the AOE must make a Maneuver check with a '''DC''' of 10 + the vehicle’s Intelligence modifier + the gunner’s Dexterity or Intelligence modifier (whichever is better) + the gunner’s proficiency modifier. Success halves the damage. Failing this maneuver does not inflict the normal failed maneuver check damage. Starfighters have Resistance to AOE damage from all types of turbo-cannons and photon torpedoes. Also see Missile Lock.
 
* '''Autofire''': see new Situation rules. Vehicles and Starships can instead suffer ½ Speed to gain the ‘Brace’ effect (lowering the penalty to the Autofire attack) and the vehicle still suffers the same result that all attacks against it until the start of the next round are at Advantage. Focusing on one target deals an additional +2d weapon damage (before multipliers) or it affects listed AOE if the gunner got a 10+ on its attack check. See Area of Effect for maneuver check.
 
* '''Autofire''': see new Situation rules. Vehicles and Starships can instead suffer ½ Speed to gain the ‘Brace’ effect (lowering the penalty to the Autofire attack) and the vehicle still suffers the same result that all attacks against it until the start of the next round are at Advantage. Focusing on one target deals an additional +2d weapon damage (before multipliers) or it affects listed AOE if the gunner got a 10+ on its attack check. See Area of Effect for maneuver check.
 
* '''Collision Damage'''. Vehicle size Medium 2d6, Large 3d6, Huge 4d8, Gargantuan 5d10, Colossal 7d10, Behemoth 10d10, Titan 12d12, Leviathan 12d20, Dreadnaught 20d20. This assume that the vehicle moved at least 50 feet that round before striking its target (Space 1). Moving up to 100 feet in a round (Space 3) doubles the damage and moving over 200 feet (Space 6) triples the damage. All crew and passengers in enclosed vehicles also suffer this damage as if they had Resistance (if not enclosed they suffer the full damage). With a successful '''DC18''' Strength or Dexterity saving throw, the damage is halves (in affect they only suffer ¼ the damage if enclosed).
 
* '''Collision Damage'''. Vehicle size Medium 2d6, Large 3d6, Huge 4d8, Gargantuan 5d10, Colossal 7d10, Behemoth 10d10, Titan 12d12, Leviathan 12d20, Dreadnaught 20d20. This assume that the vehicle moved at least 50 feet that round before striking its target (Space 1). Moving up to 100 feet in a round (Space 3) doubles the damage and moving over 200 feet (Space 6) triples the damage. All crew and passengers in enclosed vehicles also suffer this damage as if they had Resistance (if not enclosed they suffer the full damage). With a successful '''DC18''' Strength or Dexterity saving throw, the damage is halves (in affect they only suffer ¼ the damage if enclosed).
Line 1,946: Line 1,911:
 
:'''Man/Atk mod''' +4/+1; '''Senses''' occupants; '''AC''' 12 (armor +2) + pilot’s Dex or Int modifier; '''HD''' 1, '''HP''' 20; '''Hardness''' 5; '''Threshold''' 19; '''Speed''' 120 feet (max. velocity 400 mph); '''Cover''' ½; '''Strength bonus''' +4; '''Abilities''' Str 18, Dex 18, Int 12; '''Crew''' 1, '''Passengers''' 0, '''Cargo''' 20lbs, '''Consumables''' 1 day; '''Availability''' Licensed, '''Cost''' 5,000 (2,000 used).
 
:'''Man/Atk mod''' +4/+1; '''Senses''' occupants; '''AC''' 12 (armor +2) + pilot’s Dex or Int modifier; '''HD''' 1, '''HP''' 20; '''Hardness''' 5; '''Threshold''' 19; '''Speed''' 120 feet (max. velocity 400 mph); '''Cover''' ½; '''Strength bonus''' +4; '''Abilities''' Str 18, Dex 18, Int 12; '''Crew''' 1, '''Passengers''' 0, '''Cargo''' 20lbs, '''Consumables''' 1 day; '''Availability''' Licensed, '''Cost''' 5,000 (2,000 used).
  
'''Speeder bikes''': Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually can carrying one passenger. Speeder bikes are popular with thrill-seeking teenagers and military scouts. A typical speeder bike have a maximum altitude of 30 feet and can thus maneuver deftly over very rough terrain. Some companies manufactured sidecars (+800cr for +2 passengers).
+
S'''peeder bikes''': Also known as hover bikes, speeder bikes are open-air repulsorlift vehicles, usually can carrying one passenger. Speeder bikes are popular with thrill-seeking teenagers and military scouts. A typical speeder bike have a maximum altitude of 30 feet and can thus maneuver deftly over very rough terrain. Some companies manufactured sidecars (+800cr for +2 passengers).
 
:'''Medium Ground Vehicle (Speeder)'''
 
:'''Medium Ground Vehicle (Speeder)'''
 
:'''Man/Atk mod''' +7/+1; '''Senses''' occupants; '''AC''' 13 (armor +3) + pilot’s Dex or Int modifier; '''HD''' 2, '''HP''' 40; '''Hardness''' 5; '''Threshold''' 20; '''Speed''' 150 feet (max. velocity 450 mph); '''Cover''' ½; '''Strength bonus''' +5; '''Abilities''' Str 20, Dex 24, Int 12; '''Crew''' 1, '''Passengers''' 1, '''Cargo''' 20lbs, '''Consumables''' 1 day; '''Availability''' Licensed, '''Cost''' 6,750 (2,550 used).
 
:'''Man/Atk mod''' +7/+1; '''Senses''' occupants; '''AC''' 13 (armor +3) + pilot’s Dex or Int modifier; '''HD''' 2, '''HP''' 40; '''Hardness''' 5; '''Threshold''' 20; '''Speed''' 150 feet (max. velocity 450 mph); '''Cover''' ½; '''Strength bonus''' +5; '''Abilities''' Str 20, Dex 24, Int 12; '''Crew''' 1, '''Passengers''' 1, '''Cargo''' 20lbs, '''Consumables''' 1 day; '''Availability''' Licensed, '''Cost''' 6,750 (2,550 used).
Line 1,975: Line 1,940:
  
 
=== Military Vehicles ===
 
=== Military Vehicles ===
'''AAT''': The Trade Federation Armored Assault Tank is a repulsorlift vehicle designed for frontal assaults on relatively flat terrain. With a six droid crew, a heavy laser cannon turret, two linked blasters and two e-web blasters with six plasma shell launchers on the forward armor, the AAT powerful and deadly.
+
'''AAT''': The Trade Federation Armored Assault Tank is a repulsorlift vehicle designed for frontal assaults on relatively flat terrain. With a six droid crew, a heavy laser cannon turret, two linked blasters and six plasma shell launchers on the forward armor, the AAT powerful and deadly.
 
:'''Huge Ground Vehicle (Speeder)'''
 
:'''Huge Ground Vehicle (Speeder)'''
 
:'''Man/Atk mod''' +1/+2; '''Senses''' occupants or sensors +2; '''AC''' 17 (armor +11); '''HD''' 9, '''HP''' 180; '''Hardness''' 15; '''Threshold''' 33; '''Speed''' 35 feet (max. velocity 60 mph); '''Cover''' full (crew), ½ (passengers); '''Strength bonus''' +15; '''Abilities''' Str 36, Dex 16, Int 14; '''Crew''' 4, '''Passengers''' 24 (stacked droids), Cargo 1,000lbs, '''Consumables''' 1 week; '''Payload''' 12 missiles, '''Availability''' Military, '''Cost''' not available (30,000 blackmarket).
 
:'''Man/Atk mod''' +1/+2; '''Senses''' occupants or sensors +2; '''AC''' 17 (armor +11); '''HD''' 9, '''HP''' 180; '''Hardness''' 15; '''Threshold''' 33; '''Speed''' 35 feet (max. velocity 60 mph); '''Cover''' full (crew), ½ (passengers); '''Strength bonus''' +15; '''Abilities''' Str 36, Dex 16, Int 14; '''Crew''' 4, '''Passengers''' 24 (stacked droids), Cargo 1,000lbs, '''Consumables''' 1 week; '''Payload''' 12 missiles, '''Availability''' Military, '''Cost''' not available (30,000 blackmarket).
: * ''Due to a design flaw the AAT is vulnerable (takes double damage) from ion weapons.''
+
: * '''Due to a design flaw the AAT is vulnerable (takes double damage) from ion weapons.'''
:'''Weapons''': Heavy Laser Cannon (gunner): Damage 6d12 x2 energy, Range 1,500/8,000, AOE 10ftx10ft sphere, save DC10+*  for half, Heavy Damage
+
:'''Weapons''': Heavy laser cannon (gunner): Damage 6d12 x2, Range 1,500/8,000, AOE 10ft sphere
:two Medium Blaster Cannons (2 gunners): Damage 3d10 x2 energy, Range 500/2,000, AOE 20x20ft, save DC10+* for half, Heavy Damage
+
:2 Blaster Cannons (2 gunners): Damage 3d8 x2, Range 1,000/4,000, Autofire 15x15ft area
:two E-Web Repearter Blaster (2 gunners): Damage 3d12 energy, Range 500/2,000, AOE 20x20ft, save DC10+* for half, Heavy Autofire only. 
+
:Light Repeating Blaster Cannons (pilot): Damage 3d10, Range 200/1,200, Autofire 10x10ft area
:Missile launcher (pilot): Damage 8d10 x2 blast, Range 2,000/10,000, AOE 60ftx60ft sphere, save DC10+* for half
+
Missile launcher (pilot): Damage 8d10 x2, Range 2,000/10,000, AOE 60ft sphere, save 12+*
  
 
'''AT-ST''': The All-Terrain Scout Transport is a small, two-legged walker with a two man crew and an armament of forward mounted twin fire-linked blaster cannon, fire-linked light blaster cannons in an 'ear' turret and a forward facing anti-infantry mortar launcher.
 
'''AT-ST''': The All-Terrain Scout Transport is a small, two-legged walker with a two man crew and an armament of forward mounted twin fire-linked blaster cannon, fire-linked light blaster cannons in an 'ear' turret and a forward facing anti-infantry mortar launcher.
 
:'''Huge Ground Vehicle (Walker -2 legs)'''
 
:'''Huge Ground Vehicle (Walker -2 legs)'''
 
:'''Man/Atk mod''' +2/+1; '''Senses''' occupants or sensors +1; '''AC''' 16 (armor +8) + pilot’s Dex or Int modifier (max +2); '''HD''' 6, '''HP''' 120; '''Hardness''' 10; '''Threshold''' 35; '''Speed''' 60 feet (max. velocity 90 mph); '''Cover''' full; '''Strength bonus''' +12; '''Abilities''' Str 30, Dex 14, Int 12; '''Crew''' 2, '''Passengers''' 2 (cramped), '''Cargo''' 150lbs, '''Consumables''' 2 days; '''Payload''' 12 grenades, '''Availability''' Military, '''Cost''' not available.
 
:'''Man/Atk mod''' +2/+1; '''Senses''' occupants or sensors +1; '''AC''' 16 (armor +8) + pilot’s Dex or Int modifier (max +2); '''HD''' 6, '''HP''' 120; '''Hardness''' 10; '''Threshold''' 35; '''Speed''' 60 feet (max. velocity 90 mph); '''Cover''' full; '''Strength bonus''' +12; '''Abilities''' Str 30, Dex 14, Int 12; '''Crew''' 2, '''Passengers''' 2 (cramped), '''Cargo''' 150lbs, '''Consumables''' 2 days; '''Payload''' 12 grenades, '''Availability''' Military, '''Cost''' not available.
:'''Weapons''': Medium Blaster Cannon (pilot): Damage 3d10 x2 energy, Range 1,000/4,000, AOE 20x20ft, save DC10+* for half, Heavy Damage
+
:'''Weapons''': Duel linked blaster cannons (pilot): Damage 4d8 x2, Range 1,000/4,000, Autofire 15ftx15ft area
:E-Web Blaster Cannon (co-pilot): Damage 3d12 energy, Range 500/2,000, AOE 20x20ft, save DC10+* for half, Heavy Autofire only
+
:Duel linked E-Web blaster cannons (copilot): Damage 4d12, Range 200/1,200, Autofire only 10x10ft area, DC 11+*
:Grenade launcher (co-pilot): 5d6 blast, Range 300/1,200, AOE 30ftx30ft sphere, save DC10+* for half
+
:Grenade launcher (copilot): 4d6 energy, Range 300/1,200, AOE 30ft, save DC11+*
  
 
'''AT-AT''': An All-Terrain Armored Transport is a four legged armored walker with a crew of five, passenger capacity for forty fully armed troopers and is generally armed with a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blasters mounted on the pivoting cockpit.
 
'''AT-AT''': An All-Terrain Armored Transport is a four legged armored walker with a crew of five, passenger capacity for forty fully armed troopers and is generally armed with a pair of fire-linked heavy laser cannons and a pair of fire-linked medium blasters mounted on the pivoting cockpit.
 
:'''Colossal Ground Vehicle (Walker- 4 legs)'''
 
:'''Colossal Ground Vehicle (Walker- 4 legs)'''
 
:'''Man/Atk mod''' -3/+2; '''Senses''' occupant or sensors +2; '''AC''' 18 (armor +14); '''HD''' 15, '''HP''' 300; '''Hardness''' 30; '''Threshold''' 79; '''Speed''' 30 feet (max. velocity 30 mph); '''Cover''' full; '''Strength bonus''' +25; '''Abilities''' Str 48, Dex 10, Int 14; '''Crew''' 5, '''Passengers''' 40, '''Cargo''' 1 ton, '''Carried Craft''' 5 speeder bikes or 2 AT-ST, '''Consumables''' 1 week; '''Availability''' Military, '''Cost''' not available.
 
:'''Man/Atk mod''' -3/+2; '''Senses''' occupant or sensors +2; '''AC''' 18 (armor +14); '''HD''' 15, '''HP''' 300; '''Hardness''' 30; '''Threshold''' 79; '''Speed''' 30 feet (max. velocity 30 mph); '''Cover''' full; '''Strength bonus''' +25; '''Abilities''' Str 48, Dex 10, Int 14; '''Crew''' 5, '''Passengers''' 40, '''Cargo''' 1 ton, '''Carried Craft''' 5 speeder bikes or 2 AT-ST, '''Consumables''' 1 week; '''Availability''' Military, '''Cost''' not available.
:'''Weapons''': Duel Heavy Laser Cannons (gunners): Damage 7d12 x2 energy, Range 1,500/8,000, AOE 10x10ft, save DC10+* for half, Heavy Damage
+
:'''Weapons''': Duel Heavy laser cannons (gunners): Damage 7d12 x2, Range 1,500/8,000, AOE 10ft
: Medium Blaster Cannons (2) (2 gunners): Damage 4d10 x2 energy, Range 1,000/4,000, AOE 20x20ft, save DC10+* for half, Heavy Damage
+
:Blaster cannons (2) (gunners): Dmg 3d8 x2, Range 1,000/4,000, Auto 15x15ft area, save DC 12+*
  
 
'''Scout Speeder Bike''': A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for recon.
 
'''Scout Speeder Bike''': A highly maneuverable repulsorlift vehicle equipped with comlink jamming devices and armed with a forward blaster cannon, a scout speeder is a popular tool for recon.
 
:'''Large Ground Vehicle (Speeder)'''
 
:'''Large Ground Vehicle (Speeder)'''
 
:'''Man/Atk mod''' +6/+1; '''Senses''' occupants or sensors +1; '''AC''' 13 (armor +4) + pilot’s Dex or Int modifier; '''HD''' 2, '''HP''' 40; '''Hardness''' 10; '''Threshold''' 24; '''Speed''' 180 feet (max. velocity 500 mph); '''Cover''' ½; '''Strength bonus''' +5; '''Abilities''' Str 18, Dex 24, Int 12; '''Crew''' 1, '''Passengers''' 1, '''Cargo''' 45lbs, '''Consumables''' 1 day; '''Availability''' Military, '''Cost''' 24,500.
 
:'''Man/Atk mod''' +6/+1; '''Senses''' occupants or sensors +1; '''AC''' 13 (armor +4) + pilot’s Dex or Int modifier; '''HD''' 2, '''HP''' 40; '''Hardness''' 10; '''Threshold''' 24; '''Speed''' 180 feet (max. velocity 500 mph); '''Cover''' ½; '''Strength bonus''' +5; '''Abilities''' Str 18, Dex 24, Int 12; '''Crew''' 1, '''Passengers''' 1, '''Cargo''' 45lbs, '''Consumables''' 1 day; '''Availability''' Military, '''Cost''' 24,500.
:'''Weapons''': E-Web Repearter Blaster (gunner/side car): Damage 3d12 energy, Range 500/2,000, AOE 20x20ft, save DC10+* for half, Heavy Autofire only
+
:'''Weapons''': Blaster cannon (pilot): Dmg 3d8 x2, Range 1,000/4,000, Auto 15x15ft area, save DC 11+*
  
 
'''Cloud Car''': Designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating.
 
'''Cloud Car''': Designed around a twin pod design, cloud cars were used for atmospheric defense and patrol operations. Each pod was equipped with a cockpit and a weapon mount that usually held a blaster cannon. Propelled by a combination of an ion engine and a standard repulsorlift, the engines were exposed to help prevent overheating.
 
:'''Large Air Vehicle (Speeder)'''
 
:'''Large Air Vehicle (Speeder)'''
 
:'''Man/Atk mod''' +5/+2; '''Senses''' occupants or sensors +2; '''AC''' 14 (armor +5) plus pilot’s Dex or Int modifier; '''HD''' 4, '''HP''' 80; '''Hardness''' 8; '''Threshold''' 27; '''Speed''' 360 feet (max. velocity 1,800 mph); '''Cover''' Full; '''Strength bonus''' +7; '''Abilities''' Str 22, Dex 22, Int 14; '''Crew''' 2, '''Passengers''' 0, '''Cargo''' 60lbs, '''Consumables''' 2 day; '''Availability''' Military, '''Cost''' 70,000 (30,000 used)
 
:'''Man/Atk mod''' +5/+2; '''Senses''' occupants or sensors +2; '''AC''' 14 (armor +5) plus pilot’s Dex or Int modifier; '''HD''' 4, '''HP''' 80; '''Hardness''' 8; '''Threshold''' 27; '''Speed''' 360 feet (max. velocity 1,800 mph); '''Cover''' Full; '''Strength bonus''' +7; '''Abilities''' Str 22, Dex 22, Int 14; '''Crew''' 2, '''Passengers''' 0, '''Cargo''' 60lbs, '''Consumables''' 2 day; '''Availability''' Military, '''Cost''' 70,000 (30,000 used)
:'''Weapons''': two Duel linked Laser Cannons (2) (pilot and copilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:'''Weapons''': Dual laser cannons (2) (pilot and copilot): Damage 5d10 x2, Range 1,000/5,000 (2/10)
 
 
* ''these Save '''DC''' for AOE attacks by vehicles. The base for those are ('X'+*) which is base DC (8 + the vehicle's Int Mod)  + the gunner's Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the operator must make a Dexterity (Drive) pr (Pilot) or Intelligence (Capital Ship) maneuver check plus the vehicle's Man modifier, to suffer only half damage (verses Creatures this is a Dexterity save and they have Advantage with the save. At long Range they also have Resistance to the damage).
 
  
 
==STARSHIPS SPACE TRAVEL==
 
==STARSHIPS SPACE TRAVEL==
'''Hyperdrive''': Hyperdrive engines are what make travel between the stars possible. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization has grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be.  
+
'''Hyperdrive''': Hyperdrive engines are what make travel between the stars possible. Hyperdrive technology has been around since the time of the Infinite Empire, and possibly before. As civilization has grows and wanes in the galaxy, so does the general level of technological know-how, which affects how efficient a Hyperdrive engine will be. For the purposes of this game, a standard Hyperdrive engine takes 24 hours plus 24 hours per additional ‘Region’ it is traveling from one point to another. Ship’s list their standard time for travel (x1, x1.5, etc.). Plotting a course through Hyperspace takes 1d6+2 minutes and requires a base '''DC10''' Intelligence (Computer Use) check '''+3''' for each Region plus or minus the following modifiers from the chart below which are cumulative (but minimum '''DC10''').
 
 
For the purposes of this game, a standard Hyperdrive engine takes 24 hours plus 24 hours per additional ‘Region’ it is traveling from one point to another. Ship’s list their standard time for travel (x1, x1.5, etc.). During the Knights of the Old Republic timeframe this changes to 36 hours or 48 in the Deep Core, the Outer Rim and within Wild Space.
 
 
 
Plotting a course through Hyperspace takes 1d6+2 minutes and requires a base '''DC10''' Intelligence (Computer Use) check '''+3''' for each Region plus or minus the following modifiers from the chart below which are cumulative (but minimum '''DC10'''). A 'Blind Jump' is include unknown space where the hyperspace route has not yet been plotted and upgraded through the Holonet and Hyperspace Routes charts. During the Old Republic period this also includes planets that are not yet part of the Hyperspace Bouy linked systems.  
 
  
 
The “Regions” in order are: The Deep Core, The Core Worlds, The Colonies, The Inner Rim, The Expansion Region, The Mid Rim, The Outer Rim, and Wild Space.
 
The “Regions” in order are: The Deep Core, The Core Worlds, The Colonies, The Inner Rim, The Expansion Region, The Mid Rim, The Outer Rim, and Wild Space.
Line 2,045: Line 2,004:
 
For failures of 15+ or when attempting risking hyperspace jumps the hyperdrive could be destroyed
 
For failures of 15+ or when attempting risking hyperspace jumps the hyperdrive could be destroyed
 
and/or the vessel might end up in a far different place than it was supposed to.
 
and/or the vessel might end up in a far different place than it was supposed to.
 
 
==SAMPLE STARSHIPS==
 
==SAMPLE STARSHIPS==
 
=== Star Fighters ===
 
=== Star Fighters ===
 
''Note that starfighers wtih Hyperdrive systems require a Droid to act as the navcomputer as they lack the size to include one normally.
 
''Note that starfighers wtih Hyperdrive systems require a Droid to act as the navcomputer as they lack the size to include one normally.
  
''Starfighters have ¾ cover bonuses (+5 to their saves) in space against all AOE attacks.''
+
''Starfights also gain Advantage on its Saving Throw verse AOE in Space.''
  
 
'''A-wing''': Simply put, the A-wing was a cockpit attached to twin engines and is one of the fastest fighters ever made. Like its Clone Wars predecessor, the Eta-2, the A-wing required pilots of exceptional skill to take full advantage of the vessel's speed, agility, and special features—and the Alliance lacked the Galactic Republic's Jedi pilots. It is armed with twin laser cannons and a concussion missile launcher and boosts strong force field shields.
 
