Editing StarWars for 5ed

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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 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.
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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.
 
* '''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.
 
* '''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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* '''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.
 
* '''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.
* '''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.
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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.
  
  
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* '''Mechanic'''.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).
 
* '''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'''. When you are setting explosives, as a separate Mechanics check and as an Action, the explosives ignore Resistance and Hardness.
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* 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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