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Classes
Jul 16, 2018 14:59:42 GMT -6
Post by Admin on Jul 16, 2018 14:59:42 GMT -6
Classes
Class | Description | Primary Ability | Saving Throw Proficiency | Armor and Weapon Proficiency | Berserker | The berserker is savage and methodical, an absolute brute and unstoppable force on the battlefield.
| Strength Constitution | Strength Constitution | Light and Medium Armor, Smple and Martial Weapons | Engineer | The engineer is an expert in using technology to his or her advantage. | Dexterity Intelligence | Dexterity Intelligence | Light Armor, Simple Weapons | Mercenary | The mercenary works for whoever is paying best.
| Strength Dexterity | Strength Dexterity | Light and Medium Armor, Simple and Martial Weapons | Pilot | A pilot in training, but even in training pilots can be devastating to those who do underestimate them. | Dexterity Intelligence | Dexterity Intelligence | Light Armor, Simple Weapons | Scoundrel | Need something done quickly and quietly? The Scoundrel is your guy | Dexterity Charisma
| Dexterity Charisma | Light and Medium Armor, simple weapons | Senator | The Senator is a formidable opponent, not because they themselves are dangerous, it's who they know that makes them dangerous | Charisma Wisdom | Charisma Wisdom | Light Armor, Simple Weapons | Tactician | Hardened by battle, the Trooper is well-versed in the use of weapons and tactics to take down an opponent Dexterity Dexterity & | Dexterity Intelligence | Dexterity Intelligence | Light and Medium Armor, simple and martial weapons | Trooper | Hardened by battle, the Trooper is well-versed in the use of weapons and tactics to take down an opponent
| Strength Wisdom | Strength Wisdom | Medium and heavy armor, simple and martial weapons |
BerserkerThe Berserker is a horrifying force to be reckoned with. They are savage and methodical, hulking brutes that are nigh unstoppable on the battlefield.Level | Proficieny Bonus | Features | 1 | +2 | Adrenaline Rush, Unarmored Defense | 2 | +2 | Trained Reflexes, Reckless Abandon | 3 | +2 | Berserker Path | 4 | +2 | Ability Score Improvemt/Feat | 5 | +3 | Extra Attack, Berserker Speed | 6 | +3 | Berserker Path Feature | 7 | +3 | Combat Readiness | 8 | +3 | Ability Score Improvnemt/Feat | 9 | +4 | Brutal Strikes, Adrenaline Rush (+3) | 10 | +4 | Berserker Path Feature | 11 | +4 | Adrenaline Boost | 12 | +4 | Ability Score Improvement/Feat | 13 | +5 | Brutal Strike (2) | 14 | +5 | Berserker Path Feature, Adrenaline Rush (+4) | 15 | +5 | Lasting Adrenaline | 16 | +5 | Ability Score Improvement/Feat | 17 | +6 | Brutal Strike (3) | 18 | +6 | Unstoppable Force | 19 | +6 | Ability Score Improvement/Feat | 20 | +6
| Brute Strength |
Class Features
As a berserker, you have the following class features. Hit Points Hit Dice: 1d12 per Berserker level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Berserker level after 1st Armor: Light and medium armor, shields Weapons: Simple weapons and martial melee weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose three skills from Animal Handling, Athletics, Demolitions, Intimidation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A vibroaxe or (b) any martial melee weapon or (c) two ryyk blades if a Wookie (a) Two short swords or (b) a blaster carbine and 5 charge packs An explorer’s pack A blaster pistol and 5 charge packs A shield Adrenaline Rush In battle, you fight with primal ferocity. On your turn, you can enter an adrenaline rush as a Bonus Action. While in this state, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength Checks and Strength saving throws. When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. The bonus increases to +3 at lvl 9, and +4 at lvl 16. You have Resistance to bludgeoning, piercing, slashing, and radiant damage. This effect lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your this effect on Your Turn as a Bonus Action. Once you have used this feature the maximum number of times for your barbarian level, you must finish a Long Rest before you can again. You may use adrenaline rush 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th, and at lvl 20 you gain unlimited uses. Unarmored Defense While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit. Trained Reflexes At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated. Reckless Abandon Starting at 2nd level, you can throw aside all concern for defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn. Berserker Path At 3rd level, you choose a path that shapes the nature of your fighting. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Berserker Speed Starting at 5th level, your speed increases by 10 feet while you aren't wearing Heavy Armor. Combat Readiness By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your adrenaline rush before doing anything else on that turn. Brutal Strikes Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack. This increases to two additional dice at 13th level and three additional dice at 17th level. Adrenaline Boost Starting at 11th level, your adrenaline rush can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're under the effects of adrenaline rush and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10. Lasting Adrenaline Beginning at 15th level, your adrenaline rush is so fierce that it ends early only if you fall unconscious or if you choose to end it. Unstoppable Force Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total. Brute Strength At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. Berserker Path'sStarting at level three the berserker choosing one of the following paths: Path of Anger, Path of Force Communion, Path of Brute StrengthPath of Anger Berserkers of this path forgo their own safety and protection in order to deal maximum damage to their opponents. Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you use adrenaline rush. If you do so, for the Duration of your adrenaline rush you can make a single melee weapon Attack as a Bonus Action on each of your turns after this one. When adrenaline rush ends, you suffer one level of Exhaustion (as described in Conditions). Mindless Combat Beginning at 6th level, you can’t be Charmed or Frightened while raging. If you are Charmed or Frightened when you enter your adrenaline rush, the effect is suspended for the duration of the ability. Frightening Furry Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the Duration of this effect on the Frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Backlash Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon Attack against that creature. Path of Force Communion Berserkers of this path have a spiritual connection to the force and use its aid to enhance their abilities. Force Connection At level 3 when you pick this path you gain a spiritual connection to the force. Due to this connection you gain proficiency with arcana.
Force Animal Spirit At 3rd level, when you take this path the force provides you with the life force from an animal kingdom. These life forces can buff you in one of the following ways based on the creature the force provides you.
- Ganjuko/Graul/Hanadak/Kalaks/Orray/Rancor/Reek: When granted the abilities of one of these creatures when you are under the effects of your adrenaline rush ability, you have resistance to all damage except psychic damage.The spirit of these creatures make you tough enough to stand up to any punishment.
- Clawbird/Dactillion/Geejaws: When granted the abilities of one of these creatures when you are under the effects of your adrenaline rush ability and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of these creatures make you into a predator who can weave through the fray with ease.
- Blurrg/Bordok/Dewback/Eopie/Falumpaset/Kath hound/Tauntaun: When granted the abilities of one of these creatures when you are under the effects of your adrenaline rush ability and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of these creatures make you extraordinarily swift.
- Anooba/Cherfer/Nexu/Tuskcat: When granted the abilities of one of these creatures when you are under the effects of your adrenaline rush ability, you can add 10 feet too your long jump distance and 3 feet to your high jump distance. The spirit of these creatures empower your leaps.
- Akk Dog/Furnocs/Garrals/Kath hound: When granted the abilities of one of these creatures when you are under the effects of your adrenaline rush ability,your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of these creatures make you a leader of hunters.
Force Enhancement At 6th level, the force empowers you with the life force of another animal species. This can be the same as before or a new one.
- Ganjuko/Graul/Hanadak/Kalaks/Orray/Rancor/Reek: You gain the might of a one of these creatures. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Clawbird/Dactillion/Geejaws: You gain the eyesight of one of these creatures. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
- Blurrg/Bordok/Dewback/Eopie/Falumpaset/Kath hound/Tauntaun: Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to 10 companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The spirit of these creatures help you roam far and fast.
- Anooba/Cherfer/Nexu/Tuskcat: You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. These creatures spirits hone your survival instincts.