'''A-wing''': Simply put, the A-wing was a cockpit attached to twin engines and is one of the fastest fighters ever made. Like its Clone Wars predecessor, the Eta-2, the A-wing required pilots of exceptional skill to take full advantage of the vessel's speed, agility, and special features—and the Alliance lacked the Galactic Republic's Jedi pilots. It is armed with twin laser cannons and a concussion missile launcher and boosts strong force field shields.
 
:'''Huge Starfighter'''
 
:'''Huge Starfighter'''
 
:'''Man/Atk mod''' +3/+3; '''Senses''' sensors +3 or Astromech; '''AC''' 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 4, '''HP''' 80, '''Hardness''' 10, '''SR''' 20, '''Threshold''' 37; '''Speed''' 450 feet (max. velocity 2,250 mph), fly 9 (starship scale); '''Strength bonus''' +14; '''Abilities''' Str 34, Dex 20, Int 16; '''Crew''' 1, '''Passengers''' 1 droid, '''Cargo''' 100lbs, '''Consumables''' 1 week; '''Payload''' 12 missiles, '''Availability''' Military, '''Cost''' 120,000; '''Hyperdrive''' x1.5 (Astromech)
 
:'''Man/Atk mod''' +3/+3; '''Senses''' sensors +3 or Astromech; '''AC''' 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 4, '''HP''' 80, '''Hardness''' 10, '''SR''' 20, '''Threshold''' 37; '''Speed''' 450 feet (max. velocity 2,250 mph), fly 9 (starship scale); '''Strength bonus''' +14; '''Abilities''' Str 34, Dex 20, Int 16; '''Crew''' 1, '''Passengers''' 1 droid, '''Cargo''' 100lbs, '''Consumables''' 1 week; '''Payload''' 12 missiles, '''Availability''' Military, '''Cost''' 120,000; '''Hyperdrive''' x1.5 (Astromech)
:'''Weapons''': Duel laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:'''Weapons''': Duel laser cannons (pilot): Damage 5d10 x2, Range 1,000/5,000 (2/10)
:Missile Launcher (pilot): Damage 8d10 x2 blast, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC13+*
+
:Missile Launcher (pilot): Damage 8d10 x2, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC13+
  
 
'''ARC 170''': The Aggressive Reconnaissance 170 is a large and rugged starfighter. Equipped with two forward-facing heavy laser cannons, one rear-facing laser cannons, one forward mounted proton torpedo launcher and a good shield generator, the ARC 170 is crewed by three clone troops and an astromech droid.
 
'''ARC 170''': The Aggressive Reconnaissance 170 is a large and rugged starfighter. Equipped with two forward-facing heavy laser cannons, one rear-facing laser cannons, one forward mounted proton torpedo launcher and a good shield generator, the ARC 170 is crewed by three clone troops and an astromech droid.
 
:'''Gargantuan Starfighter'''
 
:'''Gargantuan Starfighter'''
 
:'''Man/Atk mod''' -1/+2; '''Senses''' sensors +2 or Astromech; '''AC''' 17 (armor +11) + pilot’s Dex or Int mod (max +2); '''HD''' 8, '''HP''' 160, '''Hardness''' 10, '''SR''' 25, '''Threshold''' 58; '''Speed''' 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); '''Strength bonus''' +22; '''Abilities''' Str 46, Dex 16, Int 14; '''Crew''' 3, '''Passengers''' 1 droid, '''Cargo''' 200lbs, '''Consumables''' 1 week; '''Payload''' 8 torpedoes, '''Availability''' Military, '''Cost''' 86,000 used; '''Hyperdrive''' x1.5 (Astromech)
 
:'''Man/Atk mod''' -1/+2; '''Senses''' sensors +2 or Astromech; '''AC''' 17 (armor +11) + pilot’s Dex or Int mod (max +2); '''HD''' 8, '''HP''' 160, '''Hardness''' 10, '''SR''' 25, '''Threshold''' 58; '''Speed''' 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); '''Strength bonus''' +22; '''Abilities''' Str 46, Dex 16, Int 14; '''Crew''' 3, '''Passengers''' 1 droid, '''Cargo''' 200lbs, '''Consumables''' 1 week; '''Payload''' 8 torpedoes, '''Availability''' Military, '''Cost''' 86,000 used; '''Hyperdrive''' x1.5 (Astromech)
:'''Weapons''': Duel heavy laser cannons (pilot or copilot): Damage 7d12 x2 energy, Range 1,500/8,000 (3/15) AOE 10ftx10ft sphere (0), DEX save DC12+*
+
:'''Weapons''': Duel heavy laser cannons (pilot or copilot): Damage 7d12 x2, Range 1,500/8,000 (3/15) AOE 10ft sphere
:Heavy laser cannon (rear gunner): Damage 6d12 x2 energy, Range 1,500/8,000 (3/15), AOE 10ftx10ft sphere, DEX save DC12+*
+
:Heavy laser cannon (rear gunner): Damage 6d12 x2, Range 1,500/8,000 (3/15), AOE 10ftx10ft sphere, save DC12+*
:Photon launcher (pilot or copilot): Damage 10d10 x3 energy, Range 2,000/10,000 (6/30), AOE 30ftx30ft sphere (2x2), save DC12+*
+
:Photon launcher (pilot or copilot): Damage 10d10 x3, Range 2,000/10,000 (6/30), AOE 30ftx30ft sphere (2x2), save DC12+*
  
 
'''Vulture Droid Starfighter/Walker''': A droid starfighter was any starfighter powered by a droid brain. They saw extensive use prior to and during the Clone Wars, particularly by the Trade Federation. The Galactic Empire would eventually create droid starfighters of its own. It is equipped with light shields, quad linked blaster cannons and a pair of concussion missile launchers.
 
'''Vulture Droid Starfighter/Walker''': A droid starfighter was any starfighter powered by a droid brain. They saw extensive use prior to and during the Clone Wars, particularly by the Trade Federation. The Galactic Empire would eventually create droid starfighters of its own. It is equipped with light shields, quad linked blaster cannons and a pair of concussion missile launchers.
 
:'''Huge Starfighter'''
 
:'''Huge Starfighter'''
 
:'''Man/Atk mod''' +2/+2; '''Senses''' sensors +4; '''AC''' 15 (armor +7) +3 pilot’s Dex (base 19); '''HD''' 4, '''HP''' 80, '''Hardness''' 10, '''Threshold''' 39; '''Speed''' 360 feet (max. velocity 1,800 mph), fly 7 (starship scale) walking 30 feet (max 30 mph); '''Strength bonus''' +16; '''Abilities''' Str 38, Dex 18, Int 14; '''Crew/Passengers''' 0, '''Cargo''' 0, '''Consumables''' 2 days; '''Payload''' 6 missiles, '''Availability''' Restricted, '''Cost''' 40,000; H'''yperdrive''' none
 
:'''Man/Atk mod''' +2/+2; '''Senses''' sensors +4; '''AC''' 15 (armor +7) +3 pilot’s Dex (base 19); '''HD''' 4, '''HP''' 80, '''Hardness''' 10, '''Threshold''' 39; '''Speed''' 360 feet (max. velocity 1,800 mph), fly 7 (starship scale) walking 30 feet (max 30 mph); '''Strength bonus''' +16; '''Abilities''' Str 38, Dex 18, Int 14; '''Crew/Passengers''' 0, '''Cargo''' 0, '''Consumables''' 2 days; '''Payload''' 6 missiles, '''Availability''' Restricted, '''Cost''' 40,000; H'''yperdrive''' none
:'''Weapons''': Duel laser cannons: Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:'''Weapons''': Duel laser cannons: Damage 5d10 x2, Range 1,000/5,000 (2/10)
:Missile Launcher: Damage 8d10 x2 blast, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC18 (''driod bonuses and proficiency added'')
+
:Missile Launcher: Damage 8d10 x2, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC18
  
 
'''Delta-7 Aethersprite''': Sometimes referred to as a Jedi Starfighter, the Delta-7 was very popular with the order before the start of the Clone Wars. At that time, one was assigned to every Jedi active in the field. Armed with good shields and twin laser cannons, it is crewed by one pilot and an integrated repair or astromech droid. The ship could only acheive Hyperspace flight with the use of a Booster Hyperspace Ring unit. These were reusable and contained the fuel and power nessicary to jump to hyperspace.
 
'''Delta-7 Aethersprite''': Sometimes referred to as a Jedi Starfighter, the Delta-7 was very popular with the order before the start of the Clone Wars. At that time, one was assigned to every Jedi active in the field. Armed with good shields and twin laser cannons, it is crewed by one pilot and an integrated repair or astromech droid. The ship could only acheive Hyperspace flight with the use of a Booster Hyperspace Ring unit. These were reusable and contained the fuel and power nessicary to jump to hyperspace.
 
:'''Huge Starfighter'''
 
:'''Huge Starfighter'''
 
:'''Man/Atk mod''' +4/+3; '''Senses''' sensors +3 or Astromech; '''AC''' 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 5, '''HP''' 100, '''Hardness''' 10, '''SR''' 20, '''Threshold''' 36; '''Speed''' 390 feet (max. velocity 1,950 mph), fly 8 (starship scale); '''Strength bonus''' +13; '''Abilities''' Str 32, Dex 22, Int 16; '''Crew''' 1, '''Passengers''' 1 droid, '''Cargo''' 100lbs, '''Consumables''' 2 days (1 week with booster ring); '''Availability''' Military, '''Cost''' 80,000 used; '''Hyperdrive''' x1 (with booster ring; Cost 25,000), (Astromech)
 
:'''Man/Atk mod''' +4/+3; '''Senses''' sensors +3 or Astromech; '''AC''' 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 5, '''HP''' 100, '''Hardness''' 10, '''SR''' 20, '''Threshold''' 36; '''Speed''' 390 feet (max. velocity 1,950 mph), fly 8 (starship scale); '''Strength bonus''' +13; '''Abilities''' Str 32, Dex 22, Int 16; '''Crew''' 1, '''Passengers''' 1 droid, '''Cargo''' 100lbs, '''Consumables''' 2 days (1 week with booster ring); '''Availability''' Military, '''Cost''' 80,000 used; '''Hyperdrive''' x1 (with booster ring; Cost 25,000), (Astromech)
:'''Weapons''': Duel laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:'''Weapons''': Duel laser cannons (pilot): Damage 5d10 x2, Range 1,000/5,000 (2/10)
  
 
'''N-1 Naboo Fighter''': The Nubian-1 was a popular starfighter with the government of Naboo. Developed with a good shield generator, integrated hyperdrive, two laser cannons and proton torpedo launcher, the N-1 is a powerful and dangerous addition to any planetary defense force.
 
'''N-1 Naboo Fighter''': The Nubian-1 was a popular starfighter with the government of Naboo. Developed with a good shield generator, integrated hyperdrive, two laser cannons and proton torpedo launcher, the N-1 is a powerful and dangerous addition to any planetary defense force.
 
:'''Huge Starfighter'''
 
:'''Huge Starfighter'''
 
:'''Man/Atk mod''' +2/+3; '''Senses''' sensor +3 or Astromech; '''AC''' 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 5, '''HP''' 100, '''Hardness''' 10, '''SR''' 20, '''Threshold''' 37; '''Speed''' 360 feet (max. velocity 1,800 mph), fly 7 (starship scale); '''Strength bonus''' +14; '''Abilities''' Str 34, Dex 18, Int 16; '''Crew''' 1, '''Passengers''' 1 droid, '''Cargo''' 100lbs, '''Payload''' 4 torpedoes, '''Consumables''' 1 week; '''Availability''' Military, Cost 90,000 used; '''Hyperdrive''' x 2 (Astromech)
 
:'''Man/Atk mod''' +2/+3; '''Senses''' sensor +3 or Astromech; '''AC''' 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 5, '''HP''' 100, '''Hardness''' 10, '''SR''' 20, '''Threshold''' 37; '''Speed''' 360 feet (max. velocity 1,800 mph), fly 7 (starship scale); '''Strength bonus''' +14; '''Abilities''' Str 34, Dex 18, Int 16; '''Crew''' 1, '''Passengers''' 1 droid, '''Cargo''' 100lbs, '''Payload''' 4 torpedoes, '''Consumables''' 1 week; '''Availability''' Military, Cost 90,000 used; '''Hyperdrive''' x 2 (Astromech)
:'''Weapons''': Duel Laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:'''Weapons''': Duel Laser cannons (pilot): Damage 5d10 x2, Range 1,000/5,000 (2/10)
:Photon torpedo launcher (pilot): Damage 10d10 x3 energy, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2), save DC13+*
+
:Photon torpedo launcher (pilot): Damage 10d10 x3, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2)
  
 
'''TIE Fighter''': The TIE/inceptor starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap.
 
'''TIE Fighter''': The TIE/inceptor starfighter, often referred to as the TIE Fighter, is the standard Imperial starfighter and is seen in massive numbers throughout the Galactic Civil War. The TIE fighter is used in large enough numbers to overwhelm the enemy defenses regardless of quality. The actual craft is solidly designed around twin ion engines and fire linked laser cannons, though the lack of integrated shielding or onboard life support has caused most pilots to regard it as a death trap.
 
:'''Huge Starfighter'''
 
:'''Huge Starfighter'''
 
:'''Man/Atk mod''' +3/+2; '''Senses''' sensors +2; AC 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 3, '''HP''' 60, '''Hardness''' 10, '''Threshold''' 37; '''Speed''' 390 feet (max. velocity 1,950 mph), fly 8 (starship scale); '''Strength bonus''' +14; '''Abilities''' Str 34, Dex 20, Int 14; '''Crew''' 1, '''Passengers''' 0, '''Cargo''' 20lbs, '''Consumables''' 2 days; '''Availability''' Military, '''Cost''' 60,000 (25,000 used); '''Hyperdrive''' none
 
:'''Man/Atk mod''' +3/+2; '''Senses''' sensors +2; AC 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 3, '''HP''' 60, '''Hardness''' 10, '''Threshold''' 37; '''Speed''' 390 feet (max. velocity 1,950 mph), fly 8 (starship scale); '''Strength bonus''' +14; '''Abilities''' Str 34, Dex 20, Int 14; '''Crew''' 1, '''Passengers''' 0, '''Cargo''' 20lbs, '''Consumables''' 2 days; '''Availability''' Military, '''Cost''' 60,000 (25,000 used); '''Hyperdrive''' none
:'''Weapons''': Duel laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:'''Weapons''': Duel laser cannons (pilot): Damage 5d10 x2, Range 1,000/5,000 (2/10)
  
 
'''Y-Wing''': The BTL Y-wing starfighter, built by Koensayr Manufacturing, was a mainstay of the Alliance Starfighter Corps. It was often used as an assault bomber to attack enemy capital ships directly in conjunction with later B-wings.
 
'''Y-Wing''': The BTL Y-wing starfighter, built by Koensayr Manufacturing, was a mainstay of the Alliance Starfighter Corps. It was often used as an assault bomber to attack enemy capital ships directly in conjunction with later B-wings.
 
:'''Gargantuan Starfighter'''
 
:'''Gargantuan Starfighter'''
 
:'''Man/Atk mod''' +0/+3; '''Senses''' sensors +3 or Astromech; '''AC''' 18 (armor +12) + pilot’s Dex or Int mod (max +2); '''HD''' 8, '''HP''' 160, '''Hardness''' 10, '''SR''' 25, '''Threshold''' 56; '''Speed''' 270 feet (max. velocity 1,350 mph), fly 5 (starship scale); '''Strength bonus''' +20; '''Abilities''' Str 42, Dex 18, Int 16; '''Crew''' 2, '''Passengers''' 1 droid, '''Cargo''' 180lbs, '''Consumables''' 1 week; '''Payload''' 10 torpedoes, '''Availability''' Military, '''Cost''' 135,000 (60,000 used); '''Hyperdrive''' x1 (Astromech)
 
:'''Man/Atk mod''' +0/+3; '''Senses''' sensors +3 or Astromech; '''AC''' 18 (armor +12) + pilot’s Dex or Int mod (max +2); '''HD''' 8, '''HP''' 160, '''Hardness''' 10, '''SR''' 25, '''Threshold''' 56; '''Speed''' 270 feet (max. velocity 1,350 mph), fly 5 (starship scale); '''Strength bonus''' +20; '''Abilities''' Str 42, Dex 18, Int 16; '''Crew''' 2, '''Passengers''' 1 droid, '''Cargo''' 180lbs, '''Consumables''' 1 week; '''Payload''' 10 torpedoes, '''Availability''' Military, '''Cost''' 135,000 (60,000 used); '''Hyperdrive''' x1 (Astromech)
:'''Weapons''': Duel Laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:'''Weapons''': Duel Laser cannons (pilot): Damage 5d10 x2, Range 1,000/5,000 (2/10)
:Duel Ion Cannon (copilot): Damage 4d12 x2 ion, Range 1,800/12,000 (4/20)
+
:Duel Ion Cannon (copilot): Damage 4d12 x2, Range 1,800/12,000 (4/20)
:Photon torpedo launcher (copilot): Dmg 10d10 x3 energy, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2), save DC13+*
+
:Photon torpedo launcher (copilot): Dmg 10d10 x3, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2), save DC13+*
  
 
'''X-Wing Series Fighter''': The X-wing carries four fire-linked laser cannons and proton torpedo launcher. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing’s mission profile. The good shielding provides some protection for the pilot and droid.
 
'''X-Wing Series Fighter''': The X-wing carries four fire-linked laser cannons and proton torpedo launcher. Other warheads, such as concussion missiles, can be fired from the launchers with significant refit by ground crews but the overall versatility of the proton torpedo is ideally suited to the X-wing’s mission profile. The good shielding provides some protection for the pilot and droid.
 
:'''Gargantuan Starfighter'''
 
:'''Gargantuan Starfighter'''
:'''Man/Atk mod''' +2/+3; '''Senses''' sensors +3 or Astromech; '''AC''' 16 (armor +10) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency; '''HD''' 6, '''HP''' 120, '''Hardness''' 10, '''SR''' 15, '''Threshold''' 56; '''Speed''' 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); '''Strength bonus''' +20; '''Abilities''' Str 42, Dex 22, Int 16; '''Crew''' 1, '''Passengers''' 1 droid, '''Cargo''' 120lbs, '''Consumables''' 1 week; '''Payload''' 6 torpedoes, '''Availability''' Military, '''Cost''' 150,000 (65,000 used); '''Hyperdrive''' x1 (Astromech)
+
:'''Man/Atk mod''' +2/+3; '''Senses''' sensors +3 or Astromech; '''AC''' 16 (armor +10) + pilot’s Dex or Int mod (max +2) + pilot’s proficiency; '''HD''' 6, '''HP''' 120, '''Hardness''' 10, '''SR''' 15, '''Threshold''' 56; '''Speed''' 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); ''''''Strength bonus''' +20; '''Abilities''' Str 42, Dex 22, Int 16; '''Crew''' 1, Passengers''' 1 droid, '''Cargo''' 120lbs, '''Consumables''' 1 week; '''Payload''' 6 torpedoes, '''Availability''' Military, '''Cost''' 150,000 (65,000 used); '''Hyperdrive''' x1 (Astromech)
:'''Weapons''': Quad Laser cannons (pilot): Damage 6d10 x2 energy, Range 1,000/5,000 (2/10)
+
:'''Weapons''': Quad Laser cannons (pilot): Damage 6d10 x2, Range 1,000/5,000 (2/10)
:Photon torpedo launcher (pilot): Dmg 10d10 x3 energy, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2), save DC13+*
+
:Photon torpedo launcher (pilot): Dmg 10d10 x3, Range 2,000/10,000 (6/30) AOE 30ftx30ft sphere (2x2), save DC13+*
  
 
'''Z-95 Headhunter''': An older design, but a very effective one, the Z-95 Headhunter is still a respected starfighter. Equipped with two fire-linked laser cannons, a missile launchers and light shielding, the Headhunter is a deadly single pilot fighters.  
 
'''Z-95 Headhunter''': An older design, but a very effective one, the Z-95 Headhunter is still a respected starfighter. Equipped with two fire-linked laser cannons, a missile launchers and light shielding, the Headhunter is a deadly single pilot fighters.  
 
