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'''Skills''' Athletics +7, Drive +6, Initiative +6, Intimidation +10, Mechanic +5, Pilot +6, Perception +5 (+7)
 
'''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>  
 
'''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>
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'''Talents''' Second Skin (+1 AC while wearing armor), Melee Smash (+2 melee damage), Tough as Nails (temp +12 HP), Weapon Specialization (blaster rifle)</br>
 
'''Senses''' ''passive'' perception 15/17 (low-light goggles); '''Language''' Basic</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>
 
'''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>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. With attack action, take two attacks in the round.</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>
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'''''Blaster Rifle''''' (100 pc). Ranged weapon attack: +7 to hit, one target; Hit: 3d8+6 energy. Autofire Ranged attack: +2 (+5 brace); Hit: one target 5d8+6 or AOE 10x10ft or 20x20ft or 5x30ft, damage 3d8+3, 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>
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'''''Electostaff''''' (pc). Melee Weapon Attack +7 to hit, one target, reach 5ft; Hit: 2d6+7 energy. Can parry lightsabers, Double weapon (off-handed attack deals 2d6+4), Stun setting</br>
'''''Martial Arts'''''. Melee Attack +7 to hit, one target, reach 5ft; Hit: 1d6+9 bludgeoning damage</br>
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Martial Arts. Melee Attack +7 to hit, one target, reach 5ft; Hit: 1d4+7 bludgeoning damage</br>
 
'''''Frag Grenades''''' (2 field). Range 30/100ft (20ft sphere area), Damage 4d6+2 slashing, DC15 ½ with a save.</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>
 
'''Extra Gear''': 2 power cells for base weapon, Jet Pack, Utility belt.</br>

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