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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
 +
|-
 
|-
 
|-
| 1 || +2 || Strating Feat || Starting Talent(s)
 
 
|-
 
|-
| 2 || +2  || -- || Bonus Feat
 
 
|-
 
|-
| 3 || +2 || Feat || Talent
+
| 5
 +
| +3
 +
| Feat
 +
| Talent  
 
|-
 
|-
| 4 || +2 || Attribute Bonus || Bonus Feat
 
 
|-
 
|-
| 5 || +3 || Feat || Talent
 
 
|-
 
|-
| 6 || +3 || -- || Bonus Feat
+
| 6
 +
| +3
 +
| --
 +
| Bonus Feat
 
|-
 
|-
| 7 || +3 || Feat || Talent
 
 
|-
 
|-
| 8 || +3 || Attribute Bonus || Bonus Feat
 
 
|-
 
|-
| 9 || +4 || Feat || Talent
+
| 7
 +
| +3
 +
| Feat
 +
| Talent  
 
|-
 
|-
| 10 || +4 || -- || Bonus Feat
 
 
|-
 
|-
| 11 || +4 || Feat || Talent
 
 
|-
 
|-
| 12 || +4 || Attribute Bonus || Bonus Feat
+
| 8
 +
| +3
 +
| Attribute Bonus
 +
| Bonus Feat
 
|-
 
|-
| 13 || +5 || Feat || Talent
 
 
|-
 
|-
| 14 || +5 || -- || Bonus Feat
 
 
|-
 
|-
| 15 || +5 || Feat || Talent
+
| 9
 +
| +4
 +
| Feat
 +
| Talent
 
|-
 
|-
| 16 || +5 || Attribute Bonus || Bonus Feat
 
 
|-
 
|-
| 17 || +6 || Feat || Talent
 
 
|-
 
|-
| 18 || +6 || -- || Bonus Feat
+
| 10
 +
| +4
 +
| --
 +
| Bonus Feat
 
|-
 
|-
| 19 || +6 || Feat || Talent
 
 
|-
 
|-
| 20 || +6 || Attribute Bonus || Bonus Feat
 
 
|-
 
|-
|}
+
| 11
 
+
| +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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| Feat
:'''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.
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| Talent
 
+
|-
'''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.
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|-
 
+
|-
[[File:StarWars.smuggler.jpg | 350px | left]]
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| 12
'''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.
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| +4
'''Feats''': are not as powerful in this setting but you gain them far more often. See Feats.
+
| Attribute Bonus
T'''alents''': are more powerful than feats and act something like class traits and abilities from the PHB.
+
| Bonus Feat
'''Weapon and Armor Proficiency''': for Star Wars these include – Simple Weapons, Martial Weapons (as normal from the PHB but new types, see Gear), Pistols, Rifles, Heavy Weapons, Advanced Melee Weapons. Exotic Weapons require a Weapons Proficiency feat for each to gain the proficiency bonus. Light, Medium and Heavy armor. Basic equipment from PHB (cost GP = credits at 1:1. Primitive armor provides no ACR vs. any weapon listed here. All other properties as listed there).
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|-
 
+
|-
'''Bonuses and Advantages/Disadvantages''': Along with standard Advantages and Disadvantages, there are also Bonuses that add directly to the target’s checks. Note that the same type of bonus can’ not stack but different types can. Types: Dark Side, Equipment, Force, Insight, Luck, Moral and Rage.
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|-
 
+
| 13
'''Granting Advantage''': in order to grant action for a non-attack INT or WIS skill check, the individual wishing to ‘aid another’ must also be proficient with the skill.
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| +5
 
+
| Feat
'''Force Powers and Talents''': Force Powers work something like Warlock spells casting and recovery. The character gains so much Force Energy and a maximum Power level. To use a Force power you must expend a point of Force Energy. You regain all expended Force Energy when you finish a short or long rest. See the Force, Jedi class, and Force Sensitive feat for more details.
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| Talent
 
+
|-
'''Damage Threshold''': whenever you take damage that meets or excess of your threshold you suffer the '''''Reeling''''' Condition. Your Damage Threshold is equal to 15 + your Proficiency Bonus + Strength or Constitution ability modifier (whichever is better). Size also has an effect. Large sized beings gain +2, Huge +5, Gargantuan +10 and Colossal +20. Vehicles can also suffer similar affects.
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|-
 +
|-
 +
| 14
 +
| +5
 +
| --
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
| 15
 +
| +5
 +
| Feat
 +
| Talent
 +
|-
 +
|-
 +
|-
 +
| 16
 +
| +5
 +
| Attribute Bonus
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
| 17
 +
| +6
 +
| Feat
 +
| Talent
 +
|-
 +
|-
 +
|-
 +
| 18
 +
| +6
 +
| --
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
| 19
 +
| +6
 +
| Feat
 +
| Talent
 +
|-
 +
|-
 +
|-
 +
| 20
 +
| +6
 +
| Attribute Bonus
 +
| Bonus Feat
 +
|-
 +
|-
 +
|-
 +
|colspan="4"|
 +
|}
  
'''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.  
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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.
*You suffer Disadvantage to all Attacks, Skills and Ability checks (does not effect Saving Throws).  
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:'''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.
*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.  
 
*You can instead spend your Action to recover from Reeling, gaining advantage on your check. You can still take the free check at the end of your round if this check failed but as normal and without advantage.
 
  
'''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).
+
'''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.
  
'''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.
+
[[File:StarWars.smuggler.jpg | 300px | 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.
 +
'''Feats''': are not as powerful in this setting but you gain them far more often. See Feats.
 +
T'''alents''': are more powerful than feats and act something like class traits and abilities from the PHB.
 +
'''Weapon and Armor Proficiency''': for Star Wars these include – Simple Weapons, Martial Weapons (as normal from the PHB but new types, see Gear), Pistols, Rifles, Heavy Weapons, Advanced Melee Weapons. Exotic Weapons require a Weapons Proficiency feat for each to gain the proficiency bonus. Light, Medium and Heavy armor. Basic equipment from PHB (cost GP = credits at 1:1. Primitive armor provides no ACR vs. any weapon listed here. All other properties as listed there).
 +
 
 +
'''Bonuses and Advantages/Disadvantages''': Along with standard Advantages and Disadvantages, there are also Bonuses that add directly to the target’s checks. Note that the same type of bonus can’ not stack but different types can. Types: Dark Side, Equipment, Force, Insight, Luck, Moral and Rage.
 +
 
 +
'''Granting Advantage''': in order to grant action for a non-attack INT or WIS skill check, the individual wishing to ‘aid another’ must also be proficient with the skill.
 +
 
 +
'''Force Powers and Talents''': Force Powers work something like Warlock spells casting and recovery. The character gains so much Force Energy and a maximum Power level. To use a Force power you must expend a point of Force Energy. You regain all expended Force Energy when you finish a short or long rest. See the Force, Jedi class, and Force Sensitive feat for more details.
 +
 
 +
'''Damage Threshold''': whenever you take damage that meets or excess of your threshold you suffer the '''''Reeling''''' Condition. Your Damage Threshold is equal to 15 + your Proficiency Bonus + Strength or Constitution ability modifier (whichever is better). Size also has an effect. Large sized beings gain +2, Huge +5, Gargantuan +10 and Colossal +20. Vehicles can also suffer similar affects.
 +
 
 +
'''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.
 +
*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.
 +
*You can instead spend your Action to recover from Reeling, gaining advantage on your check. You can still take the free check at the end of your round if this check failed but as normal and without advantage.
 +
 
 +
'''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''': 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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'''Feat''': all characters gain a feat at 1st level character creation.</br>
 
'''Feat''': all characters gain a feat at 1st level character creation.</br>
 
'''Assign Gear''': Record your starting gear and cash. Purchase any additional gear.</br>
 
'''Assign Gear''': Record your starting gear and cash. Purchase any additional gear.</br>
'''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.
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* '''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'''</br>
 
'''Ability Score Modifier''': Three different ability scores of your choice increase by +1 each (cant’ stack).</br>
 
'''Ability Score Modifier''': Three different ability scores of your choice increase by +1 each (cant’ stack).</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.</br>
 
'''Bonus Proficient Skill''': You gain proficiency in one skill of your choice.</br>
 
'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.</br>
 
'''Bonus Feat''': You gain one feat of your choice. You must meet all the prerequisites.</br>
'''Outgoing''': You gain +2 Destiny Point over the standard Destiny Points each level.</br>
+
'''Outgoing''': You gain +1 Destiny Point over the standard Destiny Points each level.</br>
 
''Languages'': you can speak, read and write in Basic plus one additional language of choice.</br>
 
''Languages'': you can speak, read and write in Basic plus one additional language of choice.</br>
  
'''ARDENNIAN SPECIES TRAITS'''[https://www.pinterest.com/pin/822540319417884728/]</br>
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'''BOTHAN SPECIES TRAITS'''</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>
 
 
'''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)</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''Languages'': you can speak, read and write in Basic and Bothese.</br>
 
''Languages'': you can speak, read and write in Basic and Bothese.</br>
  
'''CATHAR SPECIES TRAITS''' [https://www.pinterest.com/pin/740349626213674463/]</br>
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'''CATHAR SPECIES TRAITS'''</br>
 
'''Ability Score Modifier''': +2 to Strength, +1 to Dexterity.</br>
 
'''Ability Score Modifier''': +2 to Strength, +1 to Dexterity.</br>
 
'''Medium Sized and Speed''': base 40 feet.</br>
 
'''Medium Sized and Speed''': base 40 feet.</br>
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''Languages'': you can speak, read and write Basic and Catharese.</br>
 
''Languages'': you can speak, read and write Basic and Catharese.</br>
  
'''CEREAN SPECIES TRAITS''' [https://www.pinterest.com/pin/729372102168256705/]</br>
+
'''CEREAN SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Dexterity</br>
 
'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Dexterity</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''Languages'': you can speak, read and write in Basic and Cerean.</br>
 
''Languages'': you can speak, read and write in Basic and Cerean.</br>
  
'''CHISS SPECIES TRAITS''' [https://www.pinterest.com/pin/603412050089009757/]</br>
+
'''CHISS SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +1 to Dexterity, +2 to Intelligence</br>
 
'''Ability Modifiers''': +1 to Dexterity, +2 to Intelligence</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''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.</br>
  
'''DEVARONIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/777082110723265233/]</br>
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'''DEVARONIAN SPECIES TRAITS'''</br>
 
'''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</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''Languages'': you can speak, read and write in Basic and Devaronese.</br>
 
''Languages'': you can speak, read and write in Basic and Devaronese.</br>
  
'''DUG SPECIES TRAITS''' [https://www.pinterest.com/pin/351562314674597337/]</br>
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'''DUG SPECIES TRAITS'''</br>
 
'''Ability Score Modifier''': +2 to Dexterity, +1 to Constitution</br>
 
'''Ability Score Modifier''': +2 to Dexterity, +1 to Constitution</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.</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.</br>
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''Languages'': speak, read and write Dug.</br>
 
''Languages'': speak, read and write Dug.</br>
  
'''DUROS SPECIES TRAITS''' [https://www.pinterest.com/pin/57632070223910308/]</br>
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'''DUROS SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Constitution</br>
 
'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Constitution</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''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.</br>
  
'''EWOK SPECIES TRAITS''' [https://www.pinterest.com/pin/887138826567337667/]</br>
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'''EWOK SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Strength</br>
 
'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Strength</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.</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.</br>
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''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.</br>
  
'''GAMORREAN SPECIES TRAITS''' [https://www.pinterest.com/pin/63754150965624717/]</br>
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'''GAMORREANS SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Strength, +2 to Constitution, -1 to Dexterity</br>
 
'''Ability Modifiers''': +2 to Strength, +2 to Constitution, -1 to Dexterity</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''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.</br>
  
'''GAND SPECIES TRAITS''' [https://www.pinterest.com/pin/677228862737899531/]</br>
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'''GAND SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Dexterity, +1 to Wisdom</br>
 
'''Ability Modifiers''': +2 to Dexterity, +1 to Wisdom</br>
 
'''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.
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''Languages'': You can speak Gand and Basic.</br>
 
''Languages'': You can speak Gand and Basic.</br>
  
'''GRAN SPECIES TRAITS''' [https://www.pinterest.com/pin/605945324861051561/]</br>
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'''GRAN SPECIES TRAITS'''</br>
 