:'''Huge Starfighter'''
 
:'''Huge Starfighter'''
 
:'''Man/Atk mod''' +3/+2; '''Senses''' sensors +2; '''AC''' 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 6, '''HP''' 120, '''Hardness''' 10, '''SR''' 10, '''Threshold''' 38; '''Speed''' 330 feet (max. velocity 1,650 mph), fly 7 (starship scale); '''Strength bonus''' +15; '''Abilities''' Str 36, Dex 20, Int 14; '''Crew''' 1, '''Passengers''' 0, '''Cargo''' 100lbs, '''Consumables''' 2 days; ''Payload'' 12 missiles, '''Availability''' Military, '''Cost''' 50,000 used; '''Hyperdrive''' none
 
:'''Man/Atk mod''' +3/+2; '''Senses''' sensors +2; '''AC''' 14 (armor +6) + pilot’s Dex or Int mod; '''HD''' 6, '''HP''' 120, '''Hardness''' 10, '''SR''' 10, '''Threshold''' 38; '''Speed''' 330 feet (max. velocity 1,650 mph), fly 7 (starship scale); '''Strength bonus''' +15; '''Abilities''' Str 36, Dex 20, Int 14; '''Crew''' 1, '''Passengers''' 0, '''Cargo''' 100lbs, '''Consumables''' 2 days; ''Payload'' 12 missiles, '''Availability''' Military, '''Cost''' 50,000 used; '''Hyperdrive''' none
:'''Weapons''': Duel laser cannons (pilot): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:'''Weapons''': Duel laser cannons (pilot): Damage 5d10 x2, Range 1,000/5,000 (2/10)
:Missile Launcher (pilot): Dmg 8d10 x2 blast, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC12+*
+
:Missile Launcher (pilot): Dmg 8d10 x2, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC12+*
  
  * ''these Save '''DC''' for AOE attacks by vehicles. The base for those are ('X'+*) which is base DC (8 + the vehicle's Int Mod) + the gunner's Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the operator must make a Dexterity (Drive) pr (Pilot) or Intelligence (Capital Ship) maneuver check plus the vehicle's Man modifier, to suffer only half damage.
+
  * <font size=1>''these Save '''DC''' for AOE attacks by vehicles. The base DC for those are (*) this base value DC + the gunner’s Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the pilot must make a Dexterity (Pilot) or Intelligence (Capital Ship) skill check, depending on they type of vehicle being effected.</font size>
  
 
=== Transports and Freighters ===
 
=== Transports and Freighters ===
Line 2,113: Line 2,071:
 
:'''Colossal Transport'''
 
:'''Colossal Transport'''
 
:'''Man/Atk mod''' -4/+2; '''Senses''' sensors +2; '''AC''' 14 (armor +10) + pilot’s Dex or Int mod (max +2); '''HD''' 13, '''HP''' 260, '''Hardness''' 15, '''SR''' 25, '''Threshold''' 76; '''Speed''' 270 feet (max. velocity 1,350 mph), fly 5 (starship scale); '''Strength bonus''' +22; '''Abilities''' Str 42, Dex 14, Int 14; '''Crew''' 2 (minimum; 8), '''Passengers''' 16, '''Cargo''' 20 tons, '''Consumables''' 2 months; '''Payload''' 18 missiles, '''Availability''' Licensed, '''Cost''' 100,000 used; '''Hyperdrive''' x1.5 (navcomputer; +2 bonus), backup x10
 
:'''Man/Atk mod''' -4/+2; '''Senses''' sensors +2; '''AC''' 14 (armor +10) + pilot’s Dex or Int mod (max +2); '''HD''' 13, '''HP''' 260, '''Hardness''' 15, '''SR''' 25, '''Threshold''' 76; '''Speed''' 270 feet (max. velocity 1,350 mph), fly 5 (starship scale); '''Strength bonus''' +22; '''Abilities''' Str 42, Dex 14, Int 14; '''Crew''' 2 (minimum; 8), '''Passengers''' 16, '''Cargo''' 20 tons, '''Consumables''' 2 months; '''Payload''' 18 missiles, '''Availability''' Licensed, '''Cost''' 100,000 used; '''Hyperdrive''' x1.5 (navcomputer; +2 bonus), backup x10
:'''Weapons''': 2 Heavy laser cannons (2; gunners): Damage 6d12 x2 energy, Range 1,500/8,000 (3/15) AOE 10ft sphere (0), save DC 12+*
+
:'''Weapons''': 2 Heavy laser cannons (2; gunners): Damage 6d12 x2, Range 1,500/8,000 (3/15) AOE 10ft sphere (0), save DC 12+*
:Missile launcher (gunner): Damage 8d10 x2 blast, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), save DC 12+*
+
:Missile launcher (gunner): Dmg 8d10 x2, Range 2,000/10,000 (6/30), AOE 60ftx60ft sphere (2x2), DC 12+*
  
'''Lambda-class T-4 Shuttle''': also known as an Imperial Shuttle, the T4 is a standard light utility craft in common use throughout the Imperial military, used as a transport for troops and high ranking individuals.
+
Lambda-class T-4 Shuttle: also known as an Imperial Shuttle, the T4 is a standard light utility craft in common use throughout the Imperial military, used as a transport for troops and high ranking individuals.
:'''Colossal Transport'''
+
:Colossal Transport
:'''Mod/Atk mod''' -3/+3; '''Senses''' sensors +3; '''AC''' 14 (armor +14) + pilot’s Dex or Int mod (max +2); HD 10, HP 200, Hardness 15, SR 15, Threshold 77; Speed 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); '''Strength bonus''' +23; '''Abilities''' Str 44, Dex 12, Int 16; '''Crew''' 6 (minimum 2), '''Passengers''' 20, '''Cargo''' 80 tons, '''Consumables''' 6 months; '''Availability''' Military, '''Cost''' not for sale (black market 150,000); '''Hyperdrive''' x1 (navcomputer; +2 bonus), backup x10
+
:Mod/Atk mod -3/+3; Senses sensors +3; AC 14 (armor +14) + pilot’s Dex or Int mod (max +2); HD 10, HP 200, Hardness 15, SR 15, Threshold 77; Speed 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); Strength bonus +23; Abilities Str 44, Dex 12, Int 16; Crew 6 (minimum 2), Passengers 20, Cargo 80 tons, Consumables 6 months; Availability Military, Cost not for sale (black market 150,000); Hyperdrive x1 (navcomputer; +2 bonus), backup x10
:'''Weapons''': Duel laser cannons (2; copilot and gunner): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:Weapons: Duel laser cannons (2; copilot and gunner): Damage 5d10 x2, Range 1,000/5,000 (2/10)
  
'''YT-1000 Light Freighter''': A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a quad-laser turret.
+
YT-1000 Light Freighter: A popular ship amongst smugglers and independent cargo haulers, the YT series freighters are fast, well-armed, easily modified, well shielded and require a minimal crew. Requiring a pilot and co-pilot for normal operations, the YT series is armed with a quad-laser turret.
:'''Colossal Transport'''
+
:Colossal Transport
:'''Man/Atk''' mod -6/+2; '''Senses''' sensors +2; '''AC''' 12 (armor +8) + pilot’s Dex or Int mod (max +2); '''HD''' 10, '''HP''' 200, '''Hardness''' 15, '''SR''' 15, '''Threshold''' 76; '''Speed''' 270 feet (max. velocity 1,350 mph), fly 5 (starship scale); '''Strength bonus''' +22; '''Abilities''' Str 42, Dex 10, Int 14; '''Crew''' 2, '''Passengers''' 6, '''Cargo''' 100 tons, '''Consumables''' 2 months; '''Availability''' Licensed, '''Cost''' 100,000 (25,000 used); '''Hyperdrive''' x2 (navcomputer), backup x12
+
:Man/Atk mod -6/+2; Senses sensors +2; AC 12 (armor +8) + pilot’s Dex or Int mod (max +2); HD 10, HP 200, Hardness 15, SR 15, Threshold 76; Speed 270 feet (max. velocity 1,350 mph), fly 5 (starship scale); Strength bonus +22; Abilities Str 42, Dex 10, Int 14; Crew 2, Passengers 6, Cargo 100 tons, Consumables 2 months; Availability Licensed, Cost 100,000 (25,000 used); Hyperdrive x2 (navcomputer), backup x12
:'''Weapons''': Quad laser cannons (gunner turret): Damage 6d10 x2 energy, Range 1,000/5,000 (2/10)
+
:Weapons: Quad laser cannons (gunner turret): Damage 6d10 x2, Range 1,000/5,000 (2/10)
  
'''YT-2400''': another popular freighter with haulers the 2400 series has an upgraded sublight and hyperdrive engine systems for faster travel another with a larger cargo hold.
+
YT-2400: another popular freighter with haulers the 2400 series has an upgraded sublight and hyperdrive engine systems for faster travel another with a larger cargo hold.
:'''Colossal Transport'''
+
:Colossal Transport
:'''Man/Atk mod''' -5/+2; '''Senses''' sensors +2; '''AC''' 12 (armor +8) + pilot’s Dex or Int mod (max +2); '''HD''' 10, '''HP''' 200, '''Hardness''' 15, '''SR''' 15, '''Threshold''' 58; '''Speed''' 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); '''Strength bonus''' +24; '''Abilities''' Str 46, Dex 12, Int 14; '''Crew''' 2, '''Passengers''' 6, '''Cargo''' 150 tons, '''Consumables''' 2 months; '''Availability''' Licensed, '''Cost''' 150,000 (75,000 used); '''Hyperdrive''' x1.5 (navcomputer; +1 bonus), backup x12
+
:Man/Atk mod -5/+2; Senses sensors +2; AC 12 (armor +8) + pilot’s Dex or Int mod (max +2); HD 10, HP 200, Hardness 15, SR 15, Threshold 58; Speed 300 feet (max. velocity 1,500 mph), fly 6 (starship scale); Strength bonus +24; Abilities Str 46, Dex 12, Int 14; Crew 2, Passengers 6, Cargo 150 tons, Consumables 2 months; Availability Licensed, Cost 150,000 (75,000 used); Hyperdrive x1.5 (navcomputer; +1 bonus), backup x12
:Weapons: Quad laser cannons (gunner turret): Damage 6d10 x2 energy, Range 1,000/5,000 (2/10)
+
:Weapons: Quad laser cannons (gunner turret): Damage 6d10 x2, Range 1,000/5,000 (2/10)
  
'''YV-100''': The YV-100 light freighter was the first of the Corellian Engineering Corporation’s YV series starships released in the era surrounding the rise of the Galactic Empire. Its 200 foot-long frame housed enough room to hold 450 cubic yards of cargo, as well as other vital starship systems, including the hyperdrive, weaponry, and living arrangements. On the exterior, the ship resemble CEC’s YT series line in the rear portion— this design feature was due to the influence of the popular YT series already on the market which the designers brought along. The body also featured a long, slender forward portion—a trademark to the future ships of the YV series.
+
YV-100: The YV-100 light freighter was the first of the Corellian Engineering Corporation’s YV series starships released in the era surrounding the rise of the Galactic Empire. Its 200 foot-long frame housed enough room to hold 450 cubic yards of cargo, as well as other vital starship systems, including the hyperdrive, weaponry, and living arrangements. On the exterior, the ship resemble CEC’s YT series line in the rear portion— this design feature was due to the influence of the popular YT series already on the market which the designers brought along. The body also featured a long, slender forward portion—a trademark to the future ships of the YV series.
:'''Colossal Transport'''
+
:Colossal Transport
:'''Man/Atk mod''' -6/+2; '''Senses''' sensors +2; '''AC''' 12 (armor +12); '''HD''' 15, '''HP''' 300, '''Hardness''' 15, '''SR''' 15, '''Threshold''' 81; '''Speed''' 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); '''Strength bonus''' +27; '''Abilities''' Str 52, Dex 10, Int 14; '''Crew''' 8, '''Passengers''' 10, '''Cargo''' 450 tons, '''Consumables''' 2 months; '''Availability''' Licensed, '''Cost''' 190,000 (100,000 used); '''Hyperdrive''' x2 (navcomputer), backup x12
+
:Man/Atk mod -6/+2; Senses sensors +2; AC 12 (armor +12); HD 15, HP 300, Hardness 15, SR 15, Threshold 81; Speed 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); Strength bonus +27; Abilities Str 52, Dex 10, Int 14; Crew 8, Passengers 10, Cargo 450 tons, Consumables 2 months; Availability Licensed, Cost 190,000 (100,000 used); Hyperdrive x2 (navcomputer), backup x12
:'''Weapons''': Duel laser cannons (2; gunner turrets): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:Weapons: Duel laser cannons (2; gunner turrets): Damage 5d10 x2, Range 1,000/5,000 (2/10)
  
  * ''these Save '''DC''' for AOE attacks by vehicles. The base for those are ('X'+*) which is base DC (8 + the vehicle's Int Mod) + the gunner's Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the operator must make a Dexterity (Drive) pr (Pilot) or Intelligence (Capital Ship) maneuver check plus the vehicle's Man modifier, to suffer only half damage.
+
  * <font size=1>''these Save '''DC''' for AOE attacks by vehicles. The base DC for those are (*) this base value DC + the gunner’s Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the pilot must make a Dexterity (Pilot) or Intelligence (Capital Ship) skill check, depending on they type of vehicle being effected.</font size>
  
 
=== Capital Starships ===
 
=== Capital Starships ===
 
'''Imperial I Star Destroyer''': Just over a mile long and crewed by 5 to 35 thousand individuals, a Star Destroyer is a huge investment of materials, man power and energy. Only built by order of the galactic government, and almost never in civilian ownership, these craft are very nearly the largest and most dangerous vessels in space. Exemplifying assorted ‘superweapons’, the Star Destroyer is only outclassed by a few types of vessels, none as numerous as this symbol of Imperial might. The Imperial I-class Star Destroyer possesses a main battery of 12 quad heavy turbolasers and 16 heavy ion cannons, arranged in mounts flanking the ship’s tower structure.
 
'''Imperial I Star Destroyer''': Just over a mile long and crewed by 5 to 35 thousand individuals, a Star Destroyer is a huge investment of materials, man power and energy. Only built by order of the galactic government, and almost never in civilian ownership, these craft are very nearly the largest and most dangerous vessels in space. Exemplifying assorted ‘superweapons’, the Star Destroyer is only outclassed by a few types of vessels, none as numerous as this symbol of Imperial might. The Imperial I-class Star Destroyer possesses a main battery of 12 quad heavy turbolasers and 16 heavy ion cannons, arranged in mounts flanking the ship’s tower structure.
 
:'''Levitation Capital Destroyer'''
 
:'''Levitation Capital Destroyer'''
:'''Man/Atk mod''' -10/+5; '''Senses''' sensors +5; '''AC''' 16 (armor +18); '''HD''' 105, '''HP''' 2,100, '''Hardness''' 25, '''SR''' 75, '''Threshold''' 211; '''Speed''' 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); '''Strength bonus''' +63; '''Abilities''' Str 102, Dex 14, Int 20; '''Crew''' 37,00, '''Passengers''' 9,7,000 troops, '''Cargo''' 36,000 tons, '''Consumables''' 6 years, '''Carried Craft''' 72 TIE Fighters, 8 Lambda-class shuttles, 20 AT-AT & 30 AT-ST Walkers, other craft as needed; '''Availability''' Military; '''Hyperdrive''' x1.5 (navcomputer; +2 bonus), backup x8
+
:'''Man/Atk mod''' -10/+5; '''Senses''' sensors +5; AC 16 (armor +18); HD 105, HP 2,100, Hardness 25, SR 75, Threshold 211; Speed 240 feet (max. velocity 1,200 mph), fly 5 (starship scale); Strength bonus +63; Abilities Str 102, Dex 14, Int 20; Crew 37,00, Passengers 9,7,000 troops, Cargo 36,000 tons, Consumables 6 years, Carried Craft 72 TIE Fighters, 8 Lambda-class shuttles, 20 AT-AT & 30 AT-ST Walkers, other craft as needed; Availability Military; Hyperdrive x1.5 (navcomputer; +2 bonus), backup x8
:'''Weapons''': Quad Turbolaser cannon (12; 3 per flank) (gunners): Damage 8d12 x4 energy, Range 3,000/15,000 (8/40), AOE 15ftx15ft sphere (1), DEX save DC15+*
+
:'''Weapons''': Quad Turbolaser cannon (12; 3 per flank) (gunners): Damage 8d12 x4, Range 3,000/15,000 (8/40), AOE 15ftx15ft sphere (1), save DC15+*
:Turboion cannon (16; 4 per flank) (gunners): Damage 5d10 x4 ion, Range 2,000/10,000 (5/20) AOE 15ftx15ft sphere (1), save DC15+*
+
:Turboion cannon (16; 4 per flank) (gunners): Damage 5d10 x4, Range 2,000/10,000 (5/20) AOE 15ftx15ft sphere (1), save DC15+*
:Duel Turboblaster cannons (8; 2 per flank) (gunners): Damage 6d8 x4 energy, Range 1,000/4,000 (2/10), Autofire 60ftx60ft area (2x2), save DC15+*
+
:Duel Turboblaster cannons (8; 2 per flank) (gunners): Damage 6d8 x4, Range 1,000/4,000 (2/10), Autofire 60ftx60ft area (2x2), save DC15+*
:Duel laser cannons (32; 8 per flank) (gunners): Damage 5d10 x2 energy, Range 1,000/5,000 (2/10)
+
:Duel laser cannons (32; 8 per flank) (gunners): Damage 5d10 x2, Range 1,000/5,000 (2/10)
 
:Tractor Beams (8; 2 per flank) (gunners): Range 1,500/10,000 (5/25)
 
:Tractor Beams (8; 2 per flank) (gunners): Range 1,500/10,000 (5/25)
  
  * ''these Save '''DC''' for AOE attacks by vehicles. The base for those are ('X'+*) which is base DC (8 + the vehicle's Int Mod) + the gunner's Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the operator must make a Dexterity (Drive) pr (Pilot) or Intelligence (Capital Ship) maneuver check plus the vehicle's Man modifier, to suffer only half damage.
+
  * <font size=1>''these Save '''DC''' for AOE attacks by vehicles. The base DC for those are (*) this base value DC + the gunner’s Dex or Int mod (whichever is better) + gunner’s proficiency. To make the save the pilot must make a Dexterity (Pilot) or Intelligence (Capital Ship) skill check, depending on they type of vehicle being effected.</font size>
  
== UPGRADES ==
+
== THE ENVIROMENT HOUSERULES ==
With the '''Tech Specialist''' feat, characters (or NPC with the feat the characters want to hire) can modify and upgrade their gear. The following are loose rules and outline on how to do this.</br>
+
'''ATMOSPHERE'''
''Quick note'' - there are different levels of upgrades. Not all levels provide an in-game effect, but they still must be made in order to gain higher level benefits. Each level cost so many credits and takes so much time (work). There is also a DC required which is a Technology skill check. Failure means that the credits and time were wasted. See individual upgrades below.</br>
 
Also for "credits worth of x" always round up.
 
 
 
'''WEAPONS'''
 
:'''Leve; 1''': Cost 500 credits. Take 1 hour per 500 credits the weapon is worth. DC15: +1 to hit or +2 to damage
 
:'''Level 2''': Cost 500 credits. Takes 1 hour per 200 credits the weapon is worth. DC15: +1 to hit AND +2 to damage. Range increased by 20%.
 
:'''Level 3''': Cost 1,000 credits. Takes 1 hour per 100 credits the weapon is worth. DC20: +2 to hit or +5 to damage or +50% to range or critical hit on a 19-20.
 
'''ARMOR'''</br>
 
:'''Level 1''': Cost 500 credits. Takes 1 hour per 500 credits of armor. DC15: +2 to Damage Threshold or +2 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons (most be a full body suit) or install Helm system for hands free comlink or Low-Light Vision or IR Vision or +2 to either Vision or Hearing Perception checks.
 
:'''Level 2''': Cost 1,000 credits. Takes hour per 300 credits worth of armor. DC20: +1 to Armor Class or +4 equipment bonus to saves vs. environmental condition as listed above or two level 1 upgrades (as listed above).
 
:'''Level 3''': Cost 2,500 credits. Takes hour per 200 credits worth of armor. DC20: Two level 2 upgrades (as listed above) or ''Resistance'' (PHB pg. 194) to one type of damage: Cold, Fire, Radiation or Pressure.
 
'''MISC GEAR'''
 
:'''Level 1''': Cost 500 credits. Takes hour per credits worth of gear. DC15:
 
:'''Level 2''': Cost 1,000 credits. Takes hour per credits worth of gear. DC20:
 
:'''Level 3''': Cost 2,500 credits. Takes hour per credits worth of gear. DC25:
 
'''DROIDS'''
 
:'''Level 1''': Cost 1,000 credits. Takes hour per credits worth of droid. DC15:
 
:'''Level 2''': Cost 2,500 credits. Takes hour per credits worth of droid. DC20:
 
:'''Level 3''': Cost 5,000 credits. Takes hour per credits worth of droid. DC20:
 
'''VEHICLES AND STARSHIPS'''
 
:'''Level 1''': Cost credits. Takes hour per credits worth of vehicle. DC15:
 
:'''Level 2''': Cost credits. Takes hour per credits worth of vehicle. DC20:
 
:'''Level 3''': Cost credits. Takes hour per credits worth of vehicle. DC25:
 
  
== THE ENVIROMENT HOUSERULES ==
 
'''ATMOSPHERE TYPES'''</br>
 
 
'''Vacuum''': Vacuums contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as void suits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), then every round it suffers 1d6 hit points of damage and must make a '''DC15''' Constitution save or also suffer one level exhaustion of from decompression. If a breathing being expels all air from its lungs (requiring a '''DC15''' Intelligence save) it can avoid this roll for ¼ it Constitution score (round down).
 
'''Vacuum''': Vacuums contain little or no air or atmosphere, meaning most organic beings must breathe through artificial means (such as void suits). The lack of atmosphere also means pressure is extremely low or nonexistent. This causes blood vessels to burst and lungs to rupture. If a creatures doesn’t have a sealed suit (or it’s breached), then every round it suffers 1d6 hit points of damage and must make a '''DC15''' Constitution save or also suffer one level exhaustion of from decompression. If a breathing being expels all air from its lungs (requiring a '''DC15''' Intelligence save) it can avoid this roll for ¼ it Constitution score (round down).
 
:The victim recovers back hit points and exhaustion per regular means in normal atmosphere.
 
:The victim recovers back hit points and exhaustion per regular means in normal atmosphere.
Line 2,193: Line 2,126:
  
  
'''GRAVITY'''</br>
+
'''GRAVITY'''
 +
 
 
Different levels of gravity can affect individuals differently, as they suffer some physical disorientation in gravities different than what they’re used to. This inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws.
 
Different levels of gravity can affect individuals differently, as they suffer some physical disorientation in gravities different than what they’re used to. This inflicts disadvantage on all Strength and Dexterity based attacks, ability and skill checks and saving throws.
 
In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They suffer just the opposite in higher gravity situations.
 
In lower gravities beings experience higher Strength abilities for lifting, carrying and lifting and also higher base Speed. They suffer just the opposite in higher gravity situations.
Line 2,200: Line 2,134:
 
* '''Low G''': Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal.
 
* '''Low G''': Carrying capacity, lifting, leaping distances and Speed increase by +50% over normal.
 
* '''Micro-G''': Carrying capacity, lifting, leaping distances and Speed are doubled over normal.
 
* '''Micro-G''': Carrying capacity, lifting, leaping distances and Speed are doubled over normal.
 +
 
'''Zero-G Effects''': Movement and combat in zero-g is tricky due to momentum and disorientation. First, when not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. A creature can spend its Action and make a '''DC12''' Strength (Athletics) or Dexterity (Acrobatics) check to ‘anchor’ itself to some larger surface. Unless a creatures is anchored in this or some other way (magnetic books lacked to a metal hull, etc.) all Strength and Dexterity based skills and attack rolls are at disadvantage. When attacking with non-recoilless weapons when not anchored the creature is sent tumbling. When tumbling the creature has a Speed 0 (if it was moving then it is still moving in that direction and cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature can attempt a '''DC15''' Dexterity (Acrobatics) skill check to ‘right’ itself (but remember at disadvantage). Success means it is no longer tumbling.
 