- Akk Dog/Furnocs/Garrals/Kath hound: You gain the hunting sensibilities of one of these creatures. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
Force Communion At 10 level, you now have the ability to commune with the force and ask it for guidance. Force Spirit Mastery At 14th level, the force empowers you with yet another species. This can be the same as before or a new one.
- Ganjuko/Graul/Hanadak/Kalaks/Orray/Rancor/Reek: When you are under the effects of your adrenaline rush ability, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
- Clawbird/Dactillion/Geejaws: When you are under the effects of your adrenaline rush ability, the force grants you a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
- Blurrg/Bordok/Dewback/Eopie/Falumpaset/Kath hound/Tauntaun: When you are under the effects of your adrenaline rush ability, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 = your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
- Anooba/Cherfer/Nexu/Tuskcat: When you are under the effects of your adrenaline rush ability, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
- Akk Dog/Furnocs/Garrals/Kath hound: When you are under the effects of your adrenaline rush ability, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Path of Brute Strength Berserkers of this path use their monstrous strength to overwhelm and disable your opponents. Restriction Wookies and Gamorreans only unless DM rules otherwise. Monstrous Strength Starting when you choose this path at 3rd level, while under the effects of adrenaline rush you gain the following benefits:
- You now score a critical hit on a 19 or 20
- Once per turn when you land a melee attack you can force your target to make a dc 14 strength saving throw or get knocked prone
True Recklessness Beginning at 6th level, when you use Reckless Attack while under the effects of adrenaline rush, you also gain temporary hit points equal to your level + Constitution modifier (minimum of 1). They vanish if any of them are left when your adrenaline rush ends.
Whirlwind Beginning at 10th level, on your turn you can use your action to make one attack against each enemy within 5 ft of you, weapons with the reach property do not benefit from it for this attack action, after using this ability you must take a short rest before using it again.
Limb Ripper Starting at 14th level, as an action you can attempt to rip a limb off of an enemy. Roll a strength check against the enemies constitution saving throw (your enemy cannot roll lower than their constitution score even with a 1). If you succeed you successfully manage to rip off the limb and the enemy takes 1d8+your berserker lvl damage.
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Classes
Jul 16, 2018 19:19:01 GMT -6
Post by Admin on Jul 16, 2018 19:19:01 GMT -6
EngineerClass Features Hit Points Hit dice: 1d8 per engineer level Hit points at 1st level: 8 + your Constitution modifier Hit points at Higher Levels: 1d8 (or 5) + your Constitution modifier per engineer level after 1st. Proficiencies Armor: Light Armor Weapons: Simple weapons Tools: Engineer’s Tools or Demolitionist's Tools Saving Throws: Dexterity, Intelligence Skills: Choose three from Investigation, Nature, Perception, Repair, Security, SurvivalEquipment As an engineer you start out with the following equipment, including the equipment from your background.- Combat Suit and engineer’s clothing
- (a) Any simple melee weapon, or (b) blaster pistol and 5 charge packs
- Any simple ranged weapon and 5 charge packs
- Engineers Tools and Datapad
Level | Proficiency Bonus | Features | Shematics Known | LvL 1 | LvL 2 | Lvl 3 | Lvl 4 | 1 | +2 | Gadgets, Mechanically Inclined, Repair | 8 | 4 | 2 | -- | -- | 2 | +2
| Expertise | 9 | 4 | 2 | -- | -- | 3 | +2
| Another Man's Trash, Engineering Discipline | 10 | 4 | 3 | -- | -- | 4 | +2