'''Ability Score Modifier''': +1 to Wisdom, +2 to Charisma</br>
 
'''Ability Score Modifier''': +1 to Wisdom, +2 to Charisma</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Darkvision''': Grans have darkvision out to 60 feet.</br>
 
'''Darkvision''': Grans have darkvision out to 60 feet.</br>
 
'''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.</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 75/300ft. 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).</br>
 
'''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”.</br>  
 
''Languages'': you can speak, read and write Basic and Gran.</br>
 
''Languages'': you can speak, read and write Basic and Gran.</br>
  
'''GUNGAN SPECIES TRAITS''' [https://www.pinterest.com/pin/3659243436915968/]</br>
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'''GUNGANS SPECIES TRAITS'''</br>
 
'''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</br>
 
'''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.</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.</br>
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'''Expert Swimmers''': Gungans have Advantage when making Strength (Athletics) with swimming. In addition, if the </br>Gungan rolls a 9 or less on this check, it is assumed to have rolled at least a 10.</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).</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).</br>
 
'''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.</br>
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''Languages'': you can speak, read and write in Basic and Gunganese.</br>
 
''Languages'': you can speak, read and write in Basic and Gunganese.</br>
  
'''ITHORIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/939633909734877413/]</br>
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'''ITHORIAN SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Wisdom, +2 to Charisma, -1 to Dexterity</br>
 
'''Ability Modifiers''': +2 to Wisdom, +2 to Charisma, -1 to Dexterity</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''Languages'': you can speak, read and write in Basic and Ithorese.</br>
 
''Languages'': you can speak, read and write in Basic and Ithorese.</br>
  
'''JAWA SPECIES TRAITS''' [https://www.pinterest.com/pin/343188434115967986/]</br>
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'''JAWA SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Strength</br>
 
'''Ability Modifiers''': +2 to Dexterity, +2 to Intelligence, -1 to Strength</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.</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.</br>
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''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).</br>
  
'''KEL DOR SPECIES TRAITS''' [https://www.pinterest.com/pin/859343172656431263/]</br>
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'''KEL DOR SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Constitution</br>
 
'''Ability Modifiers''': +2 to Dexterity, +2 to Wisdom, -1 to Constitution</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''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.</br>
  
'''MIRALUKA SPECIES TRAITS''' [https://www.pinterest.com/pin/857865429026558921/]</br>
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'''MIRALUKA SPECIES TRAITS'''</br>
 
'''Ability Score Modifier''': +2 to Intelligence, +1 to Wisdom</br>
 
'''Ability Score Modifier''': +2 to Intelligence, +1 to Wisdom</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''Languages'': you can speak, read and write Basic and Miralukes.</br>
 
''Languages'': you can speak, read and write Basic and Miralukes.</br>
  
'''MIRIALIN SPECIES TRAITS''' [https://www.pinterest.com/pin/348817933651119093/]</br>
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'''MIRIALIN SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br>
 
'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''Languages'': you can speak, read and write Basic and Mirialan.</br>
 
''Languages'': you can speak, read and write Basic and Mirialan.</br>
  
'''MON CALAMARI SPECIES TRAITS''' [https://www.pinterest.com/pin/751045675374734691/]</br>
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'''MON CALAMARI SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Constitution</br>
 
'''Ability Modifiers''': +2 to Intelligence, +2 to Wisdom, -1 to Constitution</br>
'''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.</br>
 
'''Breathe Underwater''': as amphibious creatures, Mon Calamari cannot drown in water.</br>
 
'''Breathe Underwater''': as amphibious creatures, Mon Calamari cannot drown in water.</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.</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.</br>
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''Language''s: you can speak, read and write in Basic and Mon Calamarian.</br>
 
''Language''s: you can speak, read and write in Basic and Mon Calamarian.</br>
  
'''QUARREN SPECIES TRAITS''' [https://www.pinterest.com/pin/13510867622560975/]</br>
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'''QUARREN SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Constitution, +1 Charisma</br>
 
'''Ability Modifiers''': +2 to Constitution, +1 Charisma</br>
'''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.</br>
 
'''Breathe Underwater''': as amphibious creatures, Quarrens cannot drown in water.</br>
 
'''Breathe Underwater''': as amphibious creatures, Quarrens cannot drown in water.</br>
'''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.</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.</br>
'''Traders''': Quarren society trader almost from birth, Quarren gain proficiency in in Charisma (Persuasion) skills for free.</br>
+
'''Low-Light Vision''': Quarren can see perfectly fine in Dim light conditions.</br>
'''Bonus Feat''': Quarren are naturally suspicious of outsiders and they gain the 'Suspicious' feat for free.</br>
+
'''Trader Background''': Quarren society trader almost from birth, Quarren gain proficiency in in Charisma (Persuasion) and Wisdom (Insight) skills for free.</br>
 
''Languages'': you can speak, read and write in Basic and Quarrenese.</br>
 
''Languages'': you can speak, read and write in Basic and Quarrenese.</br>
  
'''RODIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/347692033741847987/]</br>
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'''RODIAN SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Dexterity, +1 to Charisma</br>
 
'''Ability Modifiers''': +2 to Dexterity, +1 to Charisma</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
'''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.</br>
 
'''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 Dim light conditions. Rodians also have darkvision out to 60 feet.</br>
 
''Languages'': you can speak, read and write in Basic and Rodese.</br>
 
''Languages'': you can speak, read and write in Basic and Rodese.</br>
  
'''SNIVVIAN SPECIES TRAITS''' [https://www.pinterest.com/pin/87679523986374049/]</br>
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'''SNIVVIAN SPECIES TRAITS'''</br>
 
'''Ability Score Modifier''': +1 to Constitution, +2 to Wisdom</br>
 
'''Ability Score Modifier''': +1 to Constitution, +2 to Wisdom</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.</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.</br>
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''Languages'': you can speak, read and write Basic and Snivvian.</br>
 
''Languages'': you can speak, read and write Basic and Snivvian.</br>
  
'''SULLUSTAN SPECIES TRAITS''' [https://www.pinterest.com/pin/128211920634197677/]</br>
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'''SULLUSTAN SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Dexterity, +1 Intelligence</br>
 
'''Ability Modifiers''': +2 to Dexterity, +1 Intelligence</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.</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.</br>
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''Languages'': you can speak, read and write in Basic and Sullustese.</br>
 
''Languages'': you can speak, read and write in Basic and Sullustese.</br>
  
'''TRANSDOSHAN SPECIES TRAITS''' [https://www.pinterest.com/pin/787426316112153892/]</br>
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'''TRANSDOSHANS SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Strength, +1 to Constitution</br>
 
'''Ability Modifiers''': +2 to Strength, +1 to Constitution</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''Languages'': you can speak, read and write in Basic and Dosh.</br>
 
''Languages'': you can speak, read and write in Basic and Dosh.</br>
  
'''TOGRUTA SPECIES TRAITS''' [https://www.pinterest.com/pin/375628425184256317/]</br>
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'''TOGRUTA SPECIES TRAITS'''</br>
 
'''Ability Score Modifier''': +2 to Dexterity</br>
 
'''Ability Score Modifier''': +2 to Dexterity</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''Languages'': you can speak, read and write Basic and Togruti.</br>
 
''Languages'': you can speak, read and write Basic and Togruti.</br>
  
'''TWI’LEK SPECIES TRAITS''' [https://www.pinterest.com/pin/4151824649188177/]</br>
+
'''TWI’LEKS SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br>
 
'''Ability Modifiers''': +1 to Dexterity, +2 to Charisma</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''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).</br>
  
'''WOOKIE SPECIES TRAITS''' [https://www.pinterest.com/pin/4362930880130874/]</br>
+
'''WOOKIE SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Charisma</br>
 
'''Ability Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Charisma</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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''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.</br>
  
'''UBESE SPECIES TRAITS''' [https://www.pinterest.com/pin/57561701479410059/]</br>
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'''UBESE SPECIES TRAITS'''</br>
 
'''Ability Modifiers''': +2 to Dexterity</br>
 
'''Ability Modifiers''': +2 to Dexterity</br>
 
'''Medium Size and Speed''': 30 feet.</br>
 
'''Medium Size and Speed''': 30 feet.</br>
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''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.</br>
  
'''ZABRAK SPECIES TRAITS''' [https://www.pinterest.com/pin/57632070223547954/]</br>
+
'''ZABRAK SPECIES TRAITS'''</br>
 
'''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)</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
 
'''Medium Sized and Speed''': base 30 feet.</br>
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'''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.
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'''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.  
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'''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 (they still require proficiency with the weapon to gain proficiency bonuses).
  
'''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>
 
DROID DEGREES</br>
'''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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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.
 
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.
*'''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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*'''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
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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).
 
*'''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).
 
*'''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.
 
*'''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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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
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*'''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.
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*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
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*'''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.
 
*'''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'''. 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.
 
*'''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 roll, you gain another immediate Action.
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*'''Fortune’s Favor'''. When you score a critical hit with an attack, you can use your Reaction to 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.
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OUTLAW TALENT TREE
 
OUTLAW TALENT TREE
 
*'''Forgery Artist'''. You have Advantage and +2 insight with Intelligence (Thievery) when using a Forgery kit.  
 
*'''Forgery Artist'''. 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.  
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*'''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.
 
*'''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.
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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.
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*'''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.
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*'''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.
  
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*'''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.
 
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).
 
*'''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.
 
*'''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.
 
  
 
HUNTER TALENT TREE
 
HUNTER TALENT TREE
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*'''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.
 
*'''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.
 
*'''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
 +
*'''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).
 +
*'''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.
 +
*'''Jury-Rigger'''. You have Advantage on any Jury-Rigging checks made to repair damage and when attempting restore power on a vehicle.
  
 
SURVIVOR TALENT TREE
 
SURVIVOR TALENT TREE
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*'''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  
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*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 ==
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: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...
+
: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.
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:'''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.
+
: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).
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* '''Bolt Storm''', ''Prerequisite'': Strength 13+, Weapon Proficiency (Rifles or Heavy Weapons). Spray and pray! You are skilled at creating even bigger threat area of your automatic weapons. Whenever you use an Autofire weapon feature you can change the area of effect from a 10 x 10 foot area to either a 20 x 20 foot area or a 5 x 30 foot straight line area. With Heavy Autofire weapon you can change the 20 x 20 foot area to either 30 x 30 foot area or a 10 x 30 foot area instead.
 
* '''Bolt Storm''', ''Prerequisite'': Strength 13+, Weapon Proficiency (Rifles or Heavy Weapons). Spray and pray! You are skilled at creating even bigger threat area of your automatic weapons. Whenever you use an Autofire weapon feature you can change the area of effect from a 10 x 10 foot area to either a 20 x 20 foot area or a 5 x 30 foot straight line area. With Heavy Autofire weapon you can change the 20 x 20 foot area to either 30 x 30 foot area or a 10 x 30 foot area instead.
 
* '''Bravery'''. You are hard to scare. You gain advantage on any save that would impose the Frightened condition onto you and when trying to recover from that condition.
 
* '''Bravery'''. You are hard to scare. You gain advantage on any save that would impose the Frightened condition onto you and when trying to recover from that condition.
* '''Brawler'''. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with Improvised Weapons and your unarmed damage increases to 1d3. Also when you take an Attack action with a melee attack you can spend a Bonus action to make an Improvised Weapons or Unarmed Attack as part of your Attack action.
+
* '''Brawler'''. You know how to fight dirty and with whatever is at hand. You add your proficiency bonus when attacking with Improvised Weapons and your unarmed damage increases to 1d3. Also when you take an Attack action with a melee attack you can spend a Bonus action to make an unarmed attack as part of your Attack action.
 
* '''Brutal Critical''', ''Prerequisite'': Improved Critical, level 5+. You roll one additional +1d(x) weapon damage die when determining the extra damage for a critical hit.
 
* '''Brutal Critical''', ''Prerequisite'': Improved Critical, level 5+. You roll one additional +1d(x) weapon damage die when determining the extra damage for a critical hit.
 
* '''Careful Shot''', ''Prerequisite'': Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you attack check and Damage result within the weapons base range. These effects do not stack with the extra damage provided by Deadly Aim or Double-Tab feats. Nor can you use it with weapon property of Autofire.
 