'''Zero-G Effects''': Movement and combat in zero-g is tricky due to momentum and disorientation. First, when not traveling in a straight line, beings move in zero-g as if it were difficult terrain. If you launch yourself off in a straight direction you continue to move at that same speed until you encounter a surface or some outside means alters your course. A Fly speed can change course and alter your speed but you must you movement to do so, otherwise you will continue to move at the same speed and in the same direction your last move. A creature can spend its Action and make a '''DC12''' Strength (Athletics) or Dexterity (Acrobatics) check to ‘anchor’ itself to some larger surface. Unless a creatures is anchored in this or some other way (magnetic books lacked to a metal hull, etc.) all Strength and Dexterity based skills and attack rolls are at disadvantage. When attacking with non-recoilless weapons when not anchored the creature is sent tumbling. When tumbling the creature has a Speed 0 (if it was moving then it is still moving in that direction and cannot change it) and it is at disadvantage with all saving throws, skill and ability checks and attack rolls. As an action the creature can attempt a '''DC15''' Dexterity (Acrobatics) skill check to ‘right’ itself (but remember at disadvantage). Success means it is no longer tumbling.
  
  
<font size=3>'''OTHER HAZARDS'''</br></font size>
+
'''OTHER HAZARDS'''
'''COLD WEATHER'''</br>
+
 
Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a '''DC15''' Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For 0° F or below, this save is at disadvantage. These rolls assume the creature is wearing winter clothing or all-weather cloak or a wetsuit if underwater. If not increase to '''DC20'''. Advanced arctic suits ignore the basic condition and grant advantage on the save between 0° F to -40° F then standard saves and finally at disadvantage on saves down to -80° F.</br>
+
'''COLD WEATHER'''
 +
 
 +
Trudging through deep snow for hours on end, or facing biting, bitter winds, can dehydrate and fatigue a creature as quickly as blazing deserts. Every four hours spent in weather around freezing (32° F), a creature must make a '''DC15''' Constitution saving throw. Failure means gaining one level of exhaustion. This can eventually kill the creature. For 0° F or below, this save is at disadvantage. These rolls assume the creature is wearing winter clothing or all-weather cloak or a wetsuit if underwater. If not increase to '''DC20'''. Advanced arctic suits ignore the basic condition and grant advantage on the save between 0° F to -40° F then standard saves and finally at disadvantage on saves down to -80° F.
 +
 
 
Below this, without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute. The Void of space is colder but this value works.
 
Below this, without a space suit or similar protection the creature fails this saving throw automatically which is applied every minute. The Void of space is colder but this value works.
  
  
'''EXCESSIVE HEAT'''</br>
+
'''EXCESSIVE HEAT'''
Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 32° C degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day, they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make '''DC15''' Constitution check every four hours (an all-weather cloak grants advantage with this save), add +2 to the '''DC''' if the creature has half the water needed, add +5 to the DC if less than half. Add +1 to the '''DC''' for every 5° over 90° F. However lower the DC by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature.</br>
+
 
 +
Intense heat, typically that over 90° F degrees Fahrenheit, can cause heat exhaustion and heat stroke, both of which are very dangerous. The actual danger is from dehydration, so well-supplied and conscientious creatures can greatly improve their chances in extreme heat simply by carrying a good amount of water and drinking frequently. When the temperature reaches 32° C degrees or more, the GM should pay attention to how much water creature is able to drink. If they are able to drink at least one gallon of water a day, they may be tired and sunburned, but are in no immediate danger. A desert suit produces the water required for the wearer (but no extra). If that amount of water isn’t available, creature must make '''DC15''' Constitution check every four hours (an all-weather cloak grants advantage with this save), add +2 to the '''DC''' if the creature has half the water needed, add +5 to the DC if less than half. Add +1 to the '''DC''' for every 5° over 90° F. However lower the DC by -2 if the creature is taking no physical action but walking and -5 if sitting and another -3 if sitting in a substantially shaded area. Failure means gaining one level of exhaustion. This can kill the creature.
 
The void of space, without a spacesuit protection, causes a level of exhaustion every minute automatically. Physical activity, water and shade have no impact on this.
 
The void of space, without a spacesuit protection, causes a level of exhaustion every minute automatically. Physical activity, water and shade have no impact on this.
  
  
'''PRESSURE'''</br>
+
'''PRESSURE'''
 +
 
 
Pressure can come from dense atmospheres on some alien worlds or being deep underwater. High atmospheric pressure requires a '''DC10''' Constitution saving throw every hour or suffer a level of exhaustion. Extreme pressure, such as from high-g maneuvers in flight, increase this to DC15 each round. Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a '''DC15'''. Failure results in 1d6 damage that also reduces the subject’s maximum hit point total. Taking ½ the safe time is a '''DC20''' or suffer 3d6 damage (½ if you saved) that also reduces your maximum hit point total and costs one level of exhaustion. Taking ¼ the safe time is a '''DC25''' or suffer 5d6 damage (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.
 
Pressure can come from dense atmospheres on some alien worlds or being deep underwater. High atmospheric pressure requires a '''DC10''' Constitution saving throw every hour or suffer a level of exhaustion. Extreme pressure, such as from high-g maneuvers in flight, increase this to DC15 each round. Rising to fast from deep underwater can also cause problems. Taking ¾ the safe time is a '''DC15'''. Failure results in 1d6 damage that also reduces the subject’s maximum hit point total. Taking ½ the safe time is a '''DC20''' or suffer 3d6 damage (½ if you saved) that also reduces your maximum hit point total and costs one level of exhaustion. Taking ¼ the safe time is a '''DC25''' or suffer 5d6 damage (½ if you saved) and reduce the subject’s maximum hit point total by the same amount and suffer two levels of exhaustion. These level of exhaustion can kill the subject.
 
:You must spend HD to recover lost hit point maximum before you can recover lost hit point total. Recovering all lost exhaustion can only be done one level per long rest.
 
:You must spend HD to recover lost hit point maximum before you can recover lost hit point total. Recovering all lost exhaustion can only be done one level per long rest.
  
  
'''RADIATION'''</br>
+
'''RADIATION'''
 +
 
 
There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0.
 
There are various degrees of radiation that causes damage and can reduces the creature’s maximum hit point total. Creatures in a radioactive environment must make a Constitution save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction is not recovered after a Long Rest. The target dies if this effect reduces its hit point maximum to 0.
 
Dangerous levels of radiation require a '''DC12''' save every hour or suffer 1d6 hit points of damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation require a '''DC15''' save every minute or suffer 2d6 hit points of damage (½ if you saved) an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a '''DC15''' save but every round or suffer 3d6 hit points of damage (½ if you saved) and a reduction of the creatures maximum hit point total. For all levels a failed Constitution save also imposes the ''Poisoned'' condition onto the subject.
 
Dangerous levels of radiation require a '''DC12''' save every hour or suffer 1d6 hit points of damage and also a reduction of the creatures maximum hit point total. Extreme levels of radiation require a '''DC15''' save every minute or suffer 2d6 hit points of damage (½ if you saved) an also a reduction of the creatures maximum hit point total. Deadly levels of radiation require a '''DC15''' save but every round or suffer 3d6 hit points of damage (½ if you saved) and a reduction of the creatures maximum hit point total. For all levels a failed Constitution save also imposes the ''Poisoned'' condition onto the subject.
 
:You must spend HD to recover lost hit point maximum before you can recover lost hit point total. The ''poisoned'' condition is not removed until you have restored you maximum hit points to full.
 
:You must spend HD to recover lost hit point maximum before you can recover lost hit point total. The ''poisoned'' condition is not removed until you have restored you maximum hit points to full.
 +
 
The void of space is considered to have a Dangerous levels of radiation.
 
The void of space is considered to have a Dangerous levels of radiation.
  
Line 2,236: Line 2,178:
 
:'''Proficiency Bonus''': As per normal level bonus.
 
:'''Proficiency Bonus''': As per normal level bonus.
 
PROFICIENCIES
 
PROFICIENCIES
:'''Armor and Weapons''': Simple Weapons plus one either of Advanced Melee Weapons, Heavy Weapons, Martial Weapons, Pistol, Rifle, or Light Armor or Medium Armor proficiency.
+
:'''Armor and Weapons''': Simple Weapons plus one either of Heavy Weapons, Martial Weapons, Pistol, Rifle, or Light Armor or Medium Armor
 
:'''Skills''': Any two of choice.
 
:'''Skills''': Any two of choice.
 
:'''Saving Throws''': Non-heroic start with proficiency in none.
 
:'''Saving Throws''': Non-heroic start with proficiency in none.
 
:'''Backgrounds''': instead of picking a background, nonheroic characters gain an additional two Skills or any of the Proficiencies listed above or one saving throw proficiency. Droid pick a degree and gain all skills and proficiencies listed.
 
:'''Backgrounds''': instead of picking a background, nonheroic characters gain an additional two Skills or any of the Proficiencies listed above or one saving throw proficiency. Droid pick a degree and gain all skills and proficiencies listed.
  
CREATURES AND NPC CONSTRUCTS</br>
+
CREATURES AND NPC CONSTRUCTS
 +
 
 
See DMG and MM for basic creature construction and abilities. Updated Beast Size…
 
See DMG and MM for basic creature construction and abilities. Updated Beast Size…
 
<font size=1>
 
<font size=1>
Line 2,275: Line 2,218:
 
:'''Desert''': advantage on Wisdom (Perception) and (Survival) skill checks but only in hot/desert environments.
 
:'''Desert''': advantage on Wisdom (Perception) and (Survival) skill checks but only in hot/desert environments.
 
:'''Subterranean''': creatures have advantage on Wisdom (Perception) rolls. They also have darkvision minimum of 120 feet. Might also have Termersense or Blindsense.
 
:'''Subterranean''': creatures have advantage on Wisdom (Perception) rolls. They also have darkvision minimum of 120 feet. Might also have Termersense or Blindsense.
=== EXAMPLES OF CRITTERS ===
 
[[File:SW5e.CreatureRogues.jpg | 700px]]
 
'''ACKLAY (Genonosis, Vendaxa)''', ''Large aquatic predator (ambusher) beast 8''
 
[[File:SWD5.Acklay.jpg | 450px |right]]
 
'''Destiny Points''' 2 (1d4+1)</br>
 
'''Armor Class''' 17 (armor shell)</br>
 
'''Hit Points''' 96 (HD 8d10), '''Damage Threshold''' 24 (recover +7)</br>
 
'''Speed''' 30 feet; 40 feet (swim)</br>
 
STR 18 (+4), DEX 12 (+1), CON 19 (+4), INT 4 (-3), WIS 11, CHA 10</br>
 
'''Saves''' Strength +7, Constitution +7</br>
 
'''Skills''' Initiative +4, Intimidation +3, Perception +3, Stealth +1 (has advantage when remaining still)</br>
 
'''Traits:''' Large (STR +4, CON +4, DEX -2, Stealth -3, Intimidate +3, DMG THD +2), Dark Vision </br>
 
'''''Aquatic.''''' Acklay have advantage on (Athletics) skill checks when swimming. Furthermore, if this skill check is a 9 or less, treats these rolls at if they rolled a 10.</br>
 
'''''Improved Grab.''''' Anything an Acklay successfully hits with one of its claw attacks it can automatically attempt to grab its opponent. It can deal damage automatically on any target that is has grabbed and it only requires one ‘arm’ to maintain the grab. It is successfully grabs with both of its claws the target is instead Restrained.</br>
 
'''Senses''' Darkvision 120 feet, ''passive'' perception 13</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack.''''' Anytime an Acklay takes an attack action, it can attack twice with that action.</br>
 
'''''Bite'''''. Melee Attack +6 to hit, one target, reach 5 feet; Hit: 2d8+5 piercing damage</br>
 
'''''Forearm Claws.''''' Melee Attack +6 to hit, one target, reach 10 feet; Hit: 1d12+5 piercing damage</br>
 
 
One of the most fearsome predators on their native planet, Acklays have a head full of sharp teeth and the body of a clawed crustacean. A distinctive neckfrill protects its vulnerable neck. Although their chitinous armor is relatively thin, Acklays use the long reach of their two claws to both keep threats at bay and crush it. Disabled prey are picked up and carried off to be consumed at leisure.
 
 
 
[[File:SWD5.Neux.jpg | 400px | left]]'''NEXU (Cholganna)''', ''Large predator (stalker) beast 6''</br>
 
'''Destiny Points''' 3 (1d4+1)</br>
 
'''Armor Class''' 16 (natural armor) Hit Points: 60 (HD 6d8), '''Damage Threshold''' 24 (recover +4)</br>
 
'''Speed''' 50 feet, Leaping 20 feet long, 15 high with at least 10 feet of move </br>
 
STR 20 (+5), DEX 18 (+4), CON 19 (+4), INT 6 (-2), WIS 14 (+2), CHA 10</br>
 
'''Saves''' Strength +8, Dexterity +7</br>
 
'''Skills''' Initiative +7, Intimidation +4, Perception +5, Stealth +4</br>
 
'''Traits''': Heightened Senses (Advantage with Perception checks, Darkvision), Large (STR +4, CON +4, DEX -2, Stealth -3, Intimidate +3, DMG THD +2), Leaper (leap 20ft long, 15ft high w/10 move, Advantage with Athletics for leaping), Scent (see New Species Senses), Tail (opposed Initiative vs. target’s Initiative or Insight. If it wins it has advantage on its other attack until start of its next turn).</br>
 
'''''Ambusher'''''. the nexu deals +2d6 damage, once per round, on any one attack that it has advantage on.</br>
 
'''Senses''' Darkvision 60 feet, Scent 20 feet, ''passive'' perception 20 </br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. Whenever a nexu takes the attack action, it can attack twice in that round, either with its claws, bite or tail attack.</br>
 
'''''Bite'''''. Melee Attack +7 to hit, one target, reach 5 feet; Hit: 2d6+8 piercing damage</br>
 
'''''Claws'''''. Melee Attack +7 to hit, one target, reach 5 feet; Hit: 1d10+8 slashing damage</br>
 
'''''Tail Whip'''''. Melee Attack +7 to hit, one target, reach 10 feet; Hit: 1d6+4 piercing damage</br>
 
 
Nexu are agile predators with four red eyes and sharp quills along their back. They have excellent thermographic vision and enhanced scent. At 4.5 meters long on average they bones are slightly thin when compared to their dense muscle mass allowing them excellent running speed and leaping distances. They possess sharp teeth and claws as well as a long bony tail that is can use as a distraction or follow up attack against its prey. Nexu originated on the Outer Rim world of Cholganna, a dark, cool great forest planet.</br></br>
 
 
'''RANCOR (Various worlds)''', ''Huge predator (brute) beast 12 (sub-sentient)''</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side Points''' 6</br>
 
'''Armor Class''' 13 (natural armor)</br>
 
'''Hit Points''' 162 (12d12), '''Damage Threshold''' 37 (recover +12, at the start of its turn)</br>
 
'''Speed''' 40 feet</br>
 
STR 28 (+9), DEX 9 (-1), CON 25 (+7), INT 6 (-2), WIS 11, CHA 8 (-1)</br>
 
'''Saving Throws''' Strength +13, Constitution +11</br>
 
'''Skills''' Initiative +3, Intimidation +6, Perception +4</br>
 
'''Traits''': Darkvision, Fearless (immune to all fear-effects), Frightful Roar, Huge Beast (STR+8, CON+8, DEX-4, Stealth Pen -5, Intimidate +5 and with Advantage, DMG THR +5), Improved Damage Threshold</br>
 
'''''Fast Healing'''''. the rancor recovers 1d6+2 hit points every 10 minutes.</br>
 
'''''Improved Grab'''''. anytime a rancor successfully hits with one of its claw attacks it can automatically attempt to grab its opponent (target use the attack roll as contest vs. their Acrobatics or Athletics). It can deal damage automatically on any target that is has grabbed and it only requires one ‘arm’ to maintain the grab. It is successfully grabs a single target with both of its claws the target is instead Restrained.</br>
 
'''Senses''' Darkvision 60 feet, ''passive'' perception 14 </br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. Whenever a rancor takes the attack action, it can attack twice in that round, either with its claws or bite attack.</br>
 
'''''Bite'''''. Melee Attack +12 to hit, one target, reach 5 feet; Hit: 2d10+9 piercing damage.</br>
 
'''''Claw'''''. Melee Attack +12 to hit, one target, reach 10 feet; Hit: 2d8+9 slashing damage. </br>
 
'''''Frightful Roar'''''. All creature within a 60 foot radius around the beast must make a Charisma save '''DC16''' (12 + proficiency bonus). Failure and the target gains the Frightened condition against the rancor and cannot take Reactions or Bonus actions until the start of the rancor’s next turn.</br>
 
 
Though there are larger and more vicious creatures in the galaxy, the rancor holds a special place in the nightmares of countless sentient creatures. Violent, angry and single-minded, rancors are capable of almost unbelievable carnage. Rancors, and similar beasts, are native to a multitude of untamed worlds. Sometimes caught and shipped out as exotic 'pets', only the wealthiest of the wealthy can afford to acquire, house and feed a rancor.</br>
 
Most rancors can understand but not speak Galactic Basic, or another common language in their environment, though they don't usually care what is being said.</br></br>
 
 
[[File:SWD5.WompRat.jpg | 350px | left]]
 
'''WOMP RAT (Tatooine, Cularin, etc.)''', ''Medium omnivore (opportunist hunter) beast 3''</br>
 
'''Armor Class''' 15 (natural armor)</br>
 
'''Hit Points''' 24 (HD 3d8), '''Damage Threshold''' 19 (recover +3)</br>
 
'''Speed''' 40 feet, Leaping 15 feet long, 10 feet high</br>
 
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 4 (-3), WIS 12 (+1), CHA 10</br>
 
'''Saving Throws''' Dexterity +5, Charisma +2</br>
 
'''Skills''' Initiative +6, Perception +3, Stealth +6</br>
 
'''Traits''': Darkvision, Desert or Swamp dweller (advantage on Perception & Survival in hot/desert or swamp areas), Scent (advantage on tracking), Sneaks (womp rats have advantage with Stealth checks in their native lands)</br>
 
'''''Pack Hunter'''''. Womp rats are pack hunters. As such when they are adjacent to an ally in melee, they grant that ally advance on its melee attack rolls. If they are flanking an opponent, both gain advantage on their attacks.</br>
 
'''Senses''' Dark-vision 30 feet, Scent 40 feet, ''passive'' perception 13 (18 in preferred environment)</br>
 
'''ACTIONS'''</br>
 
'''''Bite'''''. Melee Attack +4 to hit, one target, reach 5 feet; Hit: 1d8+2 piercing damage and the target must make a '''DC12''' Strength save. Failure knocks the target prone.</br>
 
 
The womp rat is a large, omnivorous rodent native to Tatooine and jungle fringes of Cularin (and quite possibly other worlds). They are widely considered to be a pest. They are slightly larger than two meters in size. They are three subspecies of womp rats: ones that live in Beggar’s Canyon (who tend to be sandy brown in color), ones that live in the Jundland Wastes (dark brown in coloration) and the swamp womp rat found on the planet Cularin (almost always a black hide).
 
 
=== EXAMPLES OF NPCs ===
 
[[File:SWD5.Rascals.jpg | 700px]]
 
==== 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>
 
 
==== Bounty Hunter ====
 
When you need someone found and the law can’t or won’t get involved, those whom can afford them will hire a bounty hunter. They tend to range from the foppish rockies to big time legendary hunters whom are known (and feared) throughout the galaxy.
 
 
'''WANT-A-BE HUNTER''', ''Medium sized humanoid Soldier* 1/Scout 1 (enforcer)''</br>
 
'''Destiny Points''' 2 (1d4+1), '''Dark Side''' 4</br>
 
'''Armor Class''' 17 (scout armor ACR 15, +2 threshold)</br>
 
'''Hit Points''' 38 (HD 1d10/1d8; Second Wind 1d10+3), '''Damage Threshold''' 21 (rec +3; beginning of turn)</br>
 
'''Speed''' 30 feet</br>
 
STR 14 (+2), DEX 14 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 12 (+1)</br>
 
'''Saving Throws''' Strength +4, Dexterity +4, Constitution +3</br>
 
'''Skills''' Athletics +5, Gather Information +3, Intimidate +3, Perception +3, Pilot +4, Stealth +4, Survive +3</br>
 
'''Proficiencies''' Advanced Melee, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br>
 
'''Feats''' Shake it Off, Weapon Focus (rifles)</br>
 
'''Talents''' Devastating Attack (-5 to target's Threshold vs. its attacks), Evasion (vs. area, ½ from hits, and no damage from misses), Weapon Specialization (blaster rifle)</br>
 
'''Senses''' ''passive'' perception 13; Languages Basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Rifle''''' (100 pc). Ranged Weapon Attack: +5 to hit; Hit: 3d8+5 energy. Autofire, Ranged Weapon Attack: +0 (+3 braces); Hit: Hit: 5d8+5 or AOE 10x10ft 3d8+1, Dex save DC12 for ½. Range 200/1,200ft</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack: +4 to hit, one target; Hit: 3d6+3 energy. Range 50/300ft</br>
 
'''''Vibro-blade''''' (pc). Melee weapon attack +4 to</br> hit, one target, reach 5ft; Hit: 2d6+3 slashing.</br>
 
'''Extra Gear''': Bandolier (4 power cells for rifle, 4 power cells for pistol, 2 power cells for vibroblade), Binder cuffs (2 sets), Datapad, Short range comlink, Stimpac (2), Utility belt</br>
 
This is your typical bounty hunter who is just starting out. They are not especially dangerous to heroes unless traveling in a packs but they are often ruthless as they wish to make a name for themselves.</br></br>
 
'''VETERAN BOUNTY HUNTER''', ''Medium sized humanoid Soldier* 4/Scout 4 (enforce)''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br>
 
'''Armor Class''' 17 (scout armor ACR 15, upgrade; +2 threshold)</br>
 
'''Hit Points''' 79 (HD 4d10/4d8; Second Wind 2d10+10), '''Damage Threshold''' 22 (rec +5; beginning of turn)</br>
 
'''Speed''' 30 feet</br>
 
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 12 (+1)</br>
 
'''Saving Throws''' Strength +5, Dexterity +5, Constitution +5</br>
 
'''Proficiencies''' Advanced Melee, Pistol, Rifles, Simple; Light & Medium Armor</br>
 
'''Skills''' Athletics +6, Computer Use +3, Gather Information +7, Intimidate +7, Perception +5, Pilot +6, Stealth +6</br>
 
'''Feats''' Action Surge (extra Action/rest), Bravery (advantage vs. frightened and fear), Double Attack, Point Blank Shot (+1 to hit and damage in base range), Precise Shot (fire into melee), Shake it Off, Skill Expertise (Gather Information, Intimidate), Weapon Focus (rifles)</br>
 
'''Talents''' Acute Senses (advantage on perception), Devastating Attack (-5 to target's Threshold vs. its attacks), Evasion (vs. area, ½ from hits, and no damage from misses), Hunter’s Mark (with ‘Aim’ and spend a destiny point, one target additional -3 Threshold, stacks with Devastating attack and deal +4 damage with attacks), No Where to Hide (advantage with gather information, insight), Weapon Specialization (blaster rifle).</br>
 
