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*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.  
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*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  
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== 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.
  
 
'''ACE PILOT TALENT TREE'''
 
'''ACE PILOT TALENT TREE'''
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'''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).
 
* 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.
 
* 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.
 
* 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.
 
* 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.
 
* 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 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.
 
* 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.
 
* 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.
  
  
 
'''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.
 
* 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).
 
* Exotic Weapon Mastery. You gain your proficient bonus with all exotic weapons (and you are considered proficient with all types).
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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).
 
* Mechani.You are an expert with repairing broking equipment. You double the hit points restored with repair checks (including Jury-Rigging).
 
* 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.
* 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.  
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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.
* 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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=== 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.
 
* '''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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