* '''Careful Shot''', ''Prerequisite'': Point Blank Shot. When you take the Aim maneuver when making a ranged weapon attack you gain an additional +2 bonus to you attack check and Damage result within the weapons base range. These effects do not stack with the extra damage provided by Deadly Aim or Double-Tab feats. Nor can you use it with weapon property of Autofire.
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* '''Disarming Strike''', ''Prerequisite'': Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to also attempt to disarm the target. The target must make a Strength save DC against the damage that you dealt with your successful strike (add your Intelligence modifier to this DC). On a failed save, it drops one object of your choice at its feet.  
 
* '''Disarming Strike''', ''Prerequisite'': Intelligence 13+. When you successfully strike a creature with a melee attack, you can spend a Bonus action to also attempt to disarm the target. The target must make a Strength save DC against the damage that you dealt with your successful strike (add your Intelligence modifier to this DC). On a failed save, it drops one object of your choice at its feet.  
 
* '''Dogfighter''', ''Prerequisite'': Proficiency with Capital Ship Pilot, Drive or Piloting. You are a skilled vehicle operator and know how to get your vehicle out of harm’s way. When you are operating a vehicle that you are proficient with add your proficiency bonus to the vehicle’s Armor Class total. You cannot use this ability when the vehicle is stationary, stunned or disable.
 
* '''Dogfighter''', ''Prerequisite'': Proficiency with Capital Ship Pilot, Drive or Piloting. You are a skilled vehicle operator and know how to get your vehicle out of harm’s way. When you are operating a vehicle that you are proficient with add your proficiency bonus to the vehicle’s Armor Class total. You cannot use this ability when the vehicle is stationary, stunned or disable.
* '''Do Science on it!''' You can double your proficiency bonus on any one Intelligence based class skill that you are proficient with even if you have Skill Expertise with already with it (i.e. then triple your proficiency bonus with it). You must complete a shot or long rest before you can use this ability again.
+
* '''Do Science on it!''' You can double your proficiency bonus on any one Intelligence based class skill that you are proficient with that you do not have Expertise with. You must complete a shot or long rest before you can use this ability again.
 
* '''Double Attack''', ''Prerequisite'': level 5+. You can attack twice, instead of once, whenever you take the Attack action on your turn.  
 
* '''Double Attack''', ''Prerequisite'': level 5+. You can attack twice, instead of once, whenever you take the Attack action on your turn.  
 
* '''Double Tap'''. You can fire two rounds in quick succession with a pistol or rifle. With a weapon range attack action your take a -2 penalty to the attack check and if you successfully hit you deal an additional +1d(x) weapon type dice of damage. Your weapon must have at least two rounds in order to use this feature. You cannot combined this with the Deadly Aim or Careful Shot feats.  
 
* '''Double Tap'''. You can fire two rounds in quick succession with a pistol or rifle. With a weapon range attack action your take a -2 penalty to the attack check and if you successfully hit you deal an additional +1d(x) weapon type dice of damage. Your weapon must have at least two rounds in order to use this feature. You cannot combined this with the Deadly Aim or Careful Shot feats.  
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* '''Far Shot''', ''Prerequisite'': Point Blank Shot. You now triple the base weapon range with all personal sized ranged weapons (i.e. the range for a Blaster Pistol changes from 50/300 to 150/300).  
 
* '''Far Shot''', ''Prerequisite'': Point Blank Shot. You now triple the base weapon range with all personal sized ranged weapons (i.e. the range for a Blaster Pistol changes from 50/300 to 150/300).  
 
* '''Feinting Attack''', ''Prerequisite'': Intelligence 13+. Using a Bonus action, you choice one adjacent creature. You have Advantage on your next attack (but only one) against this target and if you hit, add your Intelligence modifier to damage. You can use this ability a number of time equal to your Intelligence modifier. You regain them after a short or long rest.
 
* '''Feinting Attack''', ''Prerequisite'': Intelligence 13+. Using a Bonus action, you choice one adjacent creature. You have Advantage on your next attack (but only one) against this target and if you hit, add your Intelligence modifier to damage. You can use this ability a number of time equal to your Intelligence modifier. You regain them after a short or long rest.
* '''First Aid''', ''Prerequisite'': Proficiency with Wisdom (Medicine) skill. You can use an Action to attempt a Wisdom (Medicine) check on an adjacent creature afflicted with the Reeling or Stunned condition vs. the same '''DC''' that cause the condition. Success removes the condition. If the check exceeds the '''DC''' by +5 it instead removes both conditions (if it is suffering both). This feat adds two additional capabilities to the medical kit, each costing one unit of supplies per application from the kits capability. The first, as an Action heals a stabilized adjacent creature 1d6+4 HPs, plus an additional number of HPs equal to the creature’s total Hit Dice plus the healer’s Wisdom modifier. Second, when stabilize a dying adjacent creature, if the healer’s check results is 20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed as above. A creature may only benefit from these feature again after taking a long rest.
+
* '''First Aid''', ''Prerequisite'': Proficiency with Wisdom (Medicine) skill. You can use an Action to attempt a Wisdom (Medicine) check on an adjacent creature afflicted with the Reeling or Stunned condition vs. the same DC that cause the condition. Success removes the condition. If the check exceeds the DC by +5 it instead removes both conditions (if it is suffering both). This feat adds two additional capabilities to the medical kit, each costing one unit of supplies per application from the kits capability. As an Action heal a stabilized adjacent creature 1d6+4 HPs, plus an additional number of HPs equal to the creature’s total Hit Dice plus the healer’s Wisdom modifier. Second, when stabilize a dying adjacent creature, if the healer’s check results is 20+, not only is the creature restored to 1 HP and no longer is unconscious, that creature also healed as above. A creature may only benefit from these feature again after taking a long rest.
 
* '''Force Secret''', ''Prerequisite'': Force Sensitivity feat, level 12+. You gain a deep secret of the Force. Pick a Force Secret. You can take this feat multiple times, each time gaining a new Force Secret.
 
* '''Force Secret''', ''Prerequisite'': Force Sensitivity feat, level 12+. You gain a deep secret of the Force. Pick a Force Secret. You can take this feat multiple times, each time gaining a new Force Secret.
 
* '''Force Sensitivity''', ''Prerequisite'': cannot be a droid. You gain access to 3 starting Minor Force Powers and can further study the Force. See the Force for a full description.
 
* '''Force Sensitivity''', ''Prerequisite'': cannot be a droid. You gain access to 3 starting Minor Force Powers and can further study the Force. See the Force for a full description.
* '''Force Technique''', ''Prerequisite'': Force Sensitivity feat, level 6+. You gain understanding of the Force. Pick two Force Technique that you can now use. You can take this feat multiple times, each time gaining two new Force Techniques.
+
* '''Force Technique''', ''Prerequisite'': Force Sensitivity feat, level 6+. You gain understanding of the Force. Pick a Force Technique. You can take this feat multiple times, each time gaining a new Force Technique.
 
* '''Force Training''', ''Prerequisite'': Force Sensitivity feat. The first time you take this feat you learn 3 Force Powers and gain Force Energy Points. You can take this feat more than once, each time after the first time you learn 3 new additional Force Powers. See the Force for full description.
 
* '''Force Training''', ''Prerequisite'': Force Sensitivity feat. The first time you take this feat you learn 3 Force Powers and gain Force Energy Points. You can take this feat more than once, each time after the first time you learn 3 new additional Force Powers. See the Force for full description.
 
* '''Force Warrior''', ''Prerequisite'': Force Sensitive. You use the Force to strength your resolve in battle. You now have Advantage on Constitution saves to maintain your Concentration with a Force Power when you take damage.
 
* '''Force Warrior''', ''Prerequisite'': Force Sensitive. You use the Force to strength your resolve in battle. You now have Advantage on Constitution saves to maintain your Concentration with a Force Power when you take damage.
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* '''Good Health''', ''Prerequisite'': Contitution 13+. You are in good shape and health. You can recover from a level of Fatigue after a short rest. You must take a long rest to use this ability again.  
 
* '''Good Health''', ''Prerequisite'': Contitution 13+. You are in good shape and health. You can recover from a level of Fatigue after a short rest. You must take a long rest to use this ability again.  
 
* '''Heavy Melee-Weapon Expert''', ''Prerequisite'': Strength 13+. When wielding a heavy melee weapon in two-handed you re-roll all 1s and 2s when rolling your damage dice.  
 
* '''Heavy Melee-Weapon Expert''', ''Prerequisite'': Strength 13+. When wielding a heavy melee weapon in two-handed you re-roll all 1s and 2s when rolling your damage dice.  
* '''Hot Wire''', ''Prerequisite'': Proficiency with Intelligence (Mechanic). When attempting to Jury-Rig repairs (see Repairs Vehicles) if you exceed the '''DC''' of the skill check by +5 the repairs do not go away at the end of the encounter.  
+
* '''Hot Wire''', ''Prerequisite'': Proficiency with Intelligence (Mechanic). When attempting to Jury-Rig repairs (see Repairs Vehicles) if you exceed the DC of the skill check by +5 the repairs do not go away at the end of the encounter.  
 
* '''Improved Critical''', ''Prerequisite'': level 3+. Your attack checks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target).  
 
* '''Improved Critical''', ''Prerequisite'': level 3+. Your attack checks score a critical hit on a rolls of a 19 or 20 (so long as a 19 plus modifiers would successfully hit the target).  
 
* '''Improved Damage Threshold'''. You increase your wound damage threshold by +5, and you gain a +1 bonus to your save to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by another +5 and you adding an additional +1 bonus to your save to recover from the Reeling Condition.  
 
* '''Improved Damage Threshold'''. You increase your wound damage threshold by +5, and you gain a +1 bonus to your save to recover from the Reeling Condition. You can take this feat multiple times, each time you increase your damage threshold by another +5 and you adding an additional +1 bonus to your save to recover from the Reeling Condition.  
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* '''Martial Arts Expert''', ''Prerequisite'': Martial Arts, level 3+. Your unarmed strike increases to 1d6 bludgeon damage and you no longer need to spend a bonus action to gain an additional melee martial strike attack with your melee Attack action on your round (free action).  
 
* '''Martial Arts Expert''', ''Prerequisite'': Martial Arts, level 3+. Your unarmed strike increases to 1d6 bludgeon damage and you no longer need to spend a bonus action to gain an additional melee martial strike attack with your melee Attack action on your round (free action).  
 
* '''Martial Arts Master''', ''Prerequisite'': Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike increase to 1d8 bludgeoning damage and you gain +1 bonus to your Armor Class.  
 
* '''Martial Arts Master''', ''Prerequisite'': Martial Arts, Martial Arts Expert, level 8+. Your unarmed strike increase to 1d8 bludgeoning damage and you gain +1 bonus to your Armor Class.  
* '''Medic'''. You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls plus gain an additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can attempt to restore an expended Hit Dice to a single creature. This requires a '''DC10''' check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20+. A creature must complete a long rest before it can benefit from this use again.   
+
* '''Medic'''. You are trained and patching up wounded comrades in the field, extending their staying power. If you have a Medical Kit, during a short or long rest, those allies that you are granting Advantage with their Hit Dice rolls plus gain an additional number of HPs equal to ½ your Heroic levels (round up) + your Wisdom modifier for each Hit Dice that they spent. This feat also adds an additional capability to the medical kit, costing one unit of supplies per application. A character with this feat can attempt to restore an expended Hit Dice to a single creature. This requires a '''DC10''' check and one minute of time/work. Success restores one expended Hit Die, or two Hit Dice if the check is 20 or higher. A creature must complete a long rest before it can benefit from this use again.   
* '''Menacing Attack'''. When you successfully hit a creature with a weapon attack, you can spend a Bonus action to frighten the target. The target makes a Charisma save '''DC''' verse the damage you just dealt. If it fails you impose the Frightened condition onto them until the start of your next round.  
+
* '''Menacing Attack'''. When you successfully hit a creature with a weapon attack, you can spend a Bonus action to frighten the target. The target makes a Charisma save DC verse the damage you just dealt. If it fails you impose the Frightened condition onto them until the start of your next round.  
 
* '''Melee Defense''', ''Prerequisite'': Intelligence 13+, Wielding a melee weapon (or Martial Arts Master feat). Before your attack roll, lowering your Proficiency bonus and increase your Armor Class by a like amount but only verses melee attacks. These penalties and bonuses last until the start of your next round. Against an opponent wielding a lightsaber your melee weapon must be able to parry lightsabers to gain this bonus.  
 