'''Senses''' ''passive'' perception 20/22 (low-light with goggles); '''Languages''' Basic, plus native</br>
 
'''Equipment Mod''': +4 equipment bonus to saves vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons.</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With attack action, take two attacks in the round.</br>
 
'''''Blaster Rifle''''' (100 pc). Ranged Weapon Attack: +7 to hit, one target; Hit: 3d8+9 energy damage. Or Autofire, Ranged Weapon Attack: +2 (+5 braces) to hit; Hit: 5d8+9 or AOE 10x10ft 3d8+4 energy, Dex save DC14, ½. Range 200/1,200ft.</br>
 
Blaster Pistol (50 pc). Ranged Weapon Attack: +6 to hit, one target; Hit: 3d6+7 energy. Range 50/300ft</br>
 
'''''Vibro-blade''''' (pc). Melee weapon attack +6 to hit, one target, reach 5ft; Hit: 2d6+7 slashing damage.</br>
 
[[File:SWD5.BountyHunter.jpg | 400px | left]]'''Extra Gear''': Bandolier (4 power cells for rifle, 4 power cells for pistol, 4 power cells for vibroblade), Binder cuffs (2 sets), Datapad, Helmet Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Stimpac (2), Utility belt</br>
 
Hunters such as this one do the ‘job’ and get paid. They rarely care what the job is only the credits. Cheating employers are likely to find themselves with new holes in their precious hides, though even a hunter such as this must be careful. With luck he can take down a squad of Imperial Stormtrooper, maybe even an entire platoon if he's clever and lucky.</br></br>
 
 
'''PRIME HUNTER''', ''Medium sized humanoid Soldier* 10/Scout 5 (enforcer)''</br>
 
'''Destiny Points''' 8 (1d4+1), '''Dark Side''' 15</br>
 
'''Armor Class''' 23 (heavy battle armor ACR 20, +8 threshold)</br>
 
'''Hit Points''' 167 (HD 10d10/5d8; Second Wind 4d10+18), '''Damage Threshold''' 34 (recover +8; at the beginning of turn)</br>
 
'''Speed''' 30 feet, 40 feet fly speed (with Jet Pack)</br>
 
STR 18 (+4), DEX 18 (+4), CON 16 (+3), INT 15 (+2), WIS 15 (+2), CHA 16 (+3)</br>
 
'''Saving Throws''' Strength +9, Dexterity +9, Constitution +8, Wisdom +7</br>
 
'''Proficiencies''' Advanced Melee, Heavy, Pistols, Rifles, Simple; Light, Medium & Heavy Armor</br>
 
'''Skills''' Computer Use +7, Galactic Lore +7, Gather Information +13, Initiative +14, Intimidate +8, Perception +7, Pilot +9, Stealth +9, Thievery +7</br>
 
'''Feats''' Armor Proficiency (Heavy), Action Surge (extra Action/rest), Careful Shot (when aim +2 to hit and damage), Determined (Wis saves), Double Attack, Double Tap (-2 to hit +1d damage), Far Shoot, Martial Arts, Martial Art Expert (free martial strike when melee attack), Shake it Off, Skill Expertise (Gather Information, Intimidate), Skill Training (Galactic Lore and Pilot), Triple Attack, Weapon Focus (rifles), Weapon Proficiency (Heavy Weapons)</br>
 
'''Talents''' Acute Senses (advantage on perception), Armor Defense (dex +1 to AC, +2 threshold), Devastating Attack (-5 to target's Threshold vs. its attacks), Evasion (vs. area, ½ from hits, and no damage from misses), Hunter’s Mark (with ‘Aim’ and spend a destiny point, one target additional -5 Threshold, stacks with Devastating, deal +7 damage), Juggernaut (reduce damage by 4 with heavy armor), No Where to Hide (advantage with gather information), Second Skin (+1 to AC wearing armor), Weapon Specialization (blaster rifle)</br>
 
'''Senses''' ''passive'' perception 24/26 (low-light with goggles); Languages Basic, plus native</br>
 
'''Equipment Mod''': Disadvantage with Stealth, +4 equipment bonus to saves 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 in the round.</br>
 
'''''Blaster Rifle*''''' (100 pc). Ranged Weapon Attack: +11 to hit; Hit: 3d8+15 energy. Autofire, Range Attack: +6 (+9 brace); Hit: 5d8+15 or AOE 10x10ft 3d8+8, Dex save DC17 for ½. Range 600/1,200ft</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack: +9 to hit, one target; Hit: 3d6+11 energy. Range 150/300ft</br>
 
'''''Martial Arts'''''. Melee attack +9 to hit, one target, reach 5ft; Hit: 1d6+11 bludgeoning.</br>
 
'''''Vibro-blade''''' (pc). Melee weapon attack +9 to hit, one target, reach 5ft; Hit: 2d6+11 slashing.</br>
 
'''Extra Gear''': Bandolier (6 power cells for rifle, 4 power cells for pistol, 2 power cells for vibroblade), Binder cuffs (2 sets), Datapad with various criminal files, Goggles Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Jet Pack, Stimpac (2), Utility belt.</br>
 
(* ''Enhanced blaster rifle via tech specialization, etc., adds +1 to attack rolls and +2 to damage.'')</br>
 
Bounty hunters of this quality are expensive and rare but worth every credit. Relatively famous, these individuals are often called the 'best bounty hunter in the galaxy' as flattery. By this point they are stone cold killers and care light about the job or the client or who the target is. They will search the galaxy for their prey if the money is enough.
 
 
==== Civilians ====
 
Civilians fulfill all the other non-adventuring jobs that keep the Republic (and Empire) running. The following are only a few that the heroes might encounter…
 
 
'''BUREAUCRAT''', ''Medium sized humanoid nonheroic 3''</br>
 
'''Dark Side''' 0 or 1d10</br>
 
'''AC''' 12 (unarmored)</br>
 
'''Hit Points''' 8 (3d4), '''Damage Threshold''' 15 (recover +1)</br>
 
'''Speed''' 30 feet</br>
 
STR 10, DEX 10, CON 10, INT 14 (+2), WIS 12 (+1), CHA 12 (+1)</br>
 
'''Proficiencies''' Simple, Pistol</br>
 
'''Skills''' Computer Use +6, Galactic Lore +4, Insight +3, Intimidate +3</br>
 
'''Feats''' Frigging Love Science (advantage w/various skills), Skill Expertise (Computer Use)</br>
 
'''Senses''' ''passive'' perception 11; '''Languages''' Basic plus native</br>
 
'''Extra Gear''': Datapad with various disks of official records, laws and regulations, Uniform.</br>
 
Administrators and bureaucrats are common in all eras often times causing trouble for the heroes as they have to cut through red tape to find some important information or piece of equipment or dock their ship.</br></br>
 
[[File:SWD5.Doctor.jpg | 300px | left]]
 
'''DOCTOR''', ''Medium sized humanoid nonheroic 7''</br>
 
'''Dark Side''' 0 or 1d12</br>
 
'''AC''' 11 (unarmored)</br>
 
'''Hit Points''' 18 (7d4), '''Damage Threshold''' 15 (recover +3)</br>
 
'''Speed''' 30 feet</br>
 
STR 10, DEX 11, CON 11, INT 13 (+1), WIS 16 (+3), CHA 14 (+2)</br>
 
'''Proficiencies''' Simple weapons, Pistols</br>
 
'''Skills''' Computer Use +4, Galactic Lore +4, Insight +6, Medicine +9, Nature +4, Perception +6, Technology +4</br>
 
'''Feats''' First Aid (can remove reeling or stun from adjacent ally same DC, use of medical kit heals 1d6+ 9+ creatures level, when stabilizing a check 20+ restore target to 1HP), Medic (advantage w/HD rolls short or long rest and add +6 to each HD, can restore spent HD with medicine check DC10+, two if 20+), Skill Expertise (Medicine), Surgical Expertise</br>
 
'''Senses''' ''passive'' perception 16; Languages Basic, native plus two more</br>
 
'''Extra Gear''': Medical Pack, Stimpac (2), Uniform.</br>
 
The doctor is a trained professional in treating wounds and illness and can perform surgeries. Many are pacifist.</br></br>
 
'''MERCHANT''', ''Medium sized humanoid nonheroic 5''</br>
 
'''Dark Side''' 0 or 1d10</br>
 
'''AC''' 11 (unarmored)</br>
 
'''Hit Points''' 12 (5d4), '''Damage Threshold''' 15 (recover +1)</br>
 
'''Speed''' 30 feet</br>
 
STR 11, DEX 12 (+1), CON 10, INT 12 (+1), WIS 12 (+1), CHA 17 (+3)</br>
 
'''Proficiencies''' Simple, Pistols</br>
 
'''Skills''' Deception +6, Galactic Lore +4, Insight +7, Perception +4, Persuasion +9</br>
 
'''Feats''' Skill Expertise (Insight, Persuasion), Skill Proficiencies (Galactic Lore)</br>
 
'''Senses''' ''passive'' perception 14; Languages Basic, native plus two more</br>
 
'''ACTIONS'''</br>
 
'''''Holdout Blaster Pistol''''' (6 pc). Range weapon attack: +4 to hit, one target; Hit: 3d4+1 energy</br>
 
'''Extra Gear''': Datapad, various goods to sell.</br>
 
Everyone needs to buy “stuff” and there are different sellers for everything and anything. These are your more common legal traders but they might have something “special” on the side for the right client.</br></br>
 
'''SCIENTIST''', ''Medium sized humanoid nonheroic 8/Noble 1''</br>
 
'''Density Points''' 1 (1d4+1), '''Dark Side''' 0 or 1d12</br>
 
'''AC''' 19 (unarmored)</br>
 
'''Hit Points''' 24 (8d4/1d6, Second Wind 1d6+1), '''Damage Threshold''' 19 (recover +1)</br>
 
'''Speed''' 30 feet</br>
 
STR 10, DEX 12 (+1), CON 10, INT 18 (+4), WIS 12 (+1), CHA 10</br>
 
'''Saves''' Intelligence +8</br>
 
'''Proficiencies''' Pistol, Simple weapons</br>
 
'''Skills''' Computer Use +8, Investigation +12, Mechanic +8, Medicine +5, Nature +8, Perception +5, Technology +12</br>
 
'''Feats''' Do Science on it (expertise with int or wis skill you don’t have it with), Frigging Love Science (advantage w/ various skills), Science Not Soldier (disengage action allows on ranged attack but ½ damage), Skill Expertise (Investigation, Technology)</br>
 
'''Talant''' Flash of Genius (can re-roll one failed skill check and take the better)</br>
 
'''Senses''' ''passive'' perception 15; '''Languages''' Basic, native plus two more</br>
 
'''ACTIONS''' </br>
 
'''''Sport Blaster Pistol''''' (25 pc). Range weapon attack: +5 to hit, one target; Hit: 3d4+1 energy (stun setting)</br>
 
'''Extra Gear''': Datapad with various chips of info, Hand Scanner, civilian cloths and robes.</br>
 
The scientist is a brilliant investigator and leader in her field, but they can be arrogant and introverted. Their work is all that really mattetrs to them.</br></br>
 
[[File:SWD5.Guard.jpg | 250px | right]]
 
'''SECURITY AND ENFORCER''', ''Medium sized humanoid nonheroic 3''</br>
 
'''Dark Side''' 0 or 1d10</br>
 
'''AC''' 15 (combat jumpsuit ACR 14, +2 to threshold)</br>
 
'''Hit Points''' 16 (3d4), '''Damage Threshold''' 18 (recover +1)</br>
 
'''Speed''' 30 feet</br>
 
STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 10, WIS 12 (+1), CHA 12 (+1)</br>
 
'''Proficiencies''' Simple, Pistol; Light armor</br>
 
'''Skills''' Drive (or Pilot) +3, Insight +3, Perception +3</br>
 
'''Feats''' Menacing Attack (bonus after successful hit, target must make Cha save vs. damage or be frightened start of next turn), Toughness</br>
 
'''Senses''' ''passive'' perception 13; Languages Basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Stun Pistol''''' (100 pc). Range weapon attack: +3 to hit, one target; Hit: 3d6+1 stun only</br>
 
'''''Stun Baton''''' (pc). Melee weapon attack: +5 to hit, one target, reach 5ft; Hit: 3d8 stun damage, touch attack.</br>
 
'''Extra Gear''': Uniform, Binder Cuffs (at least one set of small, medium and large), Cylinder code, Short-range comlink, Utility belt.</br>
 
Secruity guards and local enforcers tend to be on the low-end of protection and enforcement, dealing mostly with petty criminals and misdemeanor crimes</br></br>
 
'''TECHNICIAN''', ''Medium sized humanoid nonheroic 3/Scout 2''</br>
 
'''Destiny Points''' 2, '''Dark Side''' 0 or 1d6</br>
 
'''AC''' 17 (unarmored)</br>
 
'''Hit Points''' 26 (3d4/2d8, Second Wind 1d8+3), '''Damage Threshold''' 19 (recover +4, beginning)</br>
 
'''Speed''' 30 feet</br>
 
STR 12 (+1), DEX 12 (+1), CON 12 (+1), INT 14 (+2), WIS 10, CHA 10</br>
 
'''Saving Throws''' Constitution +4</br>
 
'''Proficiencies''' Simple, Pistol</br>
 
'''Skills''' Computer Use +5, Investigation +5, Mechanic +8, Technology +8, Thievery +5</br>
 
'''Feats''' MacGyver (tech check to create some useful equipment), Shake It Off, Skill Expertise (Mechanic, Technology), Technical Expertise (can improve basic equipment with Mechanic/Tech check)</br>
 
'''Talents''' Jury-Rigger (jury rig fixes don’t go away at end of scene)</br>
 
'''Senses''' ''passive'' perception 10; Languages Basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Sporting Blaster Pistol''''' (25 pc). Range weapon attack: +3 to hit, one target; Hit: 3d4+2 energy</br>
 
'''Extra Gear''': Short-range comlink, Repair kit, Security kit, Utility belt, Coverall work-cloths.</br>
 
Equipment breaks down or can be damaged. Or sometimes you want something special or upgraded. That’s where a technician comes in. If you can afford their talents.</br></br>
 
'''WEALTHY NOBLE''', ''Medium sized humanoid Nonheroic 7/Noble 3''</br>
 
'''Density Points''' 1 (1d4+1), '''Dark Side''' 1d10</br>
 
'''Armor Class''' 17 (unarmed)</br>
 
'''Hit Points'''  32 (HD 7d4/3d6; Second Wind 1d6+3), '''Damage Threshold''' 19 (recover +0)</br>
 
'''Speed''' 30 feet</br>
 
STR 10, DEX 13 (+1), CON 10, INT 15 (+2), WIS 10, CHA 18 (+4)</br>
 
'''Saving Throws''' Charisma +8</br>
 
'''Proficiencies''' Pistol, Simple Weapons</br>
 
'''Skills''' Computer Use +5, Deception +8, Galactic Lore +5, Gambling +12, Insight +4, Persuasion +8</br>
 
'''Feats''' Cutting Words (Intimidate vs. Insight, if target fails at disadvatnage next attack), Sidestep (reaction from ranged attack just hit you, minus 1d10+11 damage), Skill Expertise (Gambling), Skill Proficiency (Insight), Suspiceious (advantage against charm), Weapon Proficiency (Pistols)</br>
 
'''Talents''' Connections, Wealth</br>
 
'''Senses''' passive perception 10; '''Languages''' Basic, native plus two more</br>
 
'''ACTION'''</br>
 
'''''Hold-Out Blaster Pistol''''' (6 pc). Ranged weapon attack +5 to hit, one target; Hit: 3d4+2 energy, Range 150/300ft</br>
 
'''Extra Gear''': lots of money, manor house of some form, servants (both droid and other)</br>
 
A wealthy aristocrat with an acient lineage or ideal rich of new 'family money'. Spends most their time gambling and enjoying life. Might sponsour a group for various missions and quests.
 
 
==== Criminals ====
 
Crime has been a constant plague on the Republic and Empire from the early days. Criminals include organized crime (under a Crime Boss or Leader type) and independents. Every criminal organization has a boss and a number of minions to run the day to day operations for the organization. Thugs and muscle to punish civilians, enforcers to maintain discipline in the group or sent out to take care of those trouble makers the day-to-day minions can take care of and the boss to make sure the money flows.</br></br>
 
[[File:SWD5.Gamble.jpg | 400px | right]]
 
'''GAMBLE''', ''Medium sized humanoid nonheroic 3/Scoundrel 3''</br>
 
'''Destiny Points''' 3 (d4+1), '''Dark Side''' 4</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Hit Points''' 27 (HD 3d4/3d6; Second Wind 1d6+4), '''Damage Threshold''' 19 (recovery +1)</br>
 
'''Speed''' 30 feet</br>
 
STR 10, DEX 12 (+1), CON 13 (+1), INT 14 (+2), WIS 12 (+1), CHA 16 (+3)</br>
 
'''Saving Throws''' Intelligence +5</br>
 
'''Proficiencies''' Simple, Pistols</br>
 
'''Skills''' Deception +6 Gambling +9 (+11), Insight +7, Intimidate +6, Perception +4, Thievery +5</br>
 
'''Feats''' Actor (advantage on Performance & Deception), Point Blank Shot (+1 to hit and damage base range), Skill Expertise (Gambling, Insight)</br>
 
'''Talents''' Gambling (advantage on all games of chance, +2 insight bonus), Knack (can re-roll one d20 check, long rest)</br>
 
'''Senses''' ''passive'' perception 14; Languages basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Hold-out Blaster Pistol''''' (6 pc). Ranged weapon attack +4 to hit, one target; Hit: 3d4+2 energy, Range 150/300</br>
 
Professional gamblers have to balance their reputations as gamblers with not scaring off their opponents at the table long enough to extract enough creds from their pockets.</br></br>
 
'''SLICER''', ''Medium sized humanoid Scoundrel 5 (criminal)''</br>
 
'''Destiny Points''' 5 (d4+1), '''Dark Side''' 4</br>
 
'''Armor Class''' 19 (unarmored)</br>
 
'''Hit Points''' 39 (5d6; Second Wind 2d6+6), '''Damage Threshold''' 19 (recovery +1)</br>
 
'''Speed''' 30 feet</br>
 
STR 11, DEX 15 (+2), CON 13 (+1), INT 18 (+4), WIS 13 (+1), CHA 11</br>
 
'''Saving Throws''' Dexterity +5, Intelligence +6</br>
 
'''Proficiencies''' Simple, Pistols</br>
 
'''Skills''' Computer Use +7, Deception +3, Galactic Lore +7, Mechanic +7, Sleight of Hands +5, Stealth +5, Technology +7, Thievery +10 (+12)</br>
 
'''Feats''' Do Science on it! (double proficiency with int or wis based skill w/o Expertise, rest), Freaking Love Science (advantage on int/wis skill, rest), Gimmick (half time to improve computer’s attitude), Skill Expertise (Thievery), Tracer (Computer use instead of Gather Information)</br>
 
'''Talents''' Crafty Action (dash, disengage or hide as bonus action), Fortunes Favor (with a Critical hit can take a free extra action), Knack (can re-roll one d20 check, long rest), Slicer (advantage with slicer kit, +2 insight with Thievery to hack a computer)</br>
 
'''Senses''' ''passive'' perception 11; '''Languages''' basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged weapon attack +4 to hit, one target; Hit: 3d6+4 energy, Range 150/300</br>
 
'''Extra Gear''': Datapad, Repair kit, Slicer kit</br>
 
The Slicer specializes in bypassing computer system security to get to the juicy secret data troves others want to keep hidden.</br></br>
 
'''THUG''', ''Medium sized humanoid nonheroic 4''</br>
 
'''Dark Side''' 4</br>
 
'''Armor Class''' 15 (combat jumpsuit ACR 14, +2 threshold)</br>
 
'''Hit Points''' 19 (HD 4d4), '''Damage Threshold''' 18 (recovery +1)</br>
 
'''Speed''' 30 feet</br>
 
STR 14 (+2), DEX 12 (+1), CON 13 (+1), INT 10, WIS 10, CHA 11</br>
 
'''Proficiencies''' Simple, Pistols, Rifle; Light Armor</br>
 
'''Skills''' Initiative +3, Intimidate +2</br>
 
'''Feats''' Point Blank Shot (+1 to hit and damage base range), Toughness</br>
 
'''Senses''' ''passive'' perception 10; '''Languages''' basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Heavy Club.''''' Melee weapon attack: +4 to hit, one target, reach 5ft; Hit: 1d6+2 bludgeoning.</br>
 
'''''Sport Blaster Pistol''''' (25 pc). Ranged weapon attack +3 to hit, one target; Hit: 3d4+1 energy damage, Range 50/300ft</br>
 
or '''''Sport Blaster Rifle''''' (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+1 energy. Range 200/1,200ft</br>
 
Whether cheap muscle or a local gang thug, this thug is a commonly found throughout the galaxy. Such foes often fill a variety of the roles serving a main enforcer or lieutenant, due to being more capable than many starting in the profession.</br></br>
 
'''MUSCLE''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br>
 
'''Dark Side''' 4</br>
 
'''Armor Class''' 14 (combat jumpsuit ACR 14, +2 threshold)</br>
 
'''Hit Points''' 32 (HD 4d4.1d10, Second Wind 1d10+3), '''Damage Threshold''' 19 (recover +2)</br>
 
'''Speed''' 30 feet</br>
 
STR 17 (+3), DEX 11, CON 15 (+2), INT 10, WIS 10, CHA 11</br>
 
'''Saving Throws''' Strength +6
 
'''Proficiencies''' Simple, Martial, Pistol; Light Armor</br>
 
'''Skills''' Initiative +3, Intimidate +3</br>
 
'''Feats''' Brawler, Savage (+1 to hit/+2 damage with non-advantage weapons), Toughness</br>
 
'''Telent''' Melee Smash (+2 melee damage)</br>
 
'''Senses''' ''passive'' perception 10; '''Languages''' basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Brawler'''''. Melee attack +6 to hit, one target, reach 5ft; Hit: 1d3+5 bludgeoning damage (bonus action with melee attack action)</br>
 
'''''Maul''''' (2h). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d6+7 bludgeoning.</br>
 
'''''Sport Blaster Pistol''''' (25 pc). Ranged weapon attack +3 to hit, one target; Hit: 3d4 energy damage, Range 50/300ft</br>
 
