StarWars for 5ed/Caron Halla

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Caron Halla, Medium/Small sized humanoid (Human), Scoundrel 5 (Spacehand)
Destiny Points 9 (1d8+2), Dark Side 0
Armor Class 18 (unarmored)
44 (HD 5d6, Second Wind 2d6+2); Damage Threshold 20 (recover +2)
Speed 30 feet
STR 10 (0), DEX 16 (+3), CON 14 (+2), INT 11 (0), WIS 12 (+1), CHA 17 (+3)
Saving Throws Dex +6 , Int +2, Cha +6
Proficiencies Pistol, Simple Weapons
Skills

  • Acrobatics +6
  • Computer Use +3
  • Gather Information +6
  • Initiative +6
  • Mechanic +3
  • Persuasion +6
  • Pilot +6
  • Technology +3
  • Thievery +3

Feats

  • Danger Sense - You have an uncanny sense of danger. Any effect that you cannot see, such as a hidden trap, has disadvantage attacking you or you have advantage on any saves it requires. You can also use your Reaction to stop an unseen foe from gaining Advantage with any of its attacks against you. You can’t be blinded, deafened or incapacitated to gain these benefits.
  • Determined (CHA) - Pick an attribute that you do not gain your proficiency bonus with saving throws. You now gain your proficiency bonus with this attribute’s saving throws. You can take this feat multiple times, applying it to any Saving Throw that you are presently not proficient with.
  • Force Sensitive - Prerequisite: cannot be a droid. You gain access to 3 starting Minor Force Powers and can further study the Force. See the Force for a full description.
  • Force Training x2 - Prerequisite: Force Sensitivity feat. The first time you take this feat you learn 3 Force Powers and gain Force Energy Points. You can take this feat more than once, each time after the first time you learn 3 new additional Force Powers. See the Force for full description.
  • Point Blank Shot - You gain +1 to attack rolls and damage rolls with ranged weapons against targets within the weapons base range.
  • Strong in the Force - Prerequisite: Force Sensitive. When you spend a Destiny Point to adjust the result of an attack, ability or skill check, you now roll 1d8+2, instead of 1d4+1. Also you can spend two Destiny Points in a round instead of only one.

Talents

  • Connections - You are able to obtain a licensed without paying the fee, and purchase restricted, military or illegal equipment without endure a background check, provided the total cost of the desired equipment is equal to or less than your character level x 1,000 credits. In addition, when obtaining gear that is restricted, illegal or military grand you reduce the increased cost by ½ the %.
  • Jack of All Trades - Sometimes you surprise others with your skill. You add ½ your Proficiency bonus, round up, to any ability check you make that doesn’t already include your proficiency bonus.
  • 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.
  • 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.

Senses passive perception 11; Languages Basic, x
ACTIONS
Blaster Pistol. Ranged Weapon Attack: + 6; 3d6 Energy damage. Holdout Blaster Ranged Weapon Attack: +6; 3d4 Energy damage.
Vibrodagger'. Melee weapon attack: +6 to hit, Finesse, light, reload; Hit: 2d4 Piercing damage Survival Knife, Melee weapon attack: +6 to hit, Finesse, light, +1 Insight to Survival: 1d6 Piercing Energy Ball, Ranged weapon attack: +6 to hit, Light, Thrown: 2d8 Energy DC 14 Dex Save
Gear:

  • Repair Kit
  • 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.)
  • Luck Charm
  • Common clothing
  • Blaster Pistol
  • Holdout Blaster
  • Vibrodagger
  • Survival Knife
  • 5x Energy Balls
  • Security Kit
  • Field Kit
  • Short Range Commlink
  • 6x spare Power Cells
  • 3x Stim-Pack

Credits: 200 Encumbrance:

Force Attribute: Charisma (+3)
Force Power Attack: +6
Force Save DC: 14
Force Energy: 5/5
Force Power Level: 2nd

Minor Powers

  • 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 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.
  • 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.
  • 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).

Major Powers

  • 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). Special: You can spend a Destiny Point to activate this power as a Reaction.

  • 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.

  • 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. 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.

  • 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 can create a fleeting hallucination that distracts the target and grants you advantage on your next attack or skill use against it. --You make an otherwise unpalatable suggestion seem completely reasonable to the target. You must be able to communicate with the target, and the suggestion can’t obvious threaten the target’s life. The target won’t realize later that what he did is unacceptable. --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).

  • 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). 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.

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.