* '''Melee Defense''', ''Prerequisite'': Intelligence 13+, Wielding a melee weapon (or Martial Arts Master feat). Before your attack roll, lowering your Proficiency bonus and increase your Armor Class by a like amount but only verses melee attacks. These penalties and bonuses last until the start of your next round. Against an opponent wielding a lightsaber your melee weapon must be able to parry lightsabers to gain this bonus.  
 
* '''Mighty Swing''', ''Prerequisite'': Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1d(x) weapon die of damage with the attack. You cannot combine this damage with the Power Attack feat.  
 
* '''Mighty Swing''', ''Prerequisite'': Strength 13+. Before you make a melee weapon attack with a weapon that you are proficiency with, you can choose to take a -2 penalty to the attack roll. If the attack hits, you deal +1d(x) weapon die of damage with the attack. You cannot combine this damage with the Power Attack feat.  
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* '''Not a Soldier'''. When you take the Disengage action, you can make a free single ranged attack as part of the action, but the range attack only deals ½ damage.
 
* '''Not a Soldier'''. When you take the Disengage action, you can make a free single ranged attack as part of the action, but the range attack only deals ½ damage.
 
* '''Outwit and Outthink'''. On your action and until the end of your next turn, you make ranged attacks using your Intelligence, Wisdom or Charisma modifier (pick one) for attack and damage (instead of Dexterity). You must complete a short or long rest before you can use this ability again. You can take this feat multiple times, each time allowing you to use this ability again before requiring a rest.
 
* '''Outwit and Outthink'''. On your action and until the end of your next turn, you make ranged attacks using your Intelligence, Wisdom or Charisma modifier (pick one) for attack and damage (instead of Dexterity). You must complete a short or long rest before you can use this ability again. You can take this feat multiple times, each time allowing you to use this ability again before requiring a rest.
* '''Over Watch'''. You are adept at providing cover from enemy’s movement. While wielding a ranged weapon you can, as a bonus action, designate one 10 x 10 foot area within the weapon’s basic range. You are considered to be threatening this area and you can make opportunity attacks with your ranged weapon if targets enter the area. If the weapon has the Autofire weapon feature you can cover that’s area of affect instead, but you must expend the minimum number of rounds for that attack (i.e. 10 rounds for Autofire, 20 rounds for Heavy Autofire Only weapons)
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* '''Over Watch'''. You are adept at providing cover from enemy’s movement. While wielding a ranged weapon you can, as a bonus action, designate one 10 x 10 foot area within the weapon’s basic range. You are considered to be threatening this area and you can make opportunity attacks with your ranged weapon. If the weapon has the Autofire weapon feature you can cover that’s area of affect instead, but you must expend the minimum number of rounds for that attack (i.e. 10 rounds for Autofire, 20 rounds for Heavy Autofire Only weapons)
 
* '''Pack Tactics'''. You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls against the adjacent foe. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.  
 
* '''Pack Tactics'''. You are especially good at ganging up on foes with your allies. When you are adjacent to an ally and a foe in melee combat, you grant your ally Advantage on her attack rolls against the adjacent foe. If you and an ally are flanking an enemy (see DMG pg. 251), you both have Advantage on your melee attacks.  
 
* '''Parry''', ''Prerequisite'': Strength 13+. Requires a readied melee weapon (or Martial Artist Master feat). As a Reaction, you can subtract 1d10 + your Strength modifier + your Character level in damage from any one melee attack that has just hit you (you can wait until after damage is rolled to use). You cannot use this feat against lightsaber attacks unless you have a weapon can parry lightsabers.  
 
* '''Parry''', ''Prerequisite'': Strength 13+. Requires a readied melee weapon (or Martial Artist Master feat). As a Reaction, you can subtract 1d10 + your Strength modifier + your Character level in damage from any one melee attack that has just hit you (you can wait until after damage is rolled to use). You cannot use this feat against lightsaber attacks unless you have a weapon can parry lightsabers.  
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* '''Strong in the Force''', ''Prerequisite'': Force Sensitive. When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.  
 
* '''Strong in the Force''', ''Prerequisite'': Force Sensitive. When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.  
 
* '''Superior Critical''', ''Prerequisite'': Improved Critical, level 12+. You attack checks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).  
 
* '''Superior Critical''', ''Prerequisite'': Improved Critical, level 12+. You attack checks score a critical hit on a roll of an 18 through 20 (so long as an 18 or 19 would successful hit the target).  
* '''Suppressing Fire'''. You have become skilled at suppressing enemies with your automatic fire. When making an Autofire AOE attack if you got at least a 10 or better on your attack roll, all targets in the twice AOE (i.e. 10x10ft as 20x20ft) have their Speed reduced by ½ until the start of your next turn.  
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* '''Suppressing Fire'''. You have become skilled at suppressing enemies with your automatic fire. When making an Autofire AOE attack if you got at least a 10 or better on your attack roll, all targets in the twice AOE have their Speed reduced by ½ until the start of your next turn (i.e. 10x10ft as 20x20ft).  
 
* '''Surgical Expertise''', ''Prerequisite'': Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.
 
* '''Surgical Expertise''', ''Prerequisite'': Proficiency with Wisdom (Medicine). When performing surgery you now have Advantage on your Wisdom (Medicine) in a medical facility and a base check in a non-facility environment with a surgery kit. Surgery is used to remove persistent conditions, etc.
 
* '''Suspicious'''. You don’t trust easily. You gain advantage verses all saves that would impose the Charmed condition onto you and to overcome the condition.  
 
* '''Suspicious'''. You don’t trust easily. You gain advantage verses all saves that would impose the Charmed condition onto you and to overcome the condition.  
 
* '''Sweep''', ''Prerequisite'': Strength 15+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target within your melee reach (friend or foe). You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack.
 
* '''Sweep''', ''Prerequisite'': Strength 15+, Level 3+. When you take the Attack action, you instead make a single melee weapon or unarmed attack check against every target within your melee reach (friend or foe). You make a separate attack against each target and deal damage separately with each successful hit. If you melee reach allows you to attack enemies behind others they gain cover (generally ½) against your attack.
 
* '''Take a Knee'''. You can crouch quickly and brace your elbow against your knee for a secure firing position. If you spend all of your Movement (Speed 0), you can make one additional weapon range attack as part of your Attack action. You cannot use the weapon features Autofire or use a thrown weapon with this feat. You also cannot use this feat if you are within melee reach of an enemy’s attacks and you are considered ‘prone’ verses Melee attacks until the start of your next turn.
 
* '''Take a Knee'''. You can crouch quickly and brace your elbow against your knee for a secure firing position. If you spend all of your Movement (Speed 0), you can make one additional weapon range attack as part of your Attack action. You cannot use the weapon features Autofire or use a thrown weapon with this feat. You also cannot use this feat if you are within melee reach of an enemy’s attacks and you are considered ‘prone’ verses Melee attacks until the start of your next turn.
* '''Tech Specialist''', ''Prerequisite'': Proficient with Intelligence (Technology). You are allowed to modifier or update or make custom modifications to a weapon, armor, droids, devices or vehicle. The GM will set the '''DC''' but generally a simple bonus like a +1 equipment to attack or a skill or +2 equipment bonus to damage is a '''DC15''', plus 500 credits. The GM may allow better quality bonuses but the character would need extra time and a dedicated work shop to create such things (for greater bonuses)
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* '''Tech Specialist''', ''Prerequisite'': Proficient with Intelligence (Technology). You are allowed to modifier or update or make custom modifications to a weapon, armor, droids, devices or vehicle. The GM will set the DC but generally a simple bonus like a +1 or such is a DC15+, plus 500 credits.  
 
* '''Throw Opponent''', ''Prerequisite'': Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 10 feet beyond your reach and it suffers bludgeoning damage equal to your base unarmed attack damage +1d6 bludgeoning damage. You cannot use crush, pin or push feats against the same target in that you throw in the same attack.  
 
* '''Throw Opponent''', ''Prerequisite'': Trip. If you successfully trip an opponent you can cause the opponent to fall prone in an unoccupied space you desire up to 10 feet beyond your reach and it suffers bludgeoning damage equal to your base unarmed attack damage +1d6 bludgeoning damage. You cannot use crush, pin or push feats against the same target in that you throw in the same attack.  
 
* '''Throwing Expert'''. Attacking at long range with a throw weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll. Also with a Bonus action you can throw one additional simple ranged weapon on your turn.  
 
* '''Throwing Expert'''. Attacking at long range with a throw weapon (daggers, grenades, etc.) does not impose disadvantage on your ranged weapon attack roll. Also with a Bonus action you can throw one additional simple ranged weapon on your turn.  
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* '''Triple Attack''', ''Prerequisite'': Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn.
 
* '''Triple Attack''', ''Prerequisite'': Double Attack, level 11+. You can attack three times, instead of once, whenever you take the Attack action on your turn.
 
[[File:StarWars.Starfighter.jpg | 700px]]
 
[[File:StarWars.Starfighter.jpg | 700px]]
* '''Vehicle Combat''', ''Prerequisite'': Proficiency with Capital Ship Pilot, Drive or Piloting. You are considered proficient with any vehicles weapons for a vehicle you are piloting or driving if you are also proficient with its use. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to suffer only ½ the attacker’s damage against your vehicle. You cannot use this ability when the vehicle is stationary, stunned or disable.  
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* '''Vehicle Combat''', ''Prerequisite'': Proficiency with Capital Ship Pilot, Drive or Piloting. You are considered proficient with any vehicles weapons for a vehicle you are piloting or driving if you are also proficient with its use. When an attacker that you can see hits a vehicle you are in control of with an attack, you can use your Reaction to halve the attacker’s damage against your vehicle. You cannot use this ability when the vehicle is stationary, stunned or disable.  
 
* '''Weapon Focus''', ''Prerequisite'': Proficiency with exotic weapon or weapon group. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.  
 
* '''Weapon Focus''', ''Prerequisite'': Proficiency with exotic weapon or weapon group. For one weapon group or one specific exotic weapon that you are proficient with, you gain a +1 bonus on all attack rolls you make using this selected weapon group or specific exotic weapon. You may gain this feat multiple times, each time you must select a different weapon group or one separate exotic weapon.  
 
* '''Weapon Proficiency'''. Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.  
 
* '''Weapon Proficiency'''. Choose one of the following weapon groups – advanced melee weapons, heavy weapons (that include vehicle and starship weapons), lightsabers, martial weapons, pistols, rifles, or simple weapons. You now gain your proficiency bonus with all weapons of the selected group. You can take this feat multiple times, gaining your proficiency bonus with more groups of weapons.  
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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 That these talents are open to any character class whom can take a talent of these types, so long as they qualify for it.
  
 
[[File:StarWars.Pilot.jpg | 250px | right]]
 
[[File:StarWars.Pilot.jpg | 250px | right]]
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'''MECHANIC TALENT TREE'''</br>
 
'''MECHANIC TALENT TREE'''</br>
 
Note that all of these talents requires the Intelligence (Mechanics) skills.   
 
Note that all of these talents requires the Intelligence (Mechanics) skills.   
* '''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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* '''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.
 
* '''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.
 
* '''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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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.
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'''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.
 
  
 
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).
 
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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*'''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.
 
*'''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.
:'''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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*'''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.
 
*'''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.
 
*'''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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=== 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 but this must be on seperate rounds. If you hit with these attack you deal an additional +1d8 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.
 
::'''''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]]
 
[[File:StarWars.Lightning.jpg | 250px | right]]
*'''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).
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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).
 
::'''''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]]
 
[[File:StarWars.JediMaster.jpg | 250px | right]]
*'''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.
+
* '''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.
+
* '''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.
 
::'''''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.
Line 1,321: Line 1,390:
 
* '''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).
+
* '''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.
+
* '''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 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).  
+
* 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 Points restored (and before the Maximum Hit Point total is '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). For non-power cell reloads are as per PHB and take 1 round to reload for each shot/use with the weapon.
+
* 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.
* 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.
+
* 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.
 
: 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.
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|-
 
|-
 
| Power Maul || 400 || 4d6 bludgeoning || 10 || Restricted. Mail when off. Heavy, 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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| 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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'''HEAVY WEAPONS'''</br>
+
'''LIGHTSABERS'''</br>
''All heavy weapon ranges are 500/2,000 feet.''</br>
+
''All lightsabers have the Heavy Damage property and ignore Hardness values when dealing damage.''
''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>
 
</font size>
: * ''Grenade launchers fire grenades (see below) but with launcher range. Price and weight the same for grenade types.
+
: * ''These weapons loses finesse and light weapon qualities and instead gain the heavy weapon quality for small-sized creatures.''
  