These are the stronger thugs of crime organization, mostly meant to be big and intimidating and to beat up foes with their fists if need be. Most also carry a heavy maul like clubs (although certain species prefer other weapons, such as Gamorreans and their love of heavy axes).</br></br>
 
'''CRIMINAL ENFORCER''', ''Medium sized humanoid Scoundrel* 5/Soldier 3 (criminal)''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br>
 
'''Armor Class''' 19 (unarmored)</br>
 
'''Hit Points''' 72 (HD 3d10/5d6; Second Wind 2d10+9), '''Damage Threshold''' 19 (recover +4)</br>
 
'''Speed''' 30 feet</br>
 
STR 13 (+1), DEX 18 (+4), CON 12 (+1), INT 13 (+1), WIS 14 (+2), CHA 15 (+2)</br>
 
'''Saving Throws''' Strength +4, Dexterity +7, Constitution +4</br>
 
'''Proficiencies''' Advanced Melee, Pistols, Rifles, Simple Weapons; Light Armor</br>
 
'''Skills''' Deception +5, Initiative +7, Intimidate +5, Insight +5, Pilot +7, Sleight of Hands +7, Stealth +7, Thievery +5</br>
 
'''Feats''' Deadly Aim (penalty up to -3 for +6 to range attack damage), Far Shot, Improved Critical (crit on a 19-20), Improve Mobility (ignore difficult terrain with Dash, if you move at least 15ft opportunity attacks are at disadvantage vs. you), Mobility (if you attack a foe in melee you do not provoke opportunity from them), Point Blank Shot (+1 to hit and damage at base range), Quick Draw, Weapon Focus (pistols)</br>
 
'''Talents''' Deceptive Shot (one target within 30ft, bonus action opposed deception vs. deception or initiative. If you win advantage on all attacks until next turn), Devastating Attack (-5 to target's Threshold vs. its attacks), Skirmisher (if you move at least 20ft away from where you started in the round advantage on next attack), Sneak Attack 2 (+2d8), Weapon Specialization (blaster pistol)</br>
 
'''Senses''' ''passive'' perception 12; '''Languages''' basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged weapon attack +8 to hit, one target; Hit: 3d6+10 energy, Range 150/300ft</br>
 
'''''Vibro-dagger''''' (pc). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d4+8 piercing, Thrown (30/100ft).</br>
 
'''Extra Gear''': Security kit, Short range comlink with pocket scrambler.</br>
 
Every criminal organization needs someone to ‘enforce’ the rules of the crime boss. That’s where the enforcer comes in. They carry out the special jobs that the leadership.</br></br>
 
[[File:SWD5.CrimeQueen.jpg | 450px | left]]
 
'''MAJOR CRIME BOSS''', ''Medium sized humanoid Scoundrel* 10/Noble 5 (criminal)''</br>
 
'''Destiny Points''' 12 (1d4+1), '''Dark Side''' 10</br>
 
'''Armor Class''' 22 (unarmored)</br>
 
'''Hit Points''' 91 (HD 15d6; Second Wind 6d6+16), '''Damage Threshold''' 27 (rec +8)</br>
 
'''Speed''' 30 feet</br>
 
STR 11, DEX 14 (+2), CON 12 (+1), INT 20 (+5), WIS 15 (+2), CHA 18 (+4)</br>
 
'''Saving Throws''' Dexterity +7, Constitution +6, Intelligence +9, Wisdom +7, Charisma +9</br>
 
'''Proficiencies''' Pistols, Simple Weapons</br>
 
'''Skills''' Deception +9, Galactic Lore +10, Gather Information +9, Intimidate +14, Insight +12, Mechanic +10, Pilot +7, Persuasion +9, Sleight of Hands +7, Stealth +7, Thievery +10</br>
 
'''Feats''' Action Surge (extra action/rest), Careful Shot (+2 to hit and damage with aim), Cutting Words, Determined (Con and Wis saves), Double Attack, Improved Damage Threshold, Improved Second Wind, Lucky, Precise Shot (no disadvantage firing into melee), Outwit and Outthink (4/rest, Int instead of Dex for attacks), Point Blank Shot (+1 to hit and damage within base range), Sharper Words (bonus, opposed Intimidate vs. Insight of all foes within 50ft, disadvantage on next attack), Skill Expertise (Intimidate, Insight), Suspicious Mind (advantage vs. Charmed)</br>
 
'''Talents''' Attract Follower, Attractive Minions, Impel Ally I (as a reaction you grant one ally in sight its reaction to move base speed. Or action and give it to one ally), Inspire Fear I & II (others suffer a -5 all checks vs. you), Inspire Fear III (once per round one check against you is at disadvantage), Jack-of-All Trades (+3), Negotiator (advantage on intimidate and persuasion checks with Criminal element), Wealth</br>
 
Senses passive perception 12; Languages basic, plus native plus two more.</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With attack action, take two attacks in the round.</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged weapon attack +8 to hit, one target; Hit: 3d6+10 energy, Range 50/300ft</br>
 
'''Extra Gear''': Base or hideout, lots of vehicles and tools and supplies. Illegal goods.</br>
 
This is a major criminal boss, known and fear throughout a sector. They command loyalty (through fear or bribes and occasionally respect) and have access to a lot of money and illegal gear. They should also have a nice out of the way secret base that is full of loot and credits.
 
 
==== 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 ½. 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 ½. 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.
 
 
==== Imperials ====
 
The Empire was one of the darker times in the galaxy's history.
 
 
[[File:SWA5.TROOPER.jpg | 425px | right]]
 
'''ARMY AND NAVY TROOPER''' ''Medium sized human, nonheroic 3''</br>
 
'''Dark Side''' 5</br>
 
'''AC''' 15 (combat jumpsuit and helm ACR 14, +2 threshold)</br>
 
'''Hit Points''' 19 (HD 3d4), '''Damage Threshold''' 18 (rec +0)</br>
 
'''Speed''' 30 feet</br>
 
STR 12 (+1), DEX 12 (+1), CON 11, INT 10, WIS 10, CHA 10</br>
 
'''Proficiencies''' Simple Weapons, Pistol, Rifles; Light Armor</br>
 
'''Skills''' Drive +3 (or Pilot +3), Initiative +3, Intimidation +2, Perception +2</br>
 
'''Feats''' Toughness (x2), Weapon Focus (rifle)</br>
 
'''Senses''' ''passive'' perception 12; '''Language''' Basic</br>
 
'''Equipment Mods''': +2 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Hand-free short range comlink</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Carbine''''' (50 pc). Ranged Weapon Attack: +4 to hit, one target; Hit: 3d8+1 energy. Autofire: Ranged Weapon Attack: -2 (+1 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft 3d8 energy, Dex save DC 11 ½. Range 200/1,200ft with folded stock (Range 50/300ft)</br>
 
or '''''Light Repeating Blaster''''' (200 pc). Autofire only – Ranged Weapon Attack: -1 (+2 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft 3d8, Dex save DC 11 ½. Range 200/1,200ft</br>
 
'''''Frag Grenades''''' (2 field only). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15, ½ with save.</br>
 
'''Extra Gear''': 2 power cells for base weapon, Utility Belt.</br>
 
Not everyone is an Elite Stormtrooper in the Imperial Military, but the Emperor needs millions (if not billions) of regular troopers to maintain order throughout the Galaxy. The Imperial Army Trooper makes up most of these ground troopers while the Imperial Navy has its own core of fighting troopers for most ground operations and ship security.</br></br>
 
'''IMPERIAL SECURITY BUREAU (ISB) AGENT''', ''Medium sized human Scoundrel* 4/Noble 4 (criminal)''</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 8</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Hit Points''' 52 (HD 8d6; Second Wind 2d6+9), '''Damage Threshold''' 19 (recover +1)</br>
 
'''Speed''' 30 feet</br>
 
STR 14 (+2), DEX 15 (+2), CON 13 (+1), INT 14 (+2), WIS 10, CHA 16 (+3)</br>
 
'''Saving Throws''' Dexterity +5, Intelligence +5, Charisma +6</br>
 
'''Proficiencies''' Advanced Melee, Pistol, Simple</br>
 
'''Skills''' Gather Information +9, Deception +6, Initiative +5, Intimidate +6, Insight +3, Persuasion +6, Pilot +5, Stealth +5, Sleight of Hands +5, Thievery +5</br>
 
'''Feats''' Double Attak, Improved Mobility & 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), Martial Arts (unarmed 1d4+2 bludgeoning, Bonus action with melee attack), Point Blank Shot (+1 to hit and damage within base range), Skill Expertise (Gather Information), Suspicious (adv. w/saves vs. Charmed), Weapon Proficiency (advantage melee weapons)</br>
 
'''Talents''' (Noble Save DC14) Crafty Action (bonus action to take Dash, Disengage or Hide action), Demand Surrender (targets at HP must make a Charisma save or surrunder), Persuasive Charmer (target must make a Charisma save or be Charmed by you), Presence (advantage with Intimidate), Skirmisher (if you move and end up at least 20 feet from where you started, advantage on next attack roll), Sneak Attack (+1d8)</br>
 
Senses passive perception 10; Languages Basic, plus native</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With attack Action can take two attacks in the round.</br>
 
'''''Blaster Pistol''''' (50 pc). Range weapon attack: +5 to hit, one target; Hit: 3d6+6 energy. Range 50/300ft</br>
 
'''''Vibro-blade''''' (pc). Melee weapon attack: +5 to hit, one target, reach 5ft; Hit 2d6+6 slashing damage</br>
 
'''Extra Gear''': Short-range comlink, Security kit.</br>
 
Also referred to as the '''''Imperial Security Office''''' or the '''''Imperial Secret Service''''', is the law enforcement and intelligence agency of the Galactic Empire that are charged with matters of internal state security and ensuring the loyalty of citizens to the Empire.</br>
 
[[File:SWD5.Imperials.jpg | 400px | left]]
 
'''STORMTROOPERS'''</br>
 
The Empire's loyal and elite combat force, the Stormtrooper corps was derived from the clone troopers that fought in the Clone Wars. Many of the troopers were clones, either of Jango Fett or of other highly talented imperial citizens, but a large number were also recruited citizens raised and trained in much the same manner as the clones. During the height of the Galactic Empire, Stormtroopers were issued an alphanumeric tag in place of a name to encourage an expendable and replaceable part mentality in all personnel. Stormtrooper officers were generally trained at the Imperial Academy and very few were clones, though they usually wore standard Stormtrooper armor into battle.</br>
 
'''''Narrator's Notes''''': The following are the statistics for a trained Stormtroopers and highly experience veteran troopers. They also include scout troopers and snipers, imperial combat pilots along with imperial officers who are almost always in charge of stormtroopers (and Army and Navy troopers). Elite troopers should be rare for most games, working in special teams, or working for organizations like the Imperial Security Bureau or Security Ministry, and make for good antagonists.</br></br>
 
'''STANDARD TROOPERS''', ''Medium sized human, nonheroic 5''</br>
 
'''Dark Side''' 6</br>
 
'''AC''' 18 (trooper armor ACR 17, +4 threshold)</br>
 
'''Hit Points''' 25 (HD 5d4), '''Damage Threshold''' 20 (rec +1)</br>
 
'''Speed''' 30 feet</br>
 
'''STR''' 14 (+2), '''DEX''' 12 (+1), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 10, '''CHA''' 10</br>
 
'''Proficiencies''' Simple Weapons, Pistol, Rifles; Light & Medium Armor</br>
 
'''Skills''' Drive +4 (or Pilot +4), Initiative +4, Intimidation +3, Perception +3 (+5)</br>
 
'''Feats''' Armor Proficiency (Medium), Concentrating Fire (+2 damage to adjacent ally firing at the same foe), Skill Proficiency (Drive or Pilot), Toughness</br>
 
'''Senses''' ''passive'' perception 13/15 (low-light goggles); '''Language''' Basic</br>
 
'''Equipment Mods''': Disadvantage on Stealth rolls. +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +4 to hit, one target; Hit: 3d8+1 energy. Autofire: Ranged attack: -1 (+2 if braces); Hit: one target 5d8+1 or AOE 10x10ft 3d8 energy, Dex Save DC12 ½. Range 200/1,200</br>
 
or '''''Blaster Carbine''''' (50 pc). as rifle but fewer shots and with folded stock (Range 50/300ft)</br>
 
or '''''Heavy Blaster Rifle''''' (30 pc). Ranged weapon attack: +4 to hit, one target; Hit: 3d10+1 energy. Autofire: Ranged attack: -1 (+2 brace); Hit: one target 5d10+1 or AOE 10x10ft 3d10, Dex Save DC12 ½. Range 200/1,200ft</br>
 
or '''''Light Repeating Blaster''''' (200 pc). Autofire only – Ranged Weapon Attack: -1 (+2 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft 3d8, Dex Save DC12 ½. Range 200/1,200ft</br>
 
'''''Frag Grenades''''' (2). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15 ½ with a save.</br>
 
'''Extra Gear''': 2 power cells for base weapon, Utility Belt.</br>
 
Stormtroopers are fairly elite troopers, well trained and disciplined and equipped by the Empire. Most are extremely loyal to the Empire and embrace the Human superiority of the Emperor. They tend to look down and underestimate non-humans.</br>
 
'''''Specialized''''': Snow Troopers armor incorporates advanced artic clothing while Desert troopers wear suits that incorporates desert suit. Rarer trooper types include Space Troopers that counts instead as a Combat Spacesuit (lowers AC to 17) and instead of Vehicle proficiency gain Z-G Training feat instead. Underwater trooper armor incorporates an Aquata Breather and wet suit and also extends the duration to 10 hours.</br></br>
 
'''IMPERIAL SCOUTS''', ''Medium sized human, nonheroic 5''</br>
 
'''Dark Side''' 6</br>
 
'''AC''' 17 (scout armor ACR 15, +2 threshold)</br>
 
'''Hit Points''' 20 (HD 5d4), '''Damage Threshold'''18 (recovery +1)</br>
 
'''Speed''' 30 feet</br>
 
'''STR''' 12 (+1), '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 10, '''WIS''' 12 (+1), '''CHA''' 10</br>
 
'''Proficiencies''' Simple Weapons, Pistol, Rifles; Light Armor</br>
 
'''Skills''' Perception +3 (+5), Pilot +5, Stealth +5, Survival +7</br>
 
'''Feats''' Careful Shot (when you ‘aim’, add +2 to attack and damage with ranged weapon attacks), Skill Expertise (Survival), Skill Proficiency (Survival), Weapon Proficiency (Rifles)</br>
 
'''Senses''' '''passive''' perception 13/15 (low-light goggles); '''Language''' Basic</br>
 
'''Equipment Mod''': +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy. Range 40/200</br>
 
'''Extra Gear''': 2 power cells for pistol, Utility Belt</br>
 
 
'''IMPERIAL SCOUT 'SNIPERS'''' switch feats Skill Expertise (Survival) for (Stealth); Skills: Survival +4, Stealth +8. Additional weapon - blaster sniper rifle…</br>
 
'''Additional Equipment Mod''': Advantage with Stealth when still, can attempt to hide without obscure but no advantage.</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Sniper Rifle''''' (75 pc). Ranged Weapon Attack +5 to hit; Hit: 3d10+2 energy, Range 200/1,200ft with Scope (“aim” maneuver not at disadvantage to firing out to 1,200ft, disadvantage for firing out to 2,400ft). These blaster rifles cannot be set for auto-fire.</br>
 
'''Extra Gear''': 2 power cells for rifle, Camo-Cloak</br>
 
Scouts and Scout Snipers are specialized troopers who operate in non-civilized, wilderness areas of many worlds and newly discovered areas.</br></br>
 
'''VETERAN TROOPERS''', ''Medium sized human, nonheroic 9''</br>
 
'''Dark Side''' 8</br>
 
'''AC''' 19 (trooper armor ACR 17, +4 threshold)</br>
 
'''Hit Points''' 41 (HD 9d4), '''Damage Threshold''' 22 (rec +2)</br>
 
'''Speed''' 30 feet</br>
 
'''STR''' 14 (+2), '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 12 (+1), '''WIS''' 10, '''CHA''' 10</br>
 
'''Proficiencies''' Simple Weapons, Pistol, Rifles; Light & Medium Armor</br>
 
'''Skills''' Drive +6, Initiative +6, Intimidation +4, Perception +4 (+7), Pilot +6</br>
 
'''Feats''' Armor Proficiency (Medium), Concentrating Fire (+2 damage to adjacent ally firing at the same foe), Double Attack, Skill Proficiency (Drive and Pilot), Toughness</br>
 
'''Senses''' ''passive'' perception 13/15 (low-light goggles); '''Language''' Basic</br>
 
'''Equipment Mods''': Disadvantage on Stealth rolls. +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With attack action can make two attacks on its turn.</br>
 
'''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +6 to hit, one target; Hit: 3d8+2 energy. Autofire: Ranged attack: +1 (+4 if braces); Hit: one target 5d8+2 or AOE 10x10ft 3d8 energy, Dex Save DC14 ½. Range 200/1,200</br>
 
or '''''Blaster Carbine''''' (50 cell). as rifle but fewer shots and with folded stock (Range 50/300ft)</br>
 
'''''Frag Grenades''''' (2 field). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15 ½ with a save.</br>
 
'''Extra Gear''': 2 power cells for base weapon, Utility belt.
 
Veterans and high ranking NPCs within the Stormtrooper core are extremely fanatically to the New Order and the Emperor himself.</br></br>
 
'''ELITE TROOPERS''', ''Medium sized human, Soldier 9 (military)''</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br>
 
'''Armor Class''' 20 (trooper armor ARC 17; +4 threshold)</br>
 
'''Hit Points''' 87 (HD 9d10; Second Wind 2d10+10), Damage Threshold: 26 (recover +5)</br>
 
'''Speed''' 30 feet, 40ft fly speed (jet pack)</br>
 
STR 16 (+3), DEX 14 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)</br>
 
'''Saving Throws''' Strength +7, Constitution +5</br>
 
'''Proficiencies''' Advanced Melee, Heavy Weapons, Simple Weapons, Pistol, Rifles; Light & Medium Armor</br>
 
'''Skills''' Athletics +7, Drive +6, Initiative +6, Intimidation +10, Mechanic +5, Pilot +6, Perception +5 (+7)
 
'''Feats''' Bolt Storm (area with autofire is 20x20ft or 5x30ft), Deadly Aim (-2 to attack for +1d weapon damage), Determined (wis save), Double Attack, Martial Arts & Martial Arts Expert (unarmed attack as free action with melee attack), Point Blank Shot (+1 to hit and damage in normal range), Perciese Shot (not at disadvantage firing into melee), Skill Expertise (Intimidate), Weapon Focus (rifles)</br>
 
'''Talents''' Ferocity (bonus action to add +1d weapon die to next attack), Hard Target (reaction to end one of the following - Frightened, Reeling, or Stunned), Melee Smash (+2 melee damage), Second Skin (+1 AC while wearing armor), Tough as Nails (temp +12 HP), Weapon Specialization (blaster rifle)</br>
 
'''Senses''' ''passive'' perception 15/17 (low-light goggles); '''Language''' Basic</br>
 
'''Equipment Mods''': +4 equipment bonus to saving throws vs. radiation, hot and cold, thin, dense and hazardous atmosphere conditions and inhaled hazardous toxins and poisons. Low-light vision, +2 to Perception with vision, Hand-free short range comlink</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With attack action, take two attacks in the round.</br>
 
'''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +7 to hit, one target; Hit: 3d8+8 energy. Autofire Ranged attack: +2 (+5 brace); Hit: one target 5d8+8 or AOE 10x10ft or 20x20ft or 5x30ft, damage 3d8+4, Dex Save DC14 ½. Range 200/1,200</br>
 
'''''Electostaff''''' (pc). Melee Weapon Attack +7 to hit, one target, reach 5ft; Hit: 2d6+9 energy. Can parry lightsabers, Double weapon (off-handed attack deals 2d6+6), Stun setting</br>
 
'''''Martial Arts'''''. Melee Attack +7 to hit, one target, reach 5ft; Hit: 1d6+9 bludgeoning damage</br>
 
'''''Frag Grenades''''' (2 field). Range 30/100ft (20ft sphere area), Damage 4d6+2 slashing, DC15 ½ with a save.</br>
 
'''Extra Gear''': 2 power cells for base weapon, Jet Pack, Utility belt.</br>
 
These elite and fanatically loyal troopers are rare but an example of a highly trained and motivated soldier of the Emperor.</br></br>
 
'''IMPERIAL PILOTS''', ''Medium sized human, nonheroic 5''</br>
 
'''Dark Side''' 6</br>
 
'''AC''': 16 (armored flight suit ACR 14, +2 threshold)</br>
 
'''Hit Points''' 20 (HD 5d4), '''Damage Threshold''' 18 (recover +1)</br>
 
'''Speed''' 30 feet</br>
 
'''STR''' 10, '''DEX''' 14 (+2), '''CON''' 12 (+1), '''INT''' 12 (+1), '''WIS''' 10, '''CHA''' 10</br>
 
'''Proficiencies''' Heavy and Simple Weapons, Pistol; Light Armor</br>
 
'''Skills''' Computer Use +4, Initiative +5, Mechanic +4, Perception +2 (+4), Pilot +8</br>
 
'''Feats''' Skill Expertise (Pilot), Skill Proficiency (Computer Use), Weapon Focus (Heavy weapons), Vehicle Combat (reaction for piloted vessel to take½ damage vs. last attack)</br>
 
Senses passive perception 12/14 (low-light goggles); Language Basic</br>
 
'''Equipment Mods''': Disadvantage with Stealth. 10 hours sealed and full protection of vacuum environmental hazards. Safe to all but Extreme radiation with life support). Low-light vision, +2 to Perception with vision, Hand-free short range comlink.</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Pistol''''' (50 pc). Range Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy; Range 50/300</br>
 
'''Extra Gear''': 2 power cells for pistol, Utility belt.</br>
 
While TIE Fighters make up the block of the Starfighters of the Empire this pilot can be found test piloting the experimental fighters and even Imperial shuttles in an emergency.</br></br>
 
[[File:SWD5.officer.jpg | 400px | right]]
 
'''IMPERIAL OFFICERS''', ''medium sized human nonheroic 3/Noble 6/Soldier 1''</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br>
 
'''AC''' 18 (unarmored)</br>
 
'''Hit Points''' 46 (HD 3d4/6d6/1d10; Second Wind 2d10+8), '''Damage Threshold''' 20 (recover +4)</br>
 
'''Speed''' 30 feet</br>
 
'''STR''' 12 (+1), '''DEX''' 13 (+1), '''CON''' 12 (+1), '''INT''' 16 (+3), '''WIS''' 13 (+1), '''CHA''' 17 (+3)</br>
 
'''Saving Throws''' Constitution +4, Intelligence +7, Charisma +6</br>
 
'''Proficiencies''' Simple, Pistol, Rifle; Light Armor</br>
 
'''Skills''' Capital Ship Pilot +7, Computer Use +7, Deception +7, Drive +5, Gather Information +7, Intimidation +7, Perception +4, Persuasion +7, Technology +7</br>
 
'''Feats''' Action Surge (additional action/rest), Careful Shot (when ‘aiming’ gain +2 to hit and damage), Cutting Words (Bonus action opposed Persuasion vs. Insight. Success and the next attack by enemies is at disadvantage, but only first), Determined (Int and Cha save), Sidestep
 
(as a reaction, reduce range attack that just hit by 1d10+8 points of damage).</br>
 
'''Talents''' Born Leader (bonus action and all allies who can see and hear gain a +2 insight bonus to attack rolls for 10 rounds. Must be able to see and hear officer and lose bonus if officer incapacitated), Command Cover (allies provide you cover; +1 each adjacent ally up to +4 max), Demand Surrender (target at ½ HP, must make a Charisma save or surrender to you), Distance Command (don’t have to see you to gain Born leader, only hear you), Presence (advantage on Intimidate checks)</br>
 
'''Senses''' ''passive'' perception 14; '''Languages''' Basic, Binary, plus two more</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Pistol''''' (50 pc). Range Weapon Attack +4 to hit, one target; Hit: 3d6+3 energy; Range 50/300</br>
 
'''Extra Gear''': Datapad, Short-range comlink, Utility belt</br>
 
The Officer Core of the Imperial Army and Navy are graduates of the Imperial Academy and have been trained to be ruthless and unflinching in their duty to the Emperor.
 
