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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>
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'''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>
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'''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>
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'''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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'''GAMORREAN 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>
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''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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'''GUNGAN 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>
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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 30 feet.</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 30 feet.</br>
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''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>
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''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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'''TRANSDOSHAN 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>
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'''TWI’LEK 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>
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'''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>
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'''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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'''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 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.
 
:''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]]
 
[[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.
 
'''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.
  
 
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.
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: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).
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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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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.
 
*'''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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*'''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).
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*'''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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* '''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.
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* '''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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[[File:StarWars.Force.jpg]]
 
[[File:StarWars.Force.jpg]]
 
=== Minor Powers ===
 
=== Minor Powers ===
*'''Bane''' [Dark Side; Mind-Affecting]: You can negatively affect another creature’s abilities through the dark side of the force. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': 1 round. One target that you can see that is within range must make a Charisma save. Failure results in the target suffering a -1d4 to all of its attack rolls, saving throws, skill and ability checks until the start of your next turn.
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:'''Bane''' [Dark Side; Mind-Affecting]: You can negatively affect another creature’s abilities through the dark side of the force. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': 1 round. One target that you can see that is within range must make a Charisma save. Failure results in the target suffering a -1d4 to all of its attack rolls, saving throws, skill and ability checks until the start of your next turn.
*'''Guidance''' [Mind-Affecting]: Your touch adds one adjacent target with a skill use. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You touch a willing creature, granting it a bonus 1d4+1 to any one ability or skill check of its choice within the next minute. The power then ends. The target can roll this die before or after making the check. A target cannot benefit from more than one Guidance (or Resistance) at a time.
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:'''Guidance''' [Mind-Affecting]: Your touch adds one adjacent target with a skill use. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You touch a willing creature, granting it a bonus 1d4+1 to any one ability or skill check of its choice within the next minute. The power then ends. The target can roll this die before or after making the check. A target cannot benefit from more than one Guidance (or Resistance) at a time.
*'''Light''': Your touch causes a soft light to glow. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 hour. You use your action to touch an object no more than 5 feet in dimension, causing it to shine bright white light in a 15 foot radius and dim light in an additional 15 feet. If the object is completely covered, the light is blocked. The power ends if you use it again or dismiss the light.
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:'''Light''': Your touch causes a soft light to glow. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 hour. You use your action to touch an object no more than 5 feet in dimension, causing it to shine bright white light in a 15 foot radius and dim light in an additional 15 feet. If the object is completely covered, the light is blocked. The power ends if you use it again or dismiss the light.
*'''Lure''' [Telekinesis]: You force a target to move closer to you. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': Instant. You pick one target of Medium size or smaller that you can see within range. The target makes a Strength save. Failure and it moves 10 feet towards you. If it ends in movement in an occupied square the target needs a Dexterity save or falls prone in the nearest unoccupied square.