  
'''LIGHTSABERS'''</br>
+
'''HEAVY WEAPONS'''</br>
''All lightsabers have the Heavy Damage property and ignore Hardness values when dealing damage. Lightsabers can of course parry another lightsaber.''</br>
+
''All heavy weapon ranges are 200/1,200 feet and have the Property Heavy Damage (except grenade launchers which depending on grenade type).''</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.''
+
''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'''
 
|-
 
|-
| 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>
 
</font size>
: * ''These weapons loses finesse and light weapon qualities and instead gain the heavy weapon quality for small-sized creatures.''
+
: * ''Grenade launchers fire grenades (see below) but with launcher range. Price and weight the same for grenade types.''
  
  
[[File:SWD5.blaster.jpg | 350px | left]]
 
 
'''PISTOLS'''</br>
 
'''PISTOLS'''</br>
 
''All Pistols have a range of 50/300 feet''</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.''
 
''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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| 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.
 
|-
 
|-
 
|}
 
|}
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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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'''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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* '''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   
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|-
 
|-
 
|}'
 
|}'
</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).
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=== 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 energy, Range 1,500/8,000, AOE 10ftx10ft 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 energy, 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 energy, 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 blast, Range 2,000/10,000, AOE 60ftx60ft 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 energy, 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 energy, 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): 5d6 blast, Range 300/1,200, AOE 30ftx30ft sphere, 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 energy, 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 energy, 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 energy, 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 energy, 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.
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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.
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:'''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 energy, 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 blast, 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 energy, Range 1,500/8,000 (3/15) AOE 10ftx10ft sphere (0)
: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 energy, 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 energy, Range 2,000/10,000 (6/30), AOE 30ftx30ft sphere (2x2), save DC12+*
  
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:'''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 energy, 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 blast, 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.
Line 2,080: Line 2,116:
 
:'''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 energy, 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 energy, 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.
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: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 blast, 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 ===
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:'''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 energy, 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 blast, 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.
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'''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 energy, Range 1,000/5,000 (2/10)
Line 2,136: Line 2,172:
 
:'''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 energy, 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 ===
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:'''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 energy, 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 ion, 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 energy, Range 1,000/4,000 (2/10), Autofire 60ftx60ft area (2x2), save DC15+*
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: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.
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'''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.
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* '''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.
  
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=== EXAMPLES OF CRITTERS ===
 
=== EXAMPLES OF CRITTERS ===
 
[[File:SW5e.CreatureRogues.jpg | 700px]]
 
[[File:SW5e.CreatureRogues.jpg | 700px]]
'''ACKLAY (Genonosis, Vendaxa)''', ''Large aquatic predator (ambusher) beast 8''
+
'''Acklay (Genonosis, Vendaxa)''', ''Large aquatic predator (ambusher) beast 8''</br>
 
[[File:SWD5.Acklay.jpg | 450px |right]]
 
[[File:SWD5.Acklay.jpg | 450px |right]]
 
'''Destiny Points''' 2 (1d4+1)</br>
 
'''Destiny Points''' 2 (1d4+1)</br>
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[[File:SWD5.Neux.jpg | 400px | left]]'''NEXU (Cholganna)''', ''Large predator (stalker) beast 6''</br>
+
[[File:SWD5.Neux.jpg | 400px | left]]'''Nexu (Cholganna)''', ''Large predator (stalker) beast 6''</br>
 
'''Destiny Points''' 3 (1d4+1)</br>
 
'''Destiny Points''' 3 (1d4+1)</br>
 
'''Armor Class''' 16 (natural armor) Hit Points: 60 (HD 6d8), '''Damage Threshold''' 24 (recover +4)</br>  
 
'''Armor Class''' 16 (natural armor) Hit Points: 60 (HD 6d8), '''Damage Threshold''' 24 (recover +4)</br>  
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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>
 
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>
+
'''Rancor (Various worlds)''', ''Huge predator (brute) beast 12 (sub-sentient)''</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side Points''' 6</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side Points''' 6</br>
 
'''Armor Class''' 13 (natural armor)</br>  
 
'''Armor Class''' 13 (natural armor)</br>  
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[[File:SWD5.WompRat.jpg | 350px | left]]
 
[[File:SWD5.WompRat.jpg | 350px | left]]
'''WOMP RAT (Tatooine, Cularin, etc.)''', ''Medium omnivore (opportunist hunter) beast 3''</br>
+
'''Womp Rat (Tatooine, Cularin, etc.)''', ''Medium omnivore (opportunist hunter) beast 3''</br>
 
'''Armor Class''' 15 (natural armor)</br>
 
'''Armor Class''' 15 (natural armor)</br>
 
'''Hit Points''' 24 (HD 3d8), '''Damage Threshold''' 19 (recover +3)</br>
 
'''Hit Points''' 24 (HD 3d8), '''Damage Threshold''' 19 (recover +3)</br>
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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).
 
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 ===
+
=== EXAMPLES OF NPC ===
 
[[File:SWD5.Rascals.jpg | 700px]]
 
[[File:SWD5.Rascals.jpg | 700px]]
==== Assassins ====
+
==== 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>
 
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]]
+
[[File:SWD5.Droid.jpg | 250px |right]]
'''ASSASSIN DROID''', ''Medium sized 4th degree droid Solider* 5/Scoundrel 3''</br>
+
'''Assassin Droid''', ''Medium sized 4th degree droid Solider* 5/Scoundrel 3''</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 6</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 6</br>
 
'''Armor Class''' 19 (unarmored)</br>
 
'''Armor Class''' 19 (unarmored)</br>
 
'''Hit Points''' 66 (HD 5d10/3d6, ''Second Wind'' 2d10+8); '''Damage Threshold''' 24 (recover +5)</br>
 
'''Hit Points''' 66 (HD 5d10/3d6, ''Second Wind'' 2d10+8); '''Damage Threshold''' 24 (recover +5)</br>
 
'''Speed''' 30 feet</br>
 
'''Speed''' 30 feet</br>
STR 13 (+1), DEX 18 (+4), CON n/a, INT 14 (+2), WIS 10, CHA 11</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>
 
'''Saving Throws''' Strength +4, Dexterity +7, Intelligence +5</br>
 
'''Proficiencies''' Advanced Melee, Martial, Pistol, Rifle, Simple; Light & Medium Armor</br>
 
'''Proficiencies''' Advanced Melee, Martial, Pistol, Rifle, Simple; Light & Medium Armor</br>
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Double Tap (-2 attack +1d damage), Improved Damage Threshold, Point Blank Shot
 
Double Tap (-2 attack +1d damage), Improved Damage Threshold, Point Blank Shot
 
(+1 to hit and damage within base range), Weapon focus (rifles)</br>
 
(+1 to hit and damage within base range), Weapon focus (rifles)</br>
'''Talents''' Devastating Attack (target’s Damage Threshold -5 vs. Reeling), Indomitable
+
'''Talents''' Devastating Attack (target’s Damage Threshold -3 vs. Reeling), Indomitable
 
(recover from reeling instantly with reaction/long rest), Sneak Attack 2 (+2d8), Weapon Specialization (blaster rifle)</br>
 
(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>
 
'''Senses''' ''passive'' perception 13; '''Languages''' Basic, Binary</br>
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'''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: +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
+
'''''Blaster Rifle''''' (100 pc). Ranged Weapon Attack: +8 to hit; Hit: 3d8+9 energy. Autofire Ranged Weapon Attack +3 (+6 brace); Hit: 5d8+9 or Dex save DC15 AOE 10x10ft 3d8+4, ½ save. Range
 
200/1,200</br>
 
200/1,200</br>
'''''Vibro-blade''''' (pc). Melee weapon attack: +7 to hit, one target, reach 5ft; Hit: 2d6+8 piercing damage</br>
+
'''''Vibro-blade''''' (pc). Melee weapon attack: +7 to hit, one target, reach 5ft; Hit: 2d6+7 piercing damage</br>
 
'''Extra Gear''' Bandolier with 4 powercells for carbine and 4 for vibroblade, Repair kit.</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>
 
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>
+
'''Dagger in the Dark''', ''Medium sized humanoid Scoundrel 6 (criminal)''</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 6</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 6</br>
 
'''Armor Class''' 18 (unarmored)</br>
 
'''Armor Class''' 18 (unarmored)</br>
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'''ACTION'''S</br>
 
'''ACTION'''S</br>
 
'''''Blaster Pistol''''' (50 pc). Range weapon attack: +6 to hit, one target; Hit: 3d6+6 energy. Range 50/300ft</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>
+
'''''Vibro-blade''''' (pc). Melee weapon attack: +6 to hit, one target, reach 5ft; Hit 2d6+6 slashing damage</br>
 
'''Extra Gear''': Camo-Cloak, Short-range comlink, Security kit.</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>
 
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>
+
'''Poisoner''', ''Medium sized humanoid Noble* 3/Scoundrel 3 (charlatan)''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Armor Class''' 17 (unarmored)</br>
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'''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>
 
'''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>
 
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>
+
'''Sniper''', ''Medium sized humanoid Soldier* 3/Scoundrel 3 (military)''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 8</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 8</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Armor Class''' 17 (unarmored)</br>
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'''Skills''' Acrobatics +5, Athletics +5, Intimidate +3, Mechanic +3, Perception +5, Stealth +8, Thievery +3</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>
 
'''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>
+
'''Talents''' Battle Analysis (bonus action, know who is at ½ HP and gain +2 to attack them), Sneak Attack (+2d8), Superior Weapon Expertise (blaster sniper rifles), Weapon Specialization (blaster sniper rifle)</br>
 
'''Senses''' ''passive'' perception 15; '''Languages''' Basic, plus native</br>
 
'''Senses''' ''passive'' perception 15; '''Languages''' Basic, plus native</br>
 
'''Equipment Mod''': Advantage with Stealth in appropriate terrain, disadvantage when not.</br>
 
'''Equipment Mod''': Advantage with Stealth in appropriate terrain, disadvantage when not.</br>
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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>
 
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 ====
+
==== BOUNTY HUNTERS ====
 
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.
 
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>
+
'''Want-a-Be Hunter''', ''Medium sized humanoid Soldier* 1/Scout 1 (enforcer)''</br>
 
'''Destiny Points''' 2 (1d4+1), '''Dark Side''' 4</br>
 
'''Destiny Points''' 2 (1d4+1), '''Dark Side''' 4</br>
 
'''Armor Class''' 17 (scout armor ACR 15, +2 threshold)</br>
 
'''Armor Class''' 17 (scout armor ACR 15, +2 threshold)</br>
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'''Proficiencies''' Advanced Melee, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br>
 
'''Proficiencies''' Advanced Melee, Martial, Pistols, Rifles, Simple; Light & Medium Armor</br>
 
'''Feats''' Shake it Off, Weapon Focus (rifles)</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>
+
'''Talents''' Devastating Attack (threshold as -2), 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>
 
'''Senses''' ''passive'' perception 13; Languages Basic plus native</br>
 
'''ACTIONS'''</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 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 Dex save DC12 AOE 10x10ft 3d8+1, ½ save. 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>
+
'''''Blaster Pistol''''' (100 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>
 
'''''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>
 
'''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>
 
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>
+
'''Veteran Bounty Hunter for Hire''', ''Medium sized humanoid Soldier* 4/Scout 4 (enforce)''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br>
 
'''Armor Class''' 17 (scout armor ACR 15, upgrade; +2 threshold)</br>
 
'''Armor Class''' 17 (scout armor ACR 15, upgrade; +2 threshold)</br>
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'''Skills''' Athletics +6, Computer Use +3, Gather Information +7, Intimidate +7, Perception +5, Pilot +6, Stealth +6</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>
 
'''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>
+
'''Talents''' Acute Senses (advantage on perception), Devastating Attack (threshold -3), 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>
 
'''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>
 
'''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>
 
'''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+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 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 Dex save DC14 AOE 10x10ft 3d8+4 energy, ½ save. 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>  
+
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>
 
'''''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>
+
[[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), 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>
 
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>
+
'''Prime Hunter''', ''Medium sized humanoid Soldier* 10/Scout 5 (enforcer)''</br>
 
'''Destiny Points''' 8 (1d4+1), '''Dark Side''' 15</br>
 
'''Destiny Points''' 8 (1d4+1), '''Dark Side''' 15</br>
 
'''Armor Class''' 23 (heavy battle armor ACR 20, +8 threshold)</br>
 
'''Armor Class''' 23 (heavy battle armor ACR 20, +8 threshold)</br>
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'''Skills''' Computer Use +7, Galactic Lore +7, Gather Information +13, Initiative +14, Intimidate +8, Perception +7, Pilot +9, Stealth +9, Thievery +7</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>
 
'''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>
+
'''Talents''' Acute Senses (advantage on perception), Armor Defense (dex +1 to AC, +2 threshold), Devastating Attack (threat threshold -5), 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>
 
'''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>
 
'''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>
 
'''ACTIONS'''</br>
 
'''''Triple Attack'''''. With attack action, make three attacks in the round.</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 Rifle*''''' (100 pc). Ranged Weapon Attack: +11 to hit; Hit: 3d8+15 energy. Autofire, Range Attack: +6 (+9 brace); Hit: 5d8+15 or Dex save DC17 AOE 10x10ft 3d8+8, ½ save. 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>
 
'''''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>
 
'''''Martial Arts'''''. Melee attack +9 to hit, one target, reach 5ft; Hit: 1d6+11 bludgeoning.</br>
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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.
 