| Ability Score Improvement/Feat | 11 | 5 | 3 | -- | -- | 5 | +3 | Quick Fingers | 12 | 5 | 4 | -- | -- | 6 | +3 | Student Becomes Teacher | 14 | 5 | 4 | -- | -- | 7 | +3 | Engineering Discipline Feature | 15 | 5 | 5 | 1 | -- | 8 | +3 | Ability Score Improvement/Feat | 16 | 5 | 5 | 2 | -- | 9 | +4 | Rapid Reconfiguration (3) | 17 | 5 | 6 | 2 | -- | 10 | +4 | Engineering Discipline Feature | 18 | 6 | 6 | 3 | -- | 11 | +4 | Academic Literacy | 20 | 6 | 6 | 3 | -- | 12 | +4 | Ability Score Improvement/Feat | 21 | 6 | 6 | 3 | -- | 13 | +5 | Rapid Reconfiguration (5) | 22 | 6 | 6 | 4 | 1 | 14 | +5 | Engineering Discipline Feature | 23 | 6 | 6 | 4 | 1 | 15 | +5 | -- | 26 | 6 | 6 | 4 | 1 | 16 | +5 | Ability Score Improvement/Feat | 27 | 6 | 6 | 5 | 2 | 17 | +6 | Rapid Reconfiguration (7) | 29 | 6 | 6 | 5 | 2 | 18 | +6 | Indomitable Mind | 31 | 6 | 6 | 5 | 3 | 19 | +6 | Ability Score Improvement/Feat | 33 | 6 | 6 | 5 | 3 | 20 | +6 | Engineering Discipline Feature | 35 | 6 | 6 | 5 | 3 |
Schematics As an engineer, you need schematics to make your gadgets and know how they operate. These schematics are separated into 4 levels, with 1 being the most simple and 4 being extremely complicated. Each gadget costs a number of credits equal to the materials needed, and a certain amount of time. As an engineer, you automatically know 3 level 1 schematics and 2 level 2 schematics. Whenever you level up you can choose to replace one schematic you know with another schematic from the list. The new schematic must have an equal level to the schematic you replaced. Learning and creating a new gadget takes time and money. The cost to learn and create new gadgets are as such. Level | Credits | Time | 1 | 20 | 1 hour | 2 | 60 | 2 hours | 3 | 260 | 8 hours | 4 | 1450 | 30 hours |
With gadgets that have attacks or saving throws, their rolls are made as such:Gadget Attack: Proficiency bonus + ability score modifier listed on gadget. Gadget Saving Throw: 8 + Proficiency modifier + Intelligence modifier. Datapad The datapad is the personalized computer you keep on you at all times. It is your life. Your datapad is where all your schematics are stored, it can be used to keep a personalized journal of your adventures, and you can have other modules added to it to accomplish different tasks. Everyone Has their Limits Even as an engineer, keeping, maintaining, and repairing gadgets can be tough. For this reason, engineers can only have a certain number of gadgets equipped at any given time; this is detailed within the levels list. Each equipped gadget can be integrated into one of your items of clothing or equipment as specified in the schematic description. Multiple gadgets using different schematics can each be integrated into the same piece of equipment. Each equipped gadget increases the weight of the item it is integrated into by 2 pounds. Gadget types that are considered consumables, however, do not add to that number. Whenever you complete a long rest, you may reconfigure any number of gadgets you have equipped. These gadgets can be reconfigured with any known schematics that you have, however, the new gadget must be of the same level as the replaced gadget. Mechanically Inclined At level 1, your skill with mechanical devices allows you to use your engineer’s tools to attempt to open mechanical locks and disarm mechanical traps. Repairs Additionally at level 1, you realize your basic purpose in life is to fix things. You find joy and intrigue in learning how things work and putting them back together. As an action, you can use your engineer's tools on any vehicle or mechanical object that you are familiar with. If you are not familiar with this object you can spend a day learning its inner workings. The object heals 1d12 per half engineer level, rounded up, plus your proficiency bonus. The number of uses you get is half of your level plus your intelligence modifier. This ability does not work on constructs such as droids. Expertise At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Engineer's tools. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiencies. Another Man’s Trash Beginning at 3rd level, you can use your downtime to scavenge for spare parts, useful chemicals, and raw materials which you can use to build your gadgets or to craft items. In order to do so, you must be in a city, junkyard, or another location where such items might be found. Your DM may limit the availability of certain types of materials depending on the location where you are scavenging. For each hour that you spend scavenging, you can locate up to 10 credits + your engineer level’s worth of such materials. You can use the resources you collect while scavenging to pay the material cost of learning new schematics, creating or repairing a companion, or as raw materials for crafting with artisans tools with which you have proficiency. Engineering Discipline At level three, you choose your Engineering Discipline. You have four different disciplines to choose from, and you gain benefits from each of them at levels 3, 7, 10, 14, and 20. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature. Quick Fingers Starting at Level 5, you can now use a bonus action to make repairs, use gadgets that require an interaction, or use engineer’s tools to open a lock or disarm a trap. The Student becomes the Teacher Beginning at level 6, you can use a short or long rest to teach one of your companions how to use one of your tools. You must use the gold and time to make the gadget for them, but afterwards it does not count towards your limit of gadgets. Your companions can only have one gadget equipped at any time, and cannot use gadgets higher than level 3. Rapid Reconfiguration Starting at 9th level, whenever you complete a short rest, you may reconfigure up to 3 of your equipped gadgets, switching them with different gadgets from the list of schematics that you know. You must have access to your Engineer's tools in order to reconfigure your equipped gadgets. At 13th level the number of equipped gadgets you can reconfigure increases to 5 and it increases again to 7 gadgets at 17th level.Academic Literacy From 11th level onwards, you can add half of your proficiency bonus to any intelligence skill check that you don’t have proficiency for. Indomitable Mind Beginning at 18th level, if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total. Engineering Disciplines Shipwright Throughout all your time as an engineer, nothing has come as close to your heart as your love for starships; something about them and the space they fly in just gets your motor running, so you have spent your life learning them.
Bonus Proficiencies You gain proficiency in the investigation and repair skills, and medium ship types. My Little Helper At level 3, you, as a shipwright, gain a robotic companion in the form of an astromech droid. You can choose either a Tseries or an R-series astromech droid. In combat, these droids have their own initiatives and will perform actions according to your command. If you do not give them commands, they act on their own. The droid comes equipped with all the tools it could ever need, and can make the same engineer repair action as you. While riding in a ship, you can set your droid to periodically perform maintenance and repairs. During this time your ship regains 1d10 hull points per hour.Reroute Power At level 7, you have formed a deep relationship with your ship and have learned to get as much potential out of your ship as possible in the form of re-routing power. Whenever you are inside a ship you are proficient with adn the pilot performs an action, you can use your action or reaction to reroute power to boost the effects of one system, but negatively impact another. You choose one effect off the pros list, and one effect off the cons list, both happen immediately. The effect are listed as such: PROS:
- Engines: Add half of the ship’s movement to its movement for the rest of the turn.
- Shields: Shields gain a +5 to their AC until the beginning of your next turn.
- Weapons: Double the damage of your ship’s next weapon attack.
CONS:
- Engines: Cut your ship’s movement by half for the rest of the turn
- Shields: Your shields take a -5 to AC until the beginning of your next turn
- Weapons: Halve the damage of your ship’s next weapon attack.
In order to reroute power you must not be piloting the ship or manning a turret.