 
==== The Jedi ====
 
The guardians of peace in the Galaxy for a thousand generations. Almost all known species have been accepted into the order for the years.
 
 
[[File:StarWars.Jedi.jpg | right]]
 
'''PADAWAN''', ''Medium sized humanoid Jedi 2 (Acolyte)''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 (or 1d4)</br>
 
'''AC''' 16 (unarmored)</br>
 
'''Hit Points''' 31 (HD 2d8; Second Wind 1d18+3), '''Damage Threshold''' 18 (recover +3)</br>
 
'''Speed''' 30 feet</br>
 
STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)</br>
 
'''Saving Throws''' Dexterity +4, Constitution +3, Charisma +4</br>
 
'''Proficiencies''' Lightsabers, Simple Weapons</br>
 
'''Skills''' Drive +4, Initiative +4, Insight +3, Persuasion +4, Pilot +4, Supernatural +3</br>
 
'''Feats''' Determined (Con save), Force Sensitive, Force Training (2)</br>
 
'''Talents''' Force Persuasion (Charisma save or target Charmed), Lightsaber Defense (+1 AC and to all saving throws with ignited lightsaber)</br>
 
'''Minor Force Powers''' Lure, Move Item, Sense Surroundings; '''Force Powers''' (Energy 3, level 1, Attack +4, Save DC12): Battle Swiftness, Force Slam, Move Object, Negate Energy, Rebuke, Surge</br>
 
'''Senses''' ''passive'' perception 11; '''Languages''' Basic plus native and one additional</br>
 
'''ACTIONS'''</br>
 
'''''Lightsaber''''' (power crystal). Melee weapon attack +4 to hit, one target, reach 5ft; Hit: 2d10+3 slashing and energy (heavy damage, ignores hardness)</br>
 
'''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br>
 
 
==== Mercenaries ====
 
Mercenaries are common throughout the galaxy. Though generally discouraged and discriminated against, mercenaries are a ready source of trouble-shooters, defense forces and deadly raiders. You may not have heard of them, you may not like them, but they still have all the same basic skills of most combat troopers.
 
 
[[File:SWD5.Merc.jpg | 300px | left]]
 
'''SOLDIERS''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br>
 
'''Dark Side''' 3</br>
 
'''Armor Class''' 16 (combat jumpsuit ACR 14, +2 threshold)</br>
 
'''Hit Points''' 28 (HD 4d4/1d10; Second Wind 1d10+3), '''Damage Threshold''' 22 (recover +5)</br>
 
'''Speed''' 30 feet</br>
 
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br>
 
'''Saving Throws''' Constitution +5</br>
 
'''Proficiencies''' Heavy weapons, Pistol, Rifle, Simple; Light Armor</br>
 
'''Skills''' Initiative +5, Perception +3, Pilot +5</br>
 
'''Feats''' Double Attack, Weapon Focus (rifles), Weapon Proficiency (heavy)</br>
 
'''Talents''' Weapon Specialization (blaster carbine)</br>
 
'''Senses''' ''passive'' perception 13; '''Languages''' Basic, plus native</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With attack action, attack twice on the round.</br>
 
'''''Blaster Carbine''''' (50 pc). Range weapon attack: +5 to hit, one target; Hit: 3d8+4 energy. Autofire ranged attack +0 (+3 brace); Hit: one target 5d8+4 or AOE 10x10ft 3d8, Dex save DC13 ½. Range 200/1,200ft (or 50/300ft with folded stock).</br>
 
'''''Bayonet'''''. Melee Weapon Attack +5 to hit, one target, reach 5ft; Hit: 1d8+2 (2h, dagger one handed) piercing</br>
 
'''''Frag Grenades''''' (2 each). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15, ½ with save.</br>
 
'''Extra Gear''': Bandolier (4 power cells for carbine), Short range comlink, Field kit</br>
 
Your typical mercenary soldier who has experienced an enough battles and is honorable enough, when the cred it right, to not run at the first blaster shots.</br></br>
 
'''EXPERIENCED''', ''Medium sized humanoid nonheroic 4/Soldier 6''</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 5</br>
 
'''Armor Class''' 19 (scout armor ACR 15; +2 threshold)</br>
 
Hit Points 68 (HD 4d4/6d10; Second Wind 2d10+8), '''Damage Threshold''' 23 (recovery +6)</br>
 
'''Speed''' 30 feet</br>
 
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br>
 
'''Saving Throws''' Dexterity +7, Constitution +6</br>
 
'''Proficiencies''' Advanced Melee, Heavy weapons, Pistol, Rifle, Simple; Light Armor</br>
 
'''Skills''' Initiative +7, Perception +4, Piloting +7</br>
 
'''Feats''' Determined (Dex saves), Double Attack, Far Shot, Point Blank Shot (+1 to hit and damage within base range), Precise Shot (not at disadvantage firing into melee), Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons, heavy weapons)</br>
 
'''Talents''' Controlled Burst (only -2 with autofire or no penalty when braced), Second Skin (+1 AC with armor), Weapon Specialization (blaster rifle)</br>
 
Senses passive perception 14; Languages Basic, plus native</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With attack action, attack twice on the round.</br>
 
'''''Blaster Rifle''''' (100 pc). Range weapon attack: +8 to hit, one target; Hit: 3d8+8 energy. Autofire Ranged attack +6 (+8 brace) to hit; Hit: one target 5d8+8 or AOE 10x10ft 3d8+3 energy, Dex save DC15 ½. Range 600/1,200ft.</br>
 
'''''Vibroblade''''' (pc). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d6+6 slashing.</br>
 
'''''Frag Grenades''''' (2 each). Range 30/100ft (30ft sphere area), Damage 4d6+3 slashing, DC15, ½ with save.</br>
 
'''Extra Gear''': Bandolier (4 power cells for carbine, 1 for vibroblade), Short range comlink, Field kit</br>
 
This sentient is a hardened veteran of many battles. His armor is scarred by blaster fire and vibroblade damage but it remains as smoothly functional as his weapons and body. They often act as battle commanders for small mercenary groups and are respected enough by their fellows to be effective.
 
 
==== Others and Natives ====
 
Sort of a catch all for non-group types.
 
 
[[File:SWD5.Pilot.jpg | right]]
 
'''COMBAT PILOT''', ''Medium sized humanoid nonheroic 3/Scoundrel 4''</br>
 
'''Destiny Points''' 4 (1d4+1); '''Dark Side''' 0 or 1d10</br>
 
'''Armor Class''' 18 (unarmored)</br>
 
'''Hit Points''' 34 (HD 3d4/4d6; Second Wind 1d10+5), '''Damage Threshold''' 19 (recover +1)</br>
 
'''Speed''' 30 feet</br>
 
STR 11, DEX 16 (+3), CON 12 (+1), INT 12 (+1), WIS 11, CHA 13 (+1)</br>
 
'''Saving Throws''' Dexterity +6</br>
 
'''Proficiencies''' Pistol, Simple</br>
 
'''Skills''' Athletics +3, Computer Use +4, Initiative +6, Perception +3, Pilot +9</br>
 
'''Feats''' Dogfighter (add +3 AC to vehicle operating), Point Blank Shot (+1 to hit and damage within base range), Sidestep (reaction ranged attack by 1d10+7), Skill Expertise (Pilot), Skill Training (Computer Use), Vehicle Combat (reaction to take ½ damage from last attack against vehicle you pilot), Weapon Focus (Heavy weapons +1 with Starfighter weapons)</br>
 
'''Talents''' Spacehound (+2 insight to all non-attacks in space & spaceships, proficiency with all starship weapons), Starship Raider (+2 insight with attacks in space & spaceships)</br>
 
'''Senses''' ''passive'' perception 13; '''Languages''' Basic, plus native</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Pistol''''' (50 pc). Range Weapon Attack: +6 to hit, one target; Hit:
 
3d6+5 energy; Range 50/300</br>
 
'''Extra Gear''': Flight Suit (+4 save vs. pressure and radiation, 10 hour vacuum space suit, Disadvantage with stealth), Utility belt.</br>
 
This sentient is an experience combat starfighter pilot, working either for the military or as a mercenary.</br> </br>
 
'''HEAVY WEAPONS EXPERT''', ''Medium sized humanoid, Nonheroic 3/Soldier 6''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 or 1d12</br>
 
'''Armor Class''' 21 (battle armor ACR 18; +4 threshold)</br>
 
'''Hit Points''' 68 (HD 3d4/6d10; Second Wind 2d10+8), '''Damage Threshold''' 25 (recovery +6)</br>
 
'''Speed''' 30 feet</br>
 
STR 16 (+3), DEX 16 (+3), CON 14 (+2), INT 10, WIS 13 (+1), CHA 10</br>
 
'''Saving Throws''' Constitution +6</br>
 
'''Proficiencies''' Heavy, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br>
 
'''Skills''' Athletics +7, Initiative +7, Survival +5</br>
 
'''Feats''' Armor Proficiency (Medium), Bolt Storm (area 20x20ft or 5x30ft), Double Attack, Point Blank Shot (+1 to hit and damage within base range), Precise Shot (not at disadvantage when firing into melee), Weapon Focus (rifle), Weapon Proficiency (heavy, rifle)</br>
 
'''Talents''' Armored Defense (+1 AC and dex +1 with heavy armor),  Second Skin (+1 AC wearing armor), Weapon Specialization (light repeating blaster)</br>
 
'''Senses''' passive perception 11/13, (low-light with goggles); '''Languages''' Basic plus native</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>
 
'''''Double Attack'''''. When the heavy takes an attack action he can attack twice in the round.</br>
 
'''''Light Repeating Blaster Rifles''''' (200 pc). Autofire Only. Ranged weapon attack: +3 (+6 braced), Hit: one target 5d8+8 or AOE 10x10ft or 20x20ft or 5x30ft, 3d8+3 energy, Dex save DC15 for ½. Range 600/1,200ft</br>
 
'''''Longsword''''' (adv. alloy). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 1d8+6 slashing.</br>
 
'''Extra Gear''': Bandolier (8 power cells for heavy rifle), Helm Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Stimpac (2), Utility belt</br>
 
Heavies are heavy weapon specialists. They bring devastating fire to the battlefields with some of the most powerful man portable weapons available, but they are capable of surprising subtlety and stratagem.</br></br>
 
'''MELEE WEAPON FIGHTER''', ''Medium sized humanoid, Soldier 6 (military)''</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 0 or 1d10</br>
 
'''Armor Class''' 21 (unarmed)</br>
 
'''Hit Points''' 72 (HD 6d10; Second Wind 2d10+8), '''Damage Threshold''' 20 (recovery +5)</br>
 
'''Speed''' 30 feet</br>
 
STR 15 (+2), DEX 19 (+4), CON 14 (+2), INT 10, WIS 13 (+1), CHA 10</br>
 
'''Saving Throws''' Strength +5, Constitution +5</br>
 
'''Proficiencies''' Advanced Melee, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br>
 
'''Skills''' Athletics +8, Drive +6, Initiative +6, Intimidate +4, Mechanic +4, Perception +5, Survival +5</br>
 
'''Feats''' Bravery (advantage vs. fear and frightened condition), Duel Weapon (+1 AC w/two melee), Duel Weapon Mastery (off-hand weapon deals full damage), Lunging Attack (+5ft reach one attack or bonus action all attacks that round), Menacing Attack (if you hit a foe, use a bonus action to frightened until the end of your next turn), Parry (reaction to reduce last melee attack by 1d10+10), Weapon Focus (advanced melee weapons)</br>
 
'''Talents''' Greater Weapon Focus (vibro-sword), Greater Weapon Specialization (vibro-sword), Melee Smash (+2 to all melee damage), Weapon Specialization (vibro-blades)</br>
 
'''Senses''' ''passive'' perception 15/17 (low-light with goggles); '''Languages''' Basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack: +7 to hit; Hit: 3d6+7 energy. Range 50/200ft</br>
 
'''''Vibro-Blades''''' (pair; pc): Melee weapon attack +9 to hit, one target, reach 5ft; Hit: 2d6+12 piercing. With bonus action can attack with off-hand for full damage</br>
 
'''Extra Gear''': Bandolier (2 power cells for pistol, 4 power cells for vibro-blades), Helm/Goggles Package (low-light vision, +2 to Perception checks, hands-free short-range comlink), Stimpac (2), Utility belt</br>
 
Melee Fighters are highly skilled melee warriors and close in troopers. Their job is to engage the enemy as closely as possible so they cannot bring in artillery, etc. while their allies can rain in heavy weapons fire. </br></br>
 
'''SEPARATIST B1 BATTLE DROID''', ''Medium sized 4th degree droid nonheroic 4''</br>
 
'''Dark Side''' 4</br>
 
'''Armor Class''' 14 (droid armor plating ARB 13, +2 threshold)</br>
 
'''Hit Points''' 12 (HD 4d4), '''Damage Threshold''' 20 (recover +0)</br>
 
'''Speed''' 30 feet</br>
 
STR 12 (+1), DEX 12 (+1), CON N/A, INT 12 (+1), WIS 10, CHA 10</br>
 
'''Proficiencies''' Rifle, Simple; Light Armor</br>
 
'''Skills''' Computer Use +3, Drive +3, Initiative +3, Intimidate +2, Mechanic +3, Perception +2, Pilot +3</br>
 
'''Feats''' Armor Proficiency (light), Weapon Focus (blaster carbines)</br>
 
'''Traits''': Armor Plating 1, Combat Processor, Hidden Restrictor, Two-Arm Appendage, Two-Leg Walking Locomotion, Vocabulatior</br>
 
'''Senses''' ''passive'' perception 12; '''Languages''' Basic, Binary</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Carbine''''' (50 pc). Ranged weapon attack: +4 to hit, one target; Hit: 3d8+1
 
energy. Autofire Ranged attack: -2 (+1 if braces) to hit; Hit: one target 5d8+1 or AOE 10x10ft, 3d8, Dex save DC11 ½. Range 200/1,200ft (folded stock 50/300ft)</br>
 
The basic 'banana head' unit of the trade federation's droid army, the B1 is controlled by a remote processor, making them sluggish in all mental interactions. Despite this remote processing, many B1's have a spark of individual identity. It's possible that with a processor of their own and a good bit of experience, a B1 might become an actual independent character; then again, this could just be a trick of their programming. Most standard B1 are at least partially controlled by a main computer A.I. processor. This grants them advantage on Initiative and Perception checks. However if this main processor is disabled it causes most of the B1 to shut down.</br></br>
 
'''TUSKEN SAND RAIDER''', ''Medium sized humanoid (tusken), nonheroic 4/Scout 1''</br>
 
'''Dark Side''' 4</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Hit Points''' 28 (HD 4d4/1d8; Second Wind 1d8+3), '''Damage Threshold''' 20 (recovery +2; at the start of turn)</br>
 
'''Speed''' 30 feet</br>
 
STR 14 (+2), DEX 14 (+2), CON 15 (+2), INT 10, WIS 12 (+1), CHA 6 (-2)</br>
 
'''Saving Throws''' Wisdom +4</br>
 
'''Proficiencies''' Martial, Rifle, Simple Weapons</br>
 
'''Skills''' Animal Handling +4, Initiative +5, Perception +4, Stealth +5, Survival +4</br>
 
'''Feats''' Banta Rush, Charger (if move at least 10ft, melee attack deals +1d weapon damage), Shake it Off, Weapon Focus (Gaderffii Stick)</br>
 
'''Talents''' Improved Stealth (advantage with stealth skill)</br>
 
'''Traits''': Desert Survivors (advantage w/ survive in hot environments, sand not difficult terrain), Heightened Sense (advantage w/ perception and Low-Light Vision), Primitive, Sneaks (proficiency w/ Stealth)</br>
 
'''Senses''' ''passive'' perception 19; '''Languages''' Tusker (few even understand basic and almost no one can understand Tusker)</br>
 
'''ACTIONS'''</br>
 
'''''Gaderffii Sticks'''''. Melee Weapon Attack +6 to hit, one target, reach 5ft; Hit: 1d8+2 bludgeoning and/or 1d6+2 piercing damage. Double weapon (can make two attacks with bonus action but no extra damage on 'off-hand' attack)</br>
 
'''''Primitive Blaster Rifle''''' (clip 6). Ranged Weapon Attack: +4 to hit, one target; Hit: 3d6+2 energy. Range 200/1,200ft</br>
 
'''Extra Gear''': the full body suits all Sand Raiders where counts as a Desert Survival Suit and also as a Camouflage Suit for the desert environment (granting advantage on Stealth checks in the desert)</br>
 
Sand People, sometimes referred to as Tusken Raiders or simply as Tuskens, are a culture of nomadic sentient indigenous to Tatooine. The Sand People are divided into small tribes or clans that roam across the desert surface of Tatooine, with the center of their movements being the Jundland Wastes. In particular, the traditional sandstorm-season encampments of many clans are in the area known as the Needles. They raid throughout both the Jundland and the Dune Sea and any creatures, particularly off worlders, are subject to their savage attacks. Traveling on trained banthas, raiding parties would swiftly appear from the desert, and then disappear back into the dunes with trophies and prisoners.
 
</br></br>
 
[[File:SWD5.WookieScout.jpg | 300px | left]]
 
'''WOOKIE SCOUT''', ''Medium sized humanoid (wookie), Scout 4 (Colonist/Outlander)''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 or 1d10</br>
 
'''Armor Class''' 16 (unarmored)</br>
 
'''Hit Points''' 57 (HD 4d8; Second Wind 1d8+6), '''Damage Threshold''' 27 (recover +5; at start of turn)</br>
 
'''Speed''' 40 feet</br>
 
STR 18 (+4), DEX 12 (+1), CON 15 (+2), INT 11, WIS 12 (+1), CHA 9 (-1)</br>
 
'''Saving Throws''' Strength +6, Constitution +4, Wisdom +3</br>
 
'''Proficiencies''' Bowcaster Rifle & Pistol, Marital, Pistol, Rifle, Simple; Light Armor</br>
 
'''Skills''' Animal Handling +4, Athletics +7, Intimidation +6, Mechanic +2, Perception +3, Stealth +3, Survival +3</br>
 
'''Feats''' Action Surge (extra action this round; one per rest), Determined (Str saves), Improved Damage Threshold, Shake it Off, Weapon Focus (Bowcaster)</br>
 
'''Talents''' Acute Senses (advantage with perception skill), Long Stride (+10ft), Uncanny Dodge (reaction to take half damage from last attack that hit you).</br>
 
'''Traits''': Expert Climbs (advantage with athletics to climb, treat rolls less than 10), Extraordinary Recuperation, Rage (up to 7 rds, +2 to damage, advantage on strength base ability/skill checks, limited skills), Short tempered (strength mod for intimidate)</br>
 
'''Senses''' ''passive'' perception 18; '''Languages''' Basic (understand only), Shyriiwook</br>
 
'''ACTIONS'''</br>
 
'''''Bowcaster''''' (6 clip). Range weapon attack +4 to hit, one target; Hit: 3d12+3 energy. Range 200/1,200ft</br>
 
'''''Longsword''''' or '''''Battle Axe'''''. Melee weapon attack +6 to hit, one target, reach 5ft; Hit: 1d8+6 (1d10+6 2h) slashing</br>
 
'''Extra Gear''': Bandolier (4 bowcaster clips), Repair kit</br>
 
The wookiees, whose name for themselves translates to the People of the Trees, are a species of furred bipeds that inhabit the planet Kashyyyk. Thought not a warrior culture, wookiees make fine combatants and have a reputation as powerful, tough and deadly foes. Ironically, this has combined with their inability to speak languages other than Shyriiwook to result in a history of oppression, discrimination and enslavement by other species.
 
 
==== Pirates ====
 
The bane of interstellar commerce and trade, Pirates are those criminal element whom make their living stealing ships and their cargo. They are also not above the occasional kidnaping and ransom demands.
 