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:'''Lure''' [Telekinesis]: You force a target to move closer to you. '''''Time''''': 1 action, '''''Range''''': 30 feet, '''''Duration''''': Instant. You pick one target of Medium size or smaller that you can see within range. The target makes a Strength save. Failure and it moves 10 feet towards you. If it ends in movement in an occupied square the target needs a Dexterity save or falls prone in the nearest unoccupied square.
*'''Move Item''' [Telekinesis]: You use the Force to telekinetically lift and move a relatively light object you can see. '''''Time''''': bonus action, '''''Range''''': 30 feet, '''''Duration''''': Concentration. You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.
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:'''Move Item''' [Telekinesis]: You use the Force to telekinetically lift and move a relatively light object you can see. '''''Time''''': bonus action, '''''Range''''': 30 feet, '''''Duration''''': Concentration. You to move an object weighing up to 5lbs a distance of 30 feet in any direction. You can’t use this to make an attack nor can you move the item more than 30 feet distance from you in any direction. The power also ends if you use this power again.
*'''Premonition''': You gain a brief sense of danger or flash of some near future event. '''''Time''''': Reaction, '''''Range''''': Self, '''''Duration''''': Instant. With a reaction you can make a Wisdom (Perception) check '''DC20''' to gain a flash of danger a round before it happens. This could prevent you from being surprised or alert you of something about to happen. GM will determine if you have this flash or can make the roll.
+
:'''Premonition''': You gain a brief sense of danger or flash of some near future event. '''''Time''''': Reaction, '''''Range''''': Self, '''''Duration''''': Instant. With a reaction you can make a Wisdom (Perception) check '''DC20''' to gain a flash of danger a round before it happens. This could prevent you from being surprised or alert you of something about to happen. GM will determine if you have this flash or can make the roll.
*'''Resistance''' [Mind-Affecting]: You aid the target’s ability to overcome situations. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You use your action to touch a willing creature, granting it a 1d4+1 bonus to one saving throw of its choice if used within the next minute. The power then ends. The target can roll the extra die before or after making the save check. A target cannot benefit from more than one Resistance (or Guidance) at a time.
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:'''Resistance''' [Mind-Affecting]: You aid the target’s ability to overcome situations. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': 1 minute (10 rounds). You use your action to touch a willing creature, granting it a 1d4+1 bonus to one saving throw of its choice if used within the next minute. The power then ends. The target can roll the extra die before or after making the save check. A target cannot benefit from more than one Resistance (or Guidance) at a time.
*'''Search Your Feelings''': the Force can guild you to favorable results in the near future. '''''Time''''': 1 full action, '''''Range''''': Self, '''''Duration''''': Instant. Make a '''DC10''' Intelligence (Supernatural) skill check to determine whether a particular action will yield a favorable or unfavorable result to you in the immediate future (10 minutes or less). Each time you use this ability before your next long rest increases the '''DC''' by +5. After a long rest the '''DC''' resets to 10.
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:'''Search Your Feelings''': the Force can guild you to favorable results in the near future. '''''Time''''': 1 full action, '''''Range''''': Self, '''''Duration''''': Instant. Make a '''DC10''' Intelligence (Supernatural) skill check to determine whether a particular action will yield a favorable or unfavorable result to you in the immediate future (10 minutes or less). Each time you use this ability before your next long rest increases the '''DC''' by +5. After a long rest the '''DC''' resets to 10.
*'''Sense Force''' [Mind-Affecting]: You can sense disturbances within the Force and other ways it affects the world around you. '''''Time''''': free action or 1 action, '''''Range''''': Self or up to the galaxy, '''''Duration''''': Instant. You automatically sense disturbances in the Force. A location that is strong in the light or dark side of the Force can be sensed out to a range of 1 mile. A relative, companion or close friend who is in mortal danger or great pain can be sensed out to thousands of lightyears. A great disturbance, such as the destruction of an entire population of a planet can be sensed anywhere in the galaxy. With a '''DC15''' Intelligence (Supernatural) check you can determine the distance and general direction of the disturbance. As an action you can make a '''DC15''' Intelligence (Supernatural) check to sense the active use of Force Powers within a range of 100 miles. If your check was a 20+ you also gain how many and the approximate distance and direction of these users. A Force User attempting to hide their Force Power who wishes to remain hidden can make a Charisma saving throw against your Force Save '''DC'''. Success means you do not sense them.
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:'''Sense 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.
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:'''Sense Surroundings''': You can ignore darkness and cover. '''''Time''''': bonus action, '''''Range''''': 100 feet, '''''Duration''''': Until the start of your next turn. Ignore light and heavy obscure due to light conditions, fog, heavy foliage and similar situations out to 100 feet in front of you.
 
:'''Stabilizing Touch''' [Light-Side; Mind-Affecting]: Your touch stabilizes a dying creature. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': Instant. Your touch automatically stabilizes an adjacent creature, granting it three successful death saves.
 
:'''Stabilizing Touch''' [Light-Side; Mind-Affecting]: Your touch stabilizes a dying creature. '''''Time''''': 1 action, '''''Range''''': Touch, '''''Duration''''': Instant. Your touch automatically stabilizes an adjacent creature, granting it three successful death saves.
*'''Swirling Force''' [Telekinesis]: You create a force that slams into anyone adjacent to you. '''''Time''''': 1 action, '''''Range''''': melee, '''''Duration''''': Instant. The Force slams into adjacent targets causing them 1d6 bludgeoning damage on a failed Dexterity save.
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:'''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.
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:'''Telepathy''' [Mind-Affecting]: You can send a short message to a companion or familiar target. '''''Time''''': 1 action, '''''Range''''': Visual sight of the target or greater, '''''Duration''''': Instant. You send a telepathic call, single thought or emotion to a creature that you can see. The creature must have an Intelligence of 3 or greater, but you don’t need to speak it language nor does it have to understand your language to understand your message. If it is unwilling it gains a Wisdom saving throw. You can try and send your message to a target you cannot see with a '''DC15''' Intelligence (Supernatural) if the target is on the same planet and it is familiar with it. You can try and send to a similar target within the same star system with an increase to '''DC20'''+, or within the same region or quadrant of the galaxy with a '''DC25'''+ check. If you make the check by '''DC30'''+ you can send your message anywhere in the galaxy.
 
[[File:StarWars.Jedi4.jpg | 400px | right]]
 
[[File:StarWars.Jedi4.jpg | 400px | right]]
*'''Trance''': You can enter into a dream like trance that slows down your metabolism, breathing, etc. To speed healing or extend limited supplies. '''''Time''''': 1 full round action, '''''Range''''': Self, '''''Duration''''': varies. In this state you remain fully aware of your surroundings and can end the trances at any time as a Reaction. If you remain in the trance for 3 consecutive hours, you emerge from the trance as if you had taken a long rest (with all the benefits). You many gain this benefit only once per 24 hours as normal. If you wish to go longer periods within a Force Trance you may, and while in this trance you can go ten time as long as normal without food and water (30 plus Constitution score without food and up to 10 days plus your Constitution modifier, minimum 10 days, on one gallon or water, or two gallons in a hot environment). You only require 1/20 normal oxygen (or your atmosphere).
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:'''Trance''': You can enter into a dream like trance that slows down your metabolism, breathing, etc. To speed healing or extend limited supplies. '''''Time''''': 1 full round action, '''''Range''''': Self, '''''Duration''''': varies. In this state you remain fully aware of your surroundings and can end the trances at any time as a Reaction. If you remain in the trance for 3 consecutive hours, you emerge from the trance as if you had taken a long rest (with all the benefits). You many gain this benefit only once per 24 hours as normal. If you wish to go longer periods within a Force Trance you may, and while in this trance you can go ten time as long as normal without food and water (30 plus Constitution score without food and up to 10 days plus your Constitution modifier, minimum 10 days, on one gallon or water, or two gallons in a hot environment). You only require 1/20 normal oxygen (or your atmosphere).
  
 
=== 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).
+
:'''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.
+
:'''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.
+
:'''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.
+
:'''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.
+
:'''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…
+
:'''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.
 
:--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.
 
:--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 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.
 
:--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.
+
:'''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.
+
:'''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.
+
:'''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.
+
:'''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.
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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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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).
+
:'''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 or wrist mounted personal hologram comlink 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</br>
 
DRIODS</br>
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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. 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 (500cr, Wt. 45lbs).
  
 
MEDICAL GEAR
 
MEDICAL GEAR
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:'''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-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)
 
:'''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)
 
+
:'''Forgery Kit'''. Criminal device to making Fake IDs and/or security credentialss (750cr, Wt. 4lbs) (Illegal)
 
:'''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)
 
:'''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)
 
:'''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)
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:'''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)
 
:'''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)
 +
:'''Security kit'''. A illegal device that allows one to bypass security locks (750cr, Wt. 3lbs) (Illegal)
 
:'''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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  * ''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.
 
  * ''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.
 
== UPGRADES ==
 
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>
 
''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 ==
 
== THE ENVIROMENT HOUSERULES ==

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