Droid Docking As of level 10, you and your droid have formed a strong bond and know how to work together well. Whenever you are piloting a starship, you can have your droid connect with your ship's systems to use the reroute power ability. Weapon Power Up Beginning at level 14, as an action, you can choose any number of allies you can see within 30 feet of you and power up any ranged weapons they are using. For the next 3 rounds, the allies you chose deal an additional die of damage. Master Engineer At level 20, you have earned the title of Master Engineer. You gain proficiency with all starships and neither you, nor your droid, take the negative effect from the re-route powers. Medic As a medical engineer, you have decided that you wanted to focus your mechanical efforts of technology to keep people alive. Bonus Proficiencies You gain proficiency with heavy armor. You also gain proficiency with the medicine skill. If you already have proficiency in the medicine skill, you gain expertise in it instead.Stim Pistol At 3rd level you gain access to a stim pistol. This pistol is vital to the role of a medic. The stim pistol allows a medic to shoot someone with a small vial filled with bacta along with some other ingredients. The stim pistol replaces your repair action. Make a ranged weapon attack against the target creature's natural AC. The weapon attack can either use strength or dexterity to make the attack. When successfully hit, the targeted creature regains hit points equal to the roll you would normally make for repair. The number of uses are the same as you normally would get for repair. When using the pistol within 5 ft of the target creature, the pistol automatically hits. Extra Schematics Starting at level 7, you gain the bacta field schematic, and it doesn’t count towards the total number of schematics known. When you get the schematic you, automatically gain the gadget and it does not count towards the number of gadgets you can carry.Plentiful Reuse Additionally at level 7, when using a medpac, you now have the ability to refill the medpac and reuse it after a short/long rest instead of it being lost after consumption. Safeguard From level 10 onwards, As an action you can boost either your defenses or that of an ally within 30ft of you for a limited time. When you use this action on an ally or yourself, you reduce the damage you take by 1/4 until the beginning of the target creature's turn. Once used, this ability cannot be used again until after a long rest has been completed. You may also use this ability as a reaction when you are being attacked. You must choose to use this when this attack is declared. Stim Shot Starting at level 14, you gain the ability to use a boost shot with your stim pistol. It counts towards the number of regular charges of your stim pistol. In addition to healing, the target creature gains an additional action and a bonus to speed equal to 1/2 its movement until the beginning of its next turn. You have only one use of this shot per long rest, but you gain an additional shot at levels 16 and 18. Surgeon General At level 20, when you would normally roll one or more dice to restore hit points, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. Slicer You have decided that as much as you love repairing and tinkering with gadgets your love is in the digital; binary and codes and messing with others’ work is really what gets you going, and so you have modified your datapad to be able to hack into any system. Bonus Proficiencies At 3rd level you gain proficiency in the security and stealth skills, as well as medium armor. If you already have proficiency in the security skill you may gain expertise in it. Hacking Starting at 3rd level, you can mark technology as a bonus action, and subsequently use an action to attempt to hack it as long as you have your datapad with you. You can mark a limited number of items, based off the table below. As your level increases, the number of things you can mark increases.Level | Small/Tiny | Medium | Large | Huge | 3 | 3 | 2 | -- | -- | 7 | 5 | 3 | 1 | -- | 10 | 7 | 4 | 2 | -- | 14 | 9 | 5 | 3 | 1 |
A hacking attempt is a battle of rolls; your hacking roll, which is d20 + Intelligence modifier + Proficiency bonus, against their system’s d20 + Constitution modifier + Proficiency bonus. If you roll higher, then the systems are either deactivated or taken over. You must then make a security check higher than the system's passive perception to ensure the system does not notice your hacking attempt. If you fail on either rolls, your attempt is immediately detected and target hostiles are noted of the attempt. You may not be able to take over systems that are sentient (i.e PC droids) but you may shut down their systems for 1d8 hours, at which point they are considered unconscious.
Uncanny Dodge At 5th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you. Extra Schematics At 7th level, you gain access to the stealth field generator schematic, and it does not count towards the number of schematics known. Once you gain access to this schematic you automatically have this gadget equipped, and it does not count against the number of gadgets equipped. Undetectable Additionally at 7th level, you have achieved what some might call “slicer” status, you are able to go through any system without triggering any alarms. Now, whenever you make a hacking attempt, you no longer need to roll security.Volatile Overload As of 10th level, when you make a hacking attempt, you have a chance to completely overload the systems and cause an explosion. Whenever