 
'''PIRATE CREW''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br>
 
'''Dark Side''' 8</br>
 
'''Armor Class''' 16 (combat jumpsuit ACR 14)</br>
 
'''Hit Points''' 28 (HD 4d4/1d10; Second Wind 1d10+3), '''Damage Threshold''' 20 (recover +5)</br>
 
'''Speed''' 30 feet</br>
 
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br>
 
'''Saving Throws''' Constitution +5</br>
 
'''Proficiencies''' Advance Melee, Heavy, Pistol, Rifle, Simple; Light Armor</br>
 
'''Skills''' Athletics +5, Mechanic +3, Pilot +5</br>
 
'''Feats''' Double Attack, Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons)</br>
 
'''Talents''' Weapon Specialization (blaster carbine)</br>
 
'''Senses''' ''passive'' perception 10; '''Languages''' Basic, plus native</br>
 
'''Equipment Mod''': +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>
 
'''''Double Attack'''''. With an attack action, attack twice on the round.</br>
 
'''''Blaster Carbine''''' (50 pc). Range weapon attack: +6 to hit, one target; Hit: 3d8+4 energy. Autofire ranged attack +1 (+4 brace) to hit; Hit: one target 5d8+4 or AOE 10x10ft 3d8, Dex save DC13 ½. Range 200/1,200ft (or 50/300ft with folded stock).</br>
 
'''''Vibro-Sword''''' (pc). Melee Weapon Attack +5 to hit, one target, reach 5ft; Hit: 2d8+2 slashing</br>
 
'''''Stun Grenades''''' (2). Range 30/100ft (15ft AOE sphere area), Damage 4d6* stun, DC 15 dex, ½ with a save.</br>
 
'''Extra Gear''': Bandolier (4 power cells for carbine, 1 for vibro-sword), Short range comlink, Utility belt.</br>
 
These standard pirates are battle hardened and experience blood takers. Most are merciless and greedy. Pirates are not known for their mercy and many of their targets will fight to the bitter end knowing their fate if they are ‘captured’.</br></br>
 
'''PIRATE STARFIGHTER PILOTS''', ''Medium sized human, nonheroic 4/Solider 1''</br>
 
'''Dark Side''' 8</br>
 
'''Armor Class''' 17 (armored flight suit ACR 14)</br>
 
'''Hit Points''' 23 (HD 4d4/1d10, Second Wind 1d10+2), '''Damage Threshold''' 19 (recover +4)</br>
 
'''Speed''' 30 feet</br>
 
STR 12 (+1), DEX 17 (+3), CON 12 (+1), INT 12 (+1), WIS 10, CHA 10</br>
 
'''Saving Throws''' Constitution +4</br>
 
'''Proficiencies''' Heavy, Rifle, Simple, Pistol; Light Armor</br>
 
'''Skills''' Computer Use +4, Initiative +6, Mechanic +4, Piloting +9</br>
 
'''Feats''' Skill Expertise (Pilot), Skill Proficiency (Computer Use), Weapon Focus (Heavy weapons), Vehicle Combat (reaction for piloted vessel to take ½ damage vs. last attack)</br>
 
'''Talents''' Weapon Specialization (Heavy/Starship weapons)</br>
 
'''Senses''' ''passive'' perception 10; '''Language''' Basic, Binary, plus native.</br>
 
'''Equipment Mods''': Disadvantage with Stealth.10 hours sealed and full protection of vacuum enviro- hazards. Safe to all but Extreme radiation (then resistance). Hand-free short range comlink.</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Pistol''''' (50 pc). Range Weapon Attack +6 to hit, one target; Hit: 3d6+2 energy; 50/300</br>
 
'''Extra Gear''': 2 power cells for blaster pistol, utility belt.</br>
 
Pirates often deploy Starfighters to chase down their prey and weaken it before their main transport moves in to finish their opponents off. Most of these ships employ Ion-cannons so as not to permanently damage the ship or its cargo.</br></br>
 
'''FIRST MATE''', ''Medium humanoid soldier 7 (military)''</br>
 
'''Force Points''' 6 (1d4+1), '''Dark Side''' 10</br>
 
'''Armor Class''' 17 (unarmed)</br>
 
'''Hit Points''' 84 (7d10; Second Wind 2d10+9), '''Damage Threshold''' 25 (recover +8)</br>
 
'''Speed''' 30 feet</br>
 
STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 10, WIS 13 (+1), CHA 11</br>
 
'''Saves''' Strength +6, Constitution +7</br>
 
'''Proficiencies''' Advanced Melee, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br>
 
'''Skills''' Athletics +6, Drive +5, Initiative +5, Intimidate +3, Mechanic +3, Perception +4</br>
 
'''Feats''' Bravery (advantage vs. fear and frightened), Double Attack (attack action, two attacks), Heavy Weapon Master (melee re-roll 1&2’s), Improved Damage Threshold, Power Attack (-4 to hit/+8 melee), Stoic (Con save), Weapon Focus (advanced melee weapons)</br>
 
'''Talents''' Battle Analysis (bonus everyone ½ HP total. +2 insight vs. ½ HP until the start of next turn), Hard Target (reaction to end one –Frightened, Reeling or Stunned/ rest), Greater Weapon focus & Greater Weapon Specialization/Weapon Specialization (power maul)</br>
 
'''Senses''' ''passive'' perception 14; '''Languages''' Basic plus native</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With an attack action, attack twice on the round.</br>
 
'''''Heavy Blaster Pistol''''' (25 pc). Ranged Weapon Attack: +5 to hit; Hit: 3d8+5 energy. Range 50/300ft.</br>
 
'''''Power Maul''''' (pc). Melee weapon attack +8 to hit, one target, reach 5ft; Hit: 4d6+11 energy</br>
 
'''Extra Gear''': Bandolier (4 power cells for pistol, 4 power cells for power maul), Utility belt</br></br>
 
[[File:SWD5.Pirate.jpg | 400px | left]]
 
'''PIRATE CAPTAIN''', ''Medium sized humanoid, Noble* 3/Scoundrel 7 (merchant/guild)''</br>
 
F'''orce Points''' 8 (1d4+1), '''Dark Side''' 10</br>
 
'''Armor Class''' 21 (unarmored)</br>
 
'''Hit Points''' 63 (HD 10d6; Second Wind 3d6+11), '''Damage Threshold''' 20 (recovery +5)</br>
 
'''Speed''' 30 feet</br>
 
STR 11, DEX 17 (+3), CON 12 (+1), INT 19 (+4), WIS 12 (+1), CHA 16 (+3)</br>
 
'''Saving Throws''' Dexterity +7, Wisdom +5, Charisma +7</br>
 
'''Proficiencies''' Simple, Pistol, Advanced Melee Weapons</br>
 
'''Skills''' Deception +11, Galactic Lore +8, Gather Information +7, Initiative +7, Intimidate +7, Investigation +8, Mechanic +8, Perception +5, Pilot +7, Stealth +7, Thievery +8</br>
 
'''Feats''' Careful Shot (+2 to hit and damage with aim), Dogfighter (AC+3 with vehicles she controls), Double Attack, Lucky, Pistoleer (pistols, not at disadvantage in melee, bonus for extra range attack), Point Blank Shot (+1 to hit and damage in base range), Sidestep (reaction, 1d10+13 one range attack), Skill Expertise (Deception), Weapon Proficiency (advanced melee weapons), Vehicle Combat (reaction for ½ vehicle damage of vehicle)</br>
 
'''Talent''' Connections, Hyperdriven (+7 to one skill/rest), Jack of all Trades (+2 non-proficient skills on starships), Smuggler (advantage on stealth and deception checks to hide items in a ship), Spacehound (+2 insight to non-combat skills), Starship Raider (+2 insight attack checks on starships), Sneak Attack (+1d8)</br>
 
'''Senses''' ''passive'' perception 15; '''Languages''' Basic, Binary plus native and one more.</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With an attack action, attack twice on the round.</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +7 to hit, one target; Hit: 3d6+8 energy damage. Range 50/300ft</br>
 
'''''Vibro-Blade''''' (pc). Melee Weapon Attack: +7 to hit, one target; Hit: 2d6+8 piercing damage.</br>
 
'''Extra Gear''': Utility belt</br>
 
The pirate captain and first mate are often ruthless chads who have spent years crawling their way up the ranks of pirate ‘society’ are greedy and without mercy to those they steal from. Pirate captains tend to be either ice-cold and smooth talkers or overly aggressive and bloodthirsty.</br>
 
 
==== The Sith ====
 
[[File:SWD5.Sith.png | 500px | left]]
 
The eternal daggers stabbing at the backs of the Jedi and the Republic, many a force sensitive user has fallen to the Dark Side and in ages past one such group would form what have become the 'Sith'. They believe in using their passion and rage to fuel their hunger for power and have fostered the tradition of 'only the strong are worthy to rule'.
 
 
'''SITH DISCIPLE''', ''Medium sized humanoid nonheroic 2/Noble 3/Jedi 1''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 12</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Hit Points''' 32 (HD 2d4/3d6/1d8; Second Wind 1d8+5), '''Damage Threshold''' 19 (recover +4)</br>
 
'''Speed''' 30 feet</br>
 
STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 12 (+1), WIS 12 (+1), CHA 14 (+2)</br>
 
'''Saving Throws''' Wisdom +4, Charisma +5</br>
 
'''Proficiencies''' Lightsabers, Simple</br>
 
'''Skills''' Deception +5, Initiative +5, Intimidate +8, Insight +4, Mechanic +4, Pilot +5, Supernatural +4</br>
 
'''Feats''' Double Attack, Force Sensitive, Force Training (1), Skill Expertise (Intimidate)</br>
 
'''Talents''' Lightsaber Defense (+1 to AC and saves w/ ignited lightsaber), Presences (advantage with intimidate), Power of the Dark Side (when you spend a destiny point to attack roll also add the result to the damage total)</br>
 
'''Minor Force Powers''' Bane, Move Item, Sense Surroundings, Swirling Force; '''Force Powers''' (Energy 5, level 3, Attack +5, Save DC 13) Battle Swiftness, Fear, Force Lightning</br>
 
'''Senses''' ''passive'' perception 11/13 (low-light goggles); Languages Basic, plus native plus two more</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack.''''' With attack action, take two attacks in the round.</br>
 
'''''Lightsaber''''' (power crystal). Melee weapon attack +5 to hit, one target, reach 5ft; Hit: 2d10+4 slashing and energy (heavy damage, ignores hardness)</br>
 
'''Extra Gear''': All-Weather Sith cloak, Face Mask (advantage on inhaled toxins on inhaled toxins saves, +2 to Perception, Low-Light Vision, and mid-range hands free communicator), Utility belt
 
 
These dark acolytes are dedicated to the Sith cause of galaxy domination. There have been many sects within the known galaxy over the long history of the Republic and Empire. Most are arrogant, greedy and power hungry, having giving themselves over completely to darkness. They are the lowest of the Sith Force User and often used as cannon fodder against the Jedi.</br></br>
 
[[File:SWD5.SithDec.jpg | right]]
 
'''SITH DECEIVER''', ''Medium sized humanoid Jedi 9 (acolyte)''</br>
 
'''Destiny Points''' 10 (1d8+2), '''Dark Side''' 15</br>
 
'''Armor Class''' 19 (unarmored)</br>
 
'''Hit Points'''  67 (HD 9d8; Second Wind 2d8+10), '''Damage Threshold''' 20 (recover +6)</br>
 
'''Speed''' 30 feet</br>
 
STR 12 (+1), DEX 15 (+2), CON 13 (+1), INT 16 (+3), WIS 15 (+2), CHA 18 (+4)</br>
 
'''Saving Throws''' Dexterity +6, Wisdom +6, Charisma +8</br>
 
'''Proficiencies''' Lightsabers, Simple</br>
 
'''Skills''' Deception +8, Galactic Lore +7, Insight +6, Perception +6, Persuasion +8, Pilot +6, Supernatural +7</br>
 
'''Feats''' Cutting Words (persuasion vs. one foe’s insight, imposed disadvantage on their next check), Determined (Wis save), Force Sensitive, Force Technique (2), Force Training (2), Lucky, Skill Training (Perception), Strong in the Force.</br>
 
'''Talents''' Adapt Negotiator (advantage persuasion), Dark Healing (action, target within 30 feet makes a Con save. Failure takes 4d10 dark force damage and you heal the ½ amount back), Deflect (bonus action +4 AC vs. ranged attacks), Force Deception (advantages with deception), Force Persuasion (Charisma save or target Charmed), Swiftness ([dark side] powers take bonus instead of Action to use/long rest)</br>
 
'''Minor Force Powers''': Bane, Move Item, Search Your Feelings, Sense Surroundings, Trance; '''Force Powers''' (Energy 7, level 4, Attack +8, Save DC 16): Farseeing, Fear, Force Grip, Force Lighting, Force Scream, Mind Trick</br>
 
'''Force Technique''' Force Energy Recovery (as an action regain 1 used Force Energy point/long rest), Power Expert (Fear save DC 20/rest)</br>
 
'''Senses''' ''passive'' perception 16; '''Languages''' Basic, Sith-Tongue, plus native</br>
 
'''ACTIONS'''</br>
 
'''''Lightsaber''''' (crystal). Melee weapon attack +7 to hit, one target, reach 5ft; Hit: 2d10+7 slashing and energy (heavy damage, ignores hardness)</br>
 
'''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br>
 
(*Has crafted its own lightsabers +1 to hit and damage; added above)</br>
 
The Sith Deceiver is an Acolyte that specializes in seducing others (not just Jedi) to the dark side of the Force as they seek to boost their own individual power and influence. They care little for non-Force users, seeing them little better than animals or tools to be used and then discarded.</br></br>
 
[[File:SWD5.SITH2.jpg | 325px | left]]
 
'''SITH WARRIOR''', ''Medium sized humanoid Jedi 6/Soldier 3 (military)''</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 12</br>
 
'''Armor Class''': 19 (Sith Armor ARB 16, +4 threshold, medium)</br>
 
'''Hit Points''' 96 (HD 6d8/3d10; Second Wind 2d10+11), '''Damage Threshold''' 32 (recover +7)</br>
 
'''Speed''' 30 feet</br>
 
STR 18 (+4), DEX 16 (+3), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHA 16 (+3)</br>
 
'''Saving Throws''' Dexterity +9, Constitution +6, Charisma +7</br>
 
'''Proficiencies''' Heavy, Lightsabers, Simple, Rifles; Light armor</br>
 
'''Skills''' Acrobatics +7, Athletics +8, Intimidate +7, Perception +5, Pilot +7, Supernatural +5</br>
 
'''Feats''' Double Attack, Duel Weapon & Duel Weapon Mastery (+1 AC w/two weapons, add ability modifier to bonus attack), Force Sensitive, Force Training (1), Improved Critical (crit 19 or 20), Improved Damage Threshold, Reckless Attack (advantage with melee attacks but advantage to all attacks vs. you), Stoic (Dex), Throw Expert (not at disadvantage at long range with thrown weapons), Weapon Focus (lightsaber)</br>
 
'''Talents''' Damage Resistance (destiny point & action to gain resistance to damage for 10 rounds), Dark Scourge (+2 to attack & damage vs. Jedi), Second Skin (+1 ACB, not disadvantage to stealth with light & medium armor), Lightsaber Throw (range 30/100ft, reaction to return to hands), Weapon Specialization (lightsaber), Wicked Strike (crit hit impossed Stunned on target)</br>
 
'''Minor Force Powers''' Lure, Move Item, Sense Surroundings, Swirling Force, Trance; '''Force Powers''' (Energy 7, Attack +7, level 4, Save DC 15): Dark Rage, Force Lightning, Surge</br>
 
'''Senses''' ''passive'' perception 15; '''Languages''' Basic, Sith-Tongue, plus native</br>
 
'''Equipment Mod''': +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>
 
'''''Double Attack''''' and '''''Two Weapon Fighting'''''. With an attack action the warrior can attack twice in a round and with a bonus action attack with his off-hand dealing full damage.</br>
 
'''''Lightsaber''''' (pair) (crystal). Melee weapon attack +10 to hit, one target, reach 5ft; Hit: 2d10+11 slashing and energy (heavy damage, ignores hardness). If thrown range 30/100ft for two attacks.</br>
 
'''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br>
 
(*Has crafted its own lightsabers +1 to hit and damage; added above)</br>
 
The Sith Warrior draws strength not only from the Force but also from his inner passions and rage. The Sith Warrior is a terror on even the most chaotic of battlefields, wielding two lightsabers to cut through his enemies with reckless abandonment.</br></br>
 
'''SITH MASTER''', ''Medium humanoid Jedi 15 (acolyte)''</br>
 
'''Destiny Points''' 12 (1d8+2), '''Dark Side''' 16</br>
 
'''Armor Class''' 20 (unarmored)</br>
 
'''Hit Points''' 130 (15d8; Second Wind 4d10+17), '''Damage Threshold''' 27 (recover +8)</br>
 
'''Speed''' 30 feet</br>
 
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 16 (+3), WIS 16 (+3), CHA 20 (+5)</br>
 
'''Saving Throws''' Dexterity +8, Constitution +7, Charisma +10</br>
 
'''Proficiencies''' Lightsabers, Simple</br>
 
'''Skills''' Athletics +7, Acrobatics +8, Deception +10, Insight +8, Intimidate +15, Supernatural +8</br>
 
'''Feats''' Determined (Con save), Double Attack, Improve Damage Threshold, Force Secret (2), Force Sensitive, Force Technique (3), Force Training (2), Lucky, Lunging Attack (+5ft reach, bonus action for all attacks), Skill Expertise (Intimidate), Strong in the Force, Whirlwind attack (attack action attack all creatures within reach separately. Enemy can provide cover depending on reach of weapon)</br>
 
'''Talents''' Dark Healing, Dark Scourge (+2 to attack & damage vs. Jedi), Force Deception (advantage with deception), Improve Dark Healing (one target within 60 feet, con save or 6d10 force & heal, miss ½ damage and healed amount), Power of the Dark Side (destiny point to hit also adds to damage), Swift Power (bonus action to activate power with action/long rest), Temptation (Cha save or penalty w/destiny point)</br>
 
'''Minor Force Powers''' Bane, Move Item, Search Your Feelings, Sense Surroundings, Swirling Force, Trance; '''Force Powers''' (Energy 10, level 5, Attack +10, Save DC 18): Dark Rage, Fear, Force Grip, Force Lighting, Mind Trick, Move Object, Negate Energy, Rebuke</br>
 
'''Force Techniques''' Force Energy Recovery (action regain 1 used Force Energy point), Power Expert (Force Lighting, Attack +14/rest), Improved Sense Surrounds</br>
 
'''Force Secrets''' Devastating Power (destiny point, double force power damage dice rolled), Twin-Power.</br>
 
'''Senses''' ''passive'' perception 13; '''Languages''' Basic, Sith-Tongue, plus native</br>
 
'''ACTIONS'''</br>
 
'''''Triple Attack'''''. Whenever the Sith Master takes the attack action he attacks three times on the round.</br>
 
'''''Lightsaber''''' (crystal). Melee weapon attack +9 to hit, one target, reach 5ft; Hit: 2d10+12 slashing and energy (heavy damage, ignores hardness)</br>
 
'''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br>
 
(*Has crafted its own lightsabers +1 to hit and damage; added above)</br>
 
A Sith Master has spent years delving deep in the Dark Side of the Force, seeking out any avenue to power. They can tempt others with an ancient Sith secret used by old Master to corrupt their followers.</br>
 
 
==== Smuggler ====
 
Smugglers take things where some sentient-beings don't want them to go. The better a smuggler the longer he stays in the trade without getting killed, whether by customs enforcers or employers that think blasters are cheaper than payment.
 
 
[[File:SWD5.Smuggler.jpg | 400px | right]]
 
'''LOW-END''', ''Medium sized humanoid, Noble* 3/Scoundrel 2 (merchant/guild)''</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 2</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Hit Points''' 38 (HD 5d6; Second Wind 2d6+6), '''Damage Threshold''' 19 (recover +3)</br>
 
'''Speed''' 30 feet</br>
 
STR 11, DEX 14 (+2), CON 12 (+1), INT 15 (+2), WIS 11, CHA 13 (+1)</br>
 
'''Saving Throws''' Dexterity +5, Wisdom +3, Charisma +4</br>
 
'''Proficiencies''' Simple Weapons, Pistol</br>
 
'''Skills''' Deception +7, Drive +5, Galactic Lore +5, Gather Information +4, Insight +3, Investigation +5, Mechanic +5, Persuade +4, Perception +3, Stealth +5, Thievery +5</br>
 
'''Feats''' Careful Aim (+2 to hit and damage with aim), Point Blank Shot (+1 to hit and damage in base range), Quick Draw, Skill Expertise (Deception), Vehicle Combat (reaction vehicle suffers ½ damage)</br>
 
'''Talents''' Connections, Jack of all Trades (+2 non-proficient skills), Mechanic (double HP restore to a ship with repair and jury-rig), Smuggler (advantage on stealth and deception checks to hide items in a ship, etc.)</br>
 
'''Senses''' ''passive'' perception 13; '''Languages''' Basic, plus native plus two more.</br>
 
'''ACTIONS'''</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy damage. Range 50/300ft</br>
 
'''Extra Gear''': Field kit, Forgery Kit, a good set of merchant robes/clothing, Heavy transport speeder</br></br>
 
'''PROFESSIONAL''', ''Medium sized humanoid, Noble* 3/Scoundrel 7 (merchant/guild)''</br>
 
'''Destiny Points''' 8 (1d4+1), '''Dark Side''' 4</br>
 
'''Armor Class''' 20 (unarmored)</br>
 
'''Hit Points''' 63 (HD 10d6; Second Wind 3d6+11), '''Damage Threshold''' 20 (recovery +4)</br>
 
'''Speed''' 30 feet</br>
 
STR 11, DEX 16 (+3), CON 12 (+1), INT 18 (+4), WIS 11, CHA 16 (+3)</br>
 
'''Saving Throws''' Dexterity +7, Wisdom +4, Charisma +7</br>
 
'''Proficiencies''' Simple Weapons, Pistol</br>
 
'''Skills''' Deception +11, Galactic Lore +8, Gather Information +7, Insight +4, Investigation +8, Mechanic +8, Persuade +7, Perception +4, Pilot +7, Stealth +7, Thievery +8</br>
 
'''Feats''' Careful Shot (+2 to hit and damage with aim), Double Attack, Double Tap (-2 to hit for +1d weapon damage, uses 2 rounds), Lucky, Pistoleer (pistols, not at disadvantage in melee, bonus for extra range attack), Point Blank Shot (+1 to hit and damage in base range), Quick Draw, Sidestep (reaction, 1d10+13 one range attack), Skill Expertise (Deception), Vehicle Combat (reaction for ½ vehicle damage of vehicle you piloting)</br>
 
'''Talent''' Connections, Jack of all Trades (+2 non-proficient skills), Presence (advantage Persuasion), Smuggler (advantage on stealth and deception checks to hide items), Spacehound (+2 insight to non-combat skills on a starship), Starship Raider (+2 insight attacks on a starship), Wealth</br>
 
'''Senses''' ''passive'' perception 14; '''Languages''' Basic, plus native plus two more.</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With an attack action, attack twice on the round.</br>
 
'''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +7 to hit, one target; Hit: 3d6+8 energy damage. Range 50/300ft</br>
 
'''Extra Gear''': Field kit, Forgery kit, Repair kit, multiple good sets of merchant robes/clothing, custom space transport
 

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