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 ====
 
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…
 
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>
+
'''Bureaucrat''', ''Medium sized humanoid nonheroic 3''</br>
 
'''Dark Side''' 0 or 1d10</br>
 
'''Dark Side''' 0 or 1d10</br>
 
'''AC''' 12 (unarmored)</br>
 
'''AC''' 12 (unarmored)</br>
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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>
 
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]]
 
[[File:SWD5.Doctor.jpg | 300px | left]]
'''DOCTOR''', ''Medium sized humanoid nonheroic 7''</br>
+
'''Doctor''', ''Medium sized humanoid nonheroic 6/Noble 1''</br>
'''Dark Side''' 0 or 1d12</br>
+
'''Destiny Point''' 1 (1d4+1), '''Dark Side''' 0 or 1d12</br>
'''AC''' 11 (unarmored)</br>
+
'''AC''' 16 (unarmored)</br>
'''Hit Points''' 18 (7d4), '''Damage Threshold''' 15 (recover +3)</br>
+
'''Hit Points''' 19 (6d4/1d6, Second Wind 1d6+1, Damage Threshold 19 (recover +6)</br>
 
'''Speed''' 30 feet</br>
 
'''Speed''' 30 feet</br>
 
STR 10, DEX 11, CON 11, INT 13 (+1), WIS 16 (+3), CHA 14 (+2)</br>
 
STR 10, DEX 11, CON 11, INT 13 (+1), WIS 16 (+3), CHA 14 (+2)</br>
 +
'''Saves''' Wisdom +6</br>
 
'''Proficiencies''' Simple weapons, Pistols</br>
 
'''Proficiencies''' Simple weapons, Pistols</br>
 
'''Skills''' Computer Use +4, Galactic Lore +4, Insight +6, Medicine +9, Nature +4, Perception +6, Technology +4</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>
 
'''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>
 +
'''Talent'''s Flash of Genius (re-roll skill check, take the better)</br>
 
'''Senses''' ''passive'' perception 16; Languages Basic, native plus two more</br>
 
'''Senses''' ''passive'' perception 16; Languages Basic, native plus two more</br>
 
'''Extra Gear''': Medical Pack, Stimpac (2), Uniform.</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>
 
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>
+
'''Merchant''', ''Medium sized humanoid nonheroic 5''</br>
 
'''Dark Side''' 0 or 1d10</br>
 
'''Dark Side''' 0 or 1d10</br>
 
'''AC''' 11 (unarmored)</br>
 
'''AC''' 11 (unarmored)</br>
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'''Extra Gear''': Datapad, various goods to sell.</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>
 
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>
+
'''Scientist''', ''Medium sized humanoid nonheroic 8/Noble 1''</br>
 
'''Density Points''' 1 (1d4+1), '''Dark Side''' 0 or 1d12</br>
 
'''Density Points''' 1 (1d4+1), '''Dark Side''' 0 or 1d12</br>
 
'''AC''' 19 (unarmored)</br>
 
'''AC''' 19 (unarmored)</br>
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'''Skills''' Computer Use +8, Investigation +12, Mechanic +8, Medicine +5, Nature +8, Perception +5, Technology +12</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>
 
'''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>
+
Talant Flash of Genius (can re-roll one failed ability or skill check or saving throw and take the better)</br>
 
'''Senses''' ''passive'' perception 15; '''Languages''' Basic, native plus two more</br>
 
'''Senses''' ''passive'' perception 15; '''Languages''' Basic, native plus two more</br>
 
'''ACTIONS''' </br>
 
'''ACTIONS''' </br>
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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>
 
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]]
 
[[File:SWD5.Guard.jpg | 250px | right]]
'''SECURITY AND ENFORCER''', ''Medium sized humanoid nonheroic 3''</br>
+
'''Security Guards/Enforcer''', ''Medium sized humanoid nonheroic 3''</br>
 
'''Dark Side''' 0 or 1d10</br>
 
'''Dark Side''' 0 or 1d10</br>
 
'''AC''' 15 (combat jumpsuit ACR 14, +2 to threshold)</br>
 
'''AC''' 15 (combat jumpsuit ACR 14, +2 to threshold)</br>
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'''Extra Gear''': Uniform, Binder Cuffs (at least one set of small, medium and large), Cylinder code, Short-range comlink, Utility belt.</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>
 
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>
+
'''Technician''', ''Medium sized humanoid nonheroic 3/Scout 2''</br>
 
'''Destiny Points''' 2, '''Dark Side''' 0 or 1d6</br>
 
'''Destiny Points''' 2, '''Dark Side''' 0 or 1d6</br>
 
'''AC''' 17 (unarmored)</br>
 
'''AC''' 17 (unarmored)</br>
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'''Extra Gear''': Short-range comlink, Repair kit, Security kit, Utility belt, Coverall work-cloths.</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>
 
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>
+
'''Wealthy Noble''', ''Medium sized humanoid Nonheroic 7/Noble 3''</br>
'''Density Points''' 1 (1d4+1), '''Dark Side''' 1d10</br>
+
'''Dark Side''' 1d10</br>
 
'''Armor Class''' 17 (unarmed)</br>
 
'''Armor Class''' 17 (unarmed)</br>
 
'''Hit Points'''  32 (HD 7d4/3d6; Second Wind 1d6+3), '''Damage Threshold''' 19 (recover +0)</br>
 
'''Hit Points'''  32 (HD 7d4/3d6; Second Wind 1d6+3), '''Damage Threshold''' 19 (recover +0)</br>
Line 2,615: Line 2,637:
 
'''''Hold-Out Blaster Pistol''''' (6 pc). Ranged weapon attack +5 to hit, one target; Hit: 3d4+2 energy, Range 150/300ft</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>
 
'''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.
+
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.</br></br>
  
==== Criminals ====
+
==== 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>
 
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]]
 
[[File:SWD5.Gamble.jpg | 400px | right]]
'''GAMBLE''', ''Medium sized humanoid nonheroic 3/Scoundrel 3''</br>
+
'''Gambler''', ''Medium sized humanoid nonheroic 3/Scoundrel 3''</br>
 
'''Destiny Points''' 3 (d4+1), '''Dark Side''' 4</br>
 
'''Destiny Points''' 3 (d4+1), '''Dark Side''' 4</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Armor Class''' 17 (unarmored)</br>
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'''''Hold-out Blaster Pistol''''' (6 pc). Ranged weapon attack +4 to hit, one target; Hit: 3d4+2 energy, Range 150/300</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>
 
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>
+
'''Slicer''', ''Medium sized humanoid Scoundrel 5 (criminal)''</br>
'''Destiny Points''' 5 (d4+1), '''Dark Side''' 4</br>
+
'''Destiny Points''' 6 (d4+1), '''Dark Side''' 4</br>
 
'''Armor Class''' 19 (unarmored)</br>
 
'''Armor Class''' 19 (unarmored)</br>
 
'''Hit Points''' 39 (5d6; Second Wind 2d6+6), '''Damage Threshold''' 19 (recovery +1)</br>
 
'''Hit Points''' 39 (5d6; Second Wind 2d6+6), '''Damage Threshold''' 19 (recovery +1)</br>
Line 2,651: Line 2,673:
 
'''Extra Gear''': Datapad, Repair kit, Slicer kit</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>
 
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>
+
'''Thug''', ''Medium sized humanoid nonheroic 4''</br>
 
'''Dark Side''' 4</br>
 
'''Dark Side''' 4</br>
 
'''Armor Class''' 15 (combat jumpsuit ACR 14, +2 threshold)</br>
 
'''Armor Class''' 15 (combat jumpsuit ACR 14, +2 threshold)</br>
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or '''''Sport Blaster Rifle''''' (50 pc). Ranged Weapon Attack: +3 to hit, one target; Hit: 3d6+1 energy. Range 200/1,200ft</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>
 
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>
+
'''Muscle''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br>
 
'''Dark Side''' 4</br>
 
'''Dark Side''' 4</br>
 
'''Armor Class''' 14 (combat jumpsuit ACR 14, +2 threshold)</br>
 
'''Armor Class''' 14 (combat jumpsuit ACR 14, +2 threshold)</br>
Line 2,683: Line 2,705:
 
'''''Sport Blaster Pistol''''' (25 pc). Ranged weapon attack +3 to hit, one target; Hit: 3d4 energy damage, Range 50/300ft</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>
 
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>
+
'''Criminal Enforcer''', ''Medium sized humanoid Scoundrel* 5/Soldier 3 (criminal)''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 7</br>
 
'''Armor Class''' 19 (unarmored)</br>
 
'''Armor Class''' 19 (unarmored)</br>
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'''Skills''' Deception +5, Initiative +7, Intimidate +5, Insight +5, Pilot +7, Sleight of Hands +7, Stealth +7, Thievery +5</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>
 
'''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>
+
'''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 (threshold by -3), 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>
 
'''Senses''' ''passive'' perception 12; '''Languages''' basic plus native</br>
 
'''ACTIONS'''</br>
 
'''ACTIONS'''</br>
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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>
 
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]]
 
[[File:SWD5.CrimeQueen.jpg | 450px | left]]
'''MAJOR CRIME BOSS''', ''Medium sized humanoid Scoundrel* 10/Noble 5 (criminal)''</br>
+
'''Major Crime Boss''', ''Medium sized humanoid Scoundrel* 10/Noble 5 (criminal)''</br>
 
'''Destiny Points''' 12 (1d4+1), '''Dark Side''' 10</br>
 
'''Destiny Points''' 12 (1d4+1), '''Dark Side''' 10</br>
 
'''Armor Class''' 22 (unarmored)</br>
 
'''Armor Class''' 22 (unarmored)</br>
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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.
 
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 ====
+
==== 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.
 
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]]
 
[[File:SWD5.Raider.jpg | 300px | right]]
'''DARK WARRIOR''', ''Medium sized humanoid Soldier 6 (military)''</br>
+
'''Dark Warriors''', ''Medium sized humanoid Soldier 6 (military)''</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 9</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 9</br>
 
'''Armor Class''' 18 (unarmed)</br>
 
'''Armor Class''' 18 (unarmed)</br>
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'''''Great Axe''''' (2h). Melee Attack +7 to hit, one target, reach 5ft; Hit: 2d12+8 slashing</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>
 
'''''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>
+
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>
'''DARK WARLORD''', ''Medium sized humanoid Soldier* 9/Noble 2 (military)''</br>
+
 
 +
'''Dark Warlords''', ''Medium sized humanoid Soldier* 9/Noble 2 (military)''</br>
 
'''Destiny Points''' 8 (1d8+2), '''Dark Side''' 11</br>
 
'''Destiny Points''' 8 (1d8+2), '''Dark Side''' 11</br>
 
'''Armor Class''' 20 (battle armor ACR 18; +8 threshold)</br>
 
'''Armor Class''' 20 (battle armor ACR 18; +8 threshold)</br>
Line 2,761: Line 2,784:
 
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.
 
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 ====
+
==== IMPERIALS ====
The Empire was one of the darker times in the galaxy's history.
+
'''Imperial Army and Navy Troopers''' ''Medium sized human, nonheroic 3''</br>
 
+
'''Dark Side''' 4</br>
[[File:SWA5.TROOPER.jpg | 425px | right]]
+
'''AC''' 14 (combat jumpsuit and helm ACR 14, +2 threshold)</br>
'''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>
 
'''Hit Points''' 19 (HD 3d4), '''Damage Threshold''' 18 (rec +0)</br>
 
'''Speed''' 30 feet</br>
 
'''Speed''' 30 feet</br>
Line 2,781: Line 2,801:
 
'''''Frag Grenades''''' (2 field only). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15, ½ with save.</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>
 
'''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>
+
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>
'''IMPERIAL SECURITY BUREAU (ISB) AGENT''', ''Medium sized human Scoundrel* 4/Noble 4 (criminal)''</br>
+
 
 +
'''Imperial Security Bureau (ISB) Agent''', ''Medium sized human Scoundrel* 4/Noble 4 (criminal)''</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 8</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 8</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Armor Class''' 17 (unarmored)</br>
Line 2,801: Line 2,822:
 
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>
 
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]]
 
[[File:SWD5.Imperials.jpg | 400px | left]]
'''STORMTROOPERS'''</br>
+
'''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>
 
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>
 
'''''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>
+
'''Standard Troopers''', ''Medium sized human, nonheroic 5''</br>
 
'''Dark Side''' 6</br>
 
'''Dark Side''' 6</br>
 
'''AC''' 18 (trooper armor ACR 17, +4 threshold)</br>
 
'''AC''' 18 (trooper armor ACR 17, +4 threshold)</br>
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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>
 
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>
 
'''''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>
+
'''Imperial Scouts''', ''Medium sized human, nonheroic 5''</br>
 
'''Dark Side''' 6</br>
 
'''Dark Side''' 6</br>
 
'''AC''' 17 (scout armor ACR 15, +2 threshold)</br>
 
'''AC''' 17 (scout armor ACR 15, +2 threshold)</br>
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'''Extra Gear''': 2 power cells for pistol, Utility Belt</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>
+
'''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>
 
'''Additional Equipment Mod''': Advantage with Stealth when still, can attempt to hide without obscure but no advantage.</br>
 
'''ACTIONS'''</br>
 
'''ACTIONS'''</br>
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'''Extra Gear''': 2 power cells for rifle, Camo-Cloak</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>
 
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>
+
'''Veteran Trooper''', ''Medium sized human, nonheroic 9''</br>
 
'''Dark Side''' 8</br>
 
'''Dark Side''' 8</br>
 
'''AC''' 19 (trooper armor ACR 17, +4 threshold)</br>
 
'''AC''' 19 (trooper armor ACR 17, +4 threshold)</br>
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'''''Double Attack'''''. With attack action can make two attacks on its turn.</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>
 
'''''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>
+
or '''''Blaster Carbine''''' (50 cell). as rifle but fewer shots and with folded stock (Range 50/300ft)
 
'''''Frag Grenades''''' (2 field). Range 30/100ft (20ft sphere area), Damage 4d6 slashing, DC15 ½ with a save.</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.
 
'''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>
 
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>
+
'''Elite Trooper''', ''Medium sized human, Soldier 9 (military)''</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br>
 
'''Armor Class''' 20 (trooper armor ARC 17; +4 threshold)</br>
 
'''Armor Class''' 20 (trooper armor ARC 17; +4 threshold)</br>
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'''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>
 
These elite and fanatically loyal troopers are rare but an example of a highly trained and motivated soldier of the Emperor.</br></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>
+
'''Imperial Pilot''', ''Medium sized human, nonheroic 5''</br>
 
'''Dark Side''' 6</br>
 
'''Dark Side''' 6</br>
 
'''AC''': 16 (armored flight suit ACR 14, +2 threshold)</br>
 
'''AC''': 16 (armored flight suit ACR 14, +2 threshold)</br>
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'''Extra Gear''': 2 power cells for pistol, Utility belt.</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>
 
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 Officer''', ''medium sized human nonheroic 3/Noble 6/Soldier 1''</br>
'''IMPERIAL OFFICERS''', ''medium sized human nonheroic 3/Noble 6/Soldier 1''</br>
 
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br>
 
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 10</br>
 
'''AC''' 18 (unarmored)</br>
 
'''AC''' 18 (unarmored)</br>
Line 2,918: Line 2,938:
 
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 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 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.
 
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]]
+
[[File:SWD5.Jedi.jpg | 350px | right]]
'''PADAWAN''', ''Medium sized humanoid Jedi 2 (Acolyte)''</br>
+
'''Padawan''', ''Medium sized humanoid Jedi 2 (Acolyte)''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 (or 1d4)</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 (or 1d4)</br>
 
'''AC''' 16 (unarmored)</br>
 
'''AC''' 16 (unarmored)</br>
Line 2,933: Line 2,953:
 
'''Feats''' Determined (Con save), Force Sensitive, Force Training (2)</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>
 
'''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>
+
'''Minor Force Powers''' Lure, Move Item, Sense Surroundings; '''Force Powers''' (Energy 3, level 1, Attack +4, Save DC12); Force Powers: Battle Swiftness, Force Slam, Move Object, Negate Energy, Rebuke, Surge</br>
 
'''Senses''' ''passive'' perception 11; '''Languages''' Basic plus native and one additional</br>
 
'''Senses''' ''passive'' perception 11; '''Languages''' Basic plus native and one additional</br>
 
'''ACTIONS'''</br>
 
'''ACTIONS'''</br>
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'''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br>
 
'''Extra Gear''': All-Weather Jedi robes, Short range comlink, Utility belt</br>
  
==== Mercenaries ====
+
==== 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.
 
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]]
 
[[File:SWD5.Merc.jpg | 300px | left]]
'''SOLDIERS''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br>
+
'''Soldier''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br>
'''Dark Side''' 3</br>
+
Dark Side 3</br>
'''Armor Class''' 16 (combat jumpsuit ACR 14, +2 threshold)</br>
+
AC 16 (combat jumpsuit ACR 14, +2 threshold)</br>
'''Hit Points''' 28 (HD 4d4/1d10; Second Wind 1d10+3), '''Damage Threshold''' 22 (recover +5)</br>
+
Hit Points 28 (HD 4d4/1d10; Second Wind 1d10+3), Damage Threshold 22 (recover +5)</br>
'''Speed''' 30 feet</br>
+
Speed 30 feet</br>
 
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br>
 
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br>
'''Saving Throws''' Constitution +5</br>
+
Saving Throws Constitution +5</br>
'''Proficiencies''' Heavy weapons, Pistol, Rifle, Simple; Light Armor</br>
+
Proficiencies Heavy weapons, Pistol, Rifle, Simple; Light Armor</br>
'''Skills''' Initiative +5, Perception +3, Pilot +5</br>
+
Skills Initiative +5, Perception +3, Pilot +5</br>
'''Feats''' Double Attack, Weapon Focus (rifles), Weapon Proficiency (heavy)</br>
+
Feats Double Attack, Weapon Focus (rifles), Weapon Proficiency (heavy)</br>
'''Talents''' Weapon Specialization (blaster carbine)</br>
+
Talents Weapon Specialization (blaster carbine)</br>
'''Senses''' ''passive'' perception 13; '''Languages''' Basic, plus native</br>
+
Senses passive perception 13; Languages Basic, plus native</br>
'''ACTIONS'''</br>
+
ACTIONS</br>
'''''Double Attack'''''. With attack action, attack twice on the round.</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>
+
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>
+
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>
+
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>
+
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>
 
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>
+
'''Experienced''', ''Medium sized humanoid nonheroic 4/Soldier 6''</br>
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 5</br>
+
Destiny Points 6 (1d4+1), Dark Side 5</br>
'''Armor Class''' 19 (scout armor ACR 15; +2 threshold)</br>
+
AC 19 (scout armor ACR 15; +2 threshold)</br>
Hit Points 68 (HD 4d4/6d10; Second Wind 2d10+8), '''Damage Threshold''' 23 (recovery +6)</br>
+
Hit Points 68 (HD 4d4/6d10; Second Wind 2d10+8), Damage Threshold 23 (recovery +6)</br>
'''Speed''' 30 feet</br>
+
Speed 30 feet</br>
 
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</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>
+
Saving Throws Dexterity +7, Constitution +6</br>
'''Proficiencies''' Advanced Melee, Heavy weapons, Pistol, Rifle, Simple; Light Armor</br>
+
Proficiencies Advanced Melee, Heavy weapons, Pistol, Rifle, Simple; Light Armor</br>
'''Skills''' Initiative +7, Perception +4, Piloting +7</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>
+
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>
+
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>
 
Senses passive perception 14; Languages Basic, plus native</br>
'''ACTIONS'''</br>
+
ACTIONS</br>
'''''Double Attack'''''. With attack action, attack twice on the round.</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>
+
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>
+
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>
+
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>
+
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.
 
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 ====
+
==== OTHERS & NATIVES ====
 
Sort of a catch all for non-group types.
 
Sort of a catch all for non-group types.
  
 
[[File:SWD5.Pilot.jpg | right]]
 
[[File:SWD5.Pilot.jpg | right]]
'''COMBAT PILOT''', ''Medium sized humanoid nonheroic 3/Scoundrel 4''</br>
+
'''Combat Pilot''', ''Medium sized humanoid nonheroic 3/Scoundrel 4''</br>
 
'''Destiny Points''' 4 (1d4+1); '''Dark Side''' 0 or 1d10</br>
 
'''Destiny Points''' 4 (1d4+1); '''Dark Side''' 0 or 1d10</br>
 
'''Armor Class''' 18 (unarmored)</br>
 
'''Armor Class''' 18 (unarmored)</br>
Line 3,003: Line 3,023:
 
'''Extra Gear''': Flight Suit (+4 save vs. pressure and radiation, 10 hour vacuum space suit, Disadvantage with stealth), Utility belt.</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>
 
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>  
+
'''Heavy Weapons''', ''Medium sized humanoid, Nonheroic 3/Soldier 6''</br>  
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 or 1d12</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 or 1d12</br>
 
'''Armor Class''' 21 (battle armor ACR 18; +4 threshold)</br>
 
'''Armor Class''' 21 (battle armor ACR 18; +4 threshold)</br>
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'''ACTIONS'''</br>
 
'''ACTIONS'''</br>
 
'''''Double Attack'''''. When the heavy takes an attack action he can attack twice in the round.</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>
+
''''''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>
+
Longsword (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>
 
'''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>
 
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>
+
'''Melee Weapon Fighter''', ''Medium sized humanoid, Soldier 6 (military)''</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 0 or 1d10</br>
 
'''Destiny Points''' 6 (1d4+1), '''Dark Side''' 0 or 1d10</br>
 
'''Armor Class''' 21 (unarmed)</br>
 
'''Armor Class''' 21 (unarmed)</br>
Line 3,039: Line 3,059:
 
'''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>
 
'''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>
 
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>
+
 
 +
'''Separatist B1 Battle Droid''', ''Medium sized 4th degree droid nonheroic 4''</br>
 
'''Dark Side''' 4</br>
 
'''Dark Side''' 4</br>
 
'''Armor Class''' 14 (droid armor plating ARB 13, +2 threshold)</br>
 
'''Armor Class''' 14 (droid armor plating ARB 13, +2 threshold)</br>
Line 3,054: Line 3,075:
 
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>
 
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>
 
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>
+
'''Tusken Sand Raiders''', Medium sized humanoid (tusken), nonheroic 4/Scout 1</br>
'''Dark Side''' 4</br>
+
Dark Side 4</br>
'''Armor Class''' 17 (unarmored)</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>
+
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>
+
Speed 30 feet</br>
STR 14 (+2), DEX 14 (+2), CON 15 (+2), INT 10, WIS 12 (+1), CHA 6 (-2)</br>
+
STR 13 (+1), DEX 14 (+2), CON 15 (+2), INT 10, WIS 12 (+1), CHA 6 (-2)</br>
'''Saving Throws''' Wisdom +4</br>
+
Saving Throws Wisdom +4</br>
'''Proficiencies''' Martial, Rifle, Simple Weapons</br>
+
Proficiencies Martial, Rifle, Simple Weapons</br>
'''Skills''' Animal Handling +4, Initiative +5, Perception +4, Stealth +5, Survival +4</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>
+
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>
+
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>
+
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>
+
Senses passive perception 19; Languages Tusker (few even understand basic and almost no one can understand Tusker)</br>
'''ACTIONS'''</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>
+
Gaderffii Sticks. Melee Weapon Attack +6 to hit, one target, reach 5ft; Hit: 1d8+2 bludgeoning and 1d6 piercing damage. Double weapon (can make two attacks but no extra damage on off-hand attack)
'''''Primitive Blaster Rifle''''' (clip 6). Ranged Weapon Attack: +4 to hit, one target; Hit: 3d6+2 energy. Range 200/1,200ft</br>
+
Primitive Blaster Rifle (clip 6). Ranged Weapon Attack: +4 to hit, one target; Hit: 3d6+1 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>
+
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.
 
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>
 
</br></br>
[[File:SWD5.WookieScout.jpg | 300px | left]]
+
'''Wookie Scout''', Medium sized humanoid (wookie), Scout 4 (Colonist/Outlander)</br>
'''WOOKIE SCOUT''', ''Medium sized humanoid (wookie), Scout 4 (Colonist/Outlander)''</br>
+
Destiny Points 4 (1d4+1), Dark Side 0 or 1d10</br>
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 0 or 1d10</br>
+
Armor Class 16 (unarmored)</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>
'''Hit Points''' 57 (HD 4d8; Second Wind 1d8+6), '''Damage Threshold''' 27 (recover +5; at start of turn)</br>
+
Speed 40 feet</br>
'''Speed''' 40 feet</br>
 
 
STR 18 (+4), DEX 12 (+1), CON 15 (+2), INT 11, WIS 12 (+1), CHA 9 (-1)</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>
+
Saving Throws Strength +6, Constitution +4, Wisdom +3</br>
'''Proficiencies''' Bowcaster Rifle & Pistol, Marital, Pistol, Rifle, Simple; Light Armor</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>
+
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>
+
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>
+
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>
+
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>
+
Senses passive perception 18; Languages Basic (understand only), Shyriiwook</br>
'''ACTIONS'''</br>
+
ACTIONS</br>
'''''Bowcaster''''' (6 clip). Range weapon attack +4 to hit, one target; Hit: 3d12+3 energy. Range 200/1,200ft</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>
+
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>
+
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.
 
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 ====
+
==== 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.
 
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>
+
'''Pirate Crew''', ''Medium sized humanoid nonheroic 4/Soldier 1''</br>
'''Dark Side''' 8</br>
+
Dark Side 8</br>
'''Armor Class''' 16 (combat jumpsuit ACR 14)</br>
+
AC 16 (combat jumpsuit ACR 14)</br>
'''Hit Points''' 28 (HD 4d4/1d10; Second Wind 1d10+3), '''Damage Threshold''' 20 (recover +5)</br>
+
Hit Points 28 (HD 4d4/1d10; Second Wind 1d10+3), Damage Threshold 20 (recover +5)</br>
'''Speed''' 30 feet</br>
+
Speed 30 feet</br>
 
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br>
 
STR 14 (+2), DEX 14 (+2), CON 14 (+2), INT 10, WIS 10, CHA 12 (+1)</br>
'''Saving Throws''' Constitution +5</br>
+
Saving Throws Constitution +5</br>
'''Proficiencies''' Advance Melee, Heavy, Pistol, Rifle, Simple; Light Armor</br>
+
Proficiencies Advance Melee, Heavy, Pistol, Rifle, Simple; Light Armor</br>
'''Skills''' Athletics +5, Mechanic +3, Pilot +5</br>
+
Skills Athletics +5, Mechanic +3, Perception +3</br>
'''Feats''' Double Attack, Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons)</br>
+
Feats Double Attack, Weapon Focus (rifles), Weapon Proficiency (advanced melee weapons)</br>
'''Talents''' Weapon Specialization (blaster carbine)</br>
+
Talents Weapon Specialization (blaster carbine)</br>
'''Senses''' ''passive'' perception 10; '''Languages''' Basic, plus native</br>
+
Double Attack: with an attack action, attack twice on the round.</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>
+
Senses passive perception 13; Languages Basic, plus native</br>
'''ACTIONS'''</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>
'''''Double Attack'''''. With an attack action, attack twice on the round.</br>
+
ACTIONS</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>
+
Blaster Carbine (50 pc). Range weapon attack: +6 to hit, one target; Hit: 3d8+4 energy. Autofire ranged attack +0 (+3 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>
+
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>
+
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>
+
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>
 
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>
+
'''Pirate Starfighter Pilots''', ''Medium sized human, nonheroic 4/Solider 1''</br>
'''Dark Side''' 8</br>
+
Dark Side 8</br>
'''Armor Class''' 17 (armored flight suit ACR 14)</br>
+
Fortitude 17 (armored flight suit ACR 14)</br>
'''Hit Points''' 23 (HD 4d4/1d10, Second Wind 1d10+2), '''Damage Threshold''' 19 (recover +4)</br>
+
Hit Points 23 (HD 4d4+1d10, Second Wind 1d10+2), Damage Threshold 19 (recover +4)</br>
'''Speed''' 30 feet</br>
+
Speed 30 feet</br>
 
STR 12 (+1), DEX 17 (+3), CON 12 (+1), INT 12 (+1), WIS 10, CHA 10</br>
 
STR 12 (+1), DEX 17 (+3), CON 12 (+1), INT 12 (+1), WIS 10, CHA 10</br>
'''Saving Throws''' Constitution +4</br>
+
Saving Throws Constitution +4</br>
'''Proficiencies''' Heavy, Rifle, Simple, Pistol; Light Armor</br>
+
Proficiencies Heavy and Simple Weapons, Pistol; Light Armor</br>
'''Skills''' Computer Use +4, Initiative +6, Mechanic +4, Piloting +9</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>
+
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>
+
Talents Weapon Specialization (Heavy/Starship weapons)</br>
'''Senses''' ''passive'' perception 10; '''Language''' Basic, Binary, plus native.</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>
+
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>
+
ACTIONS</br>
'''''Blaster Pistol''''' (50 pc). Range Weapon Attack +6 to hit, one target; Hit: 3d6+2 energy; 50/300</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>
 
'''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>
 
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>
+
'''First Mate''', ''Medium humanoid soldier 7 (military)''</br>
'''Force Points''' 6 (1d4+1), '''Dark Side''' 10</br>
+
Force Points 6 (1d4+1), Dark Side 10</br>
'''Armor Class''' 17 (unarmed)</br>
+
AC 17 (unarmed)</br>
'''Hit Points''' 84 (7d10; Second Wind 2d10+9), '''Damage Threshold''' 25 (recover +8)</br>
+
Hit Points 84 (HD 7d10; Second Wind 2d10+9), Damage Threshold 25 (recover +8)</br>
'''Speed''' 30 feet</br>
+
Speed 30 feet</br>
 
STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 10, WIS 13 (+1), CHA 11</br>
 
STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 10, WIS 13 (+1), CHA 11</br>
'''Saves''' Strength +6, Constitution +7</br>
+
Saves Strength +6, Constitution +7</br>
'''Proficiencies''' Advanced Melee, Martial, Pistols, Rifles, Simple; Light & Medium Armor</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>
+
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>
+
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>
+
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>
+
Senses passive perception 14; Languages Basic plus native</br>
'''ACTIONS'''</br>
+
ACTIONS</br>
'''''Double Attack'''''. With an attack action, attack twice on the round.</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>
+
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>
+
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>
+
Extra Gear: Bandolier (4 power cells for pistol, 4 power cells for power maul), Utility belt</br></br>
 
[[File:SWD5.Pirate.jpg | 400px | left]]
 
[[File:SWD5.Pirate.jpg | 400px | left]]
'''PIRATE CAPTAIN''', ''Medium sized humanoid, Noble* 3/Scoundrel 7 (merchant/guild)''</br>
+
'''Pirate Captain''', ''Medium sized humanoid, Noble* 3/Scoundrel 7 (merchant/guild)''</br>
 
F'''orce Points''' 8 (1d4+1), '''Dark Side''' 10</br>
 
F'''orce Points''' 8 (1d4+1), '''Dark Side''' 10</br>
 
'''Armor Class''' 21 (unarmored)</br>
 
'''Armor Class''' 21 (unarmored)</br>
Line 3,164: Line 3,184:
 
'''Senses''' ''passive'' perception 15; '''Languages''' Basic, Binary plus native and one more.</br>
 
'''Senses''' ''passive'' perception 15; '''Languages''' Basic, Binary plus native and one more.</br>
 
'''ACTIONS'''</br>
 
'''ACTIONS'''</br>
'''''Double Attack'''''. With an attack action, attack twice on the round.</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>
 
'''''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>
 
'''''Vibro-Blade''''' (pc). Melee Weapon Attack: +7 to hit, one target; Hit: 2d6+8 piercing damage.</br>
Line 3,170: Line 3,190:
 
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 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 ====
+
==== 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'.  
 
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>
+
'''Sith Disciple''', ''Medium sized humanoid nonheroic 2/Noble 3/Jedi 1''</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 12</br>
 
'''Destiny Points''' 4 (1d4+1), '''Dark Side''' 12</br>
 
'''Armor Class''' 17 (unarmored)</br>
 
'''Armor Class''' 17 (unarmored)</br>
Line 3,192: Line 3,211:
 
'''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
 
'''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>
+
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.
[[File:SWD5.SithDec.jpg | right]]
+
[[File:SWD5.Sith.png]]
'''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 ====
 
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.
 
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]]
 
[[File:SWD5.Smuggler.jpg | 400px | right]]
'''LOW-END''', ''Medium sized humanoid, Noble* 3/Scoundrel 2 (merchant/guild)''</br>
+
'''Low-End''', ''Medium sized humanoid, Noble* 3/Scoundrel 2 (merchant/guild)''</br>
'''Destiny Points''' 5 (1d4+1), '''Dark Side''' 2</br>
+
Destiny Points 5 (1d4+1), Dark Side 2</br>
'''Armor Class''' 17 (unarmored)</br>
+
AC 17 (unarmored)</br>
'''Hit Points''' 38 (HD 5d6; Second Wind 2d6+6), '''Damage Threshold''' 19 (recover +3)</br>
+
Hit Points 38 (HD 5d6; Second Wind 2d6+6), Damage Threshold 19 (recover +3)</br>
'''Speed''' 30 feet</br>
+
Speed 30 feet</br>
 
STR 11, DEX 14 (+2), CON 12 (+1), INT 15 (+2), WIS 11, CHA 13 (+1)</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>
+
Saving Throws Dexterity +5, Wisdom +3, Charisma +4</br>
'''Proficiencies''' Simple Weapons, Pistol</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>
+
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>
+
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>
+
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>
+
Senses passive perception 13; Languages Basic, plus native plus two more.</br>
'''ACTIONS'''</br>
+
ACTIONS</br>
'''''Blaster Pistol''''' (50 pc). Ranged Weapon Attack +5 to hit, one target; Hit: 3d6+2 energy damage. Range 50/300ft</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>
+
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>
+
'''Professional''', ''Medium sized humanoid, Noble* 3/Scoundrel 7 (merchant/guild)''</br>
'''Destiny Points''' 8 (1d4+1), '''Dark Side''' 4</br>
+
Destiny Points 8 (1d4+1), Dark Side 4</br>
'''Armor Class''' 20 (unarmored)</br>
+
AC 20 (unarmored)</br>
'''Hit Points''' 63 (HD 10d6; Second Wind 3d6+11), '''Damage Threshold''' 20 (recovery +4)</br>
+
Hit Points 63 (HD 10d6; Second Wind 3d6+11), Damage Threshold 20 (recovery +4)</br>
'''Speed''' 30 feet</br>
+
Speed 30 feet</br>
 
STR 11, DEX 16 (+3), CON 12 (+1), INT 18 (+4), WIS 11, CHA 16 (+3)</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>
+
Saving Throws Dexterity +7, Wisdom +4, Charisma +7</br>
'''Proficiencies''' Simple Weapons, Pistol</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>
+
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>
+
Feats Careful Shot (+2 to hit and damage with aim), Double Attack, Double Tap (-2 to hit for +1d weapon damage, 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>
+
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>
+
Senses passive perception 14; Languages Basic, plus native plus two more.</br>
'''ACTIONS'''</br>
+
ACTIONS</br>
'''''Double Attack'''''. With an attack action, attack twice on the round.</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>
+
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
+
Extra Gear: Field kit, Forgery kit, Repair kit, multiple good sets of merchant robes/clothing, custom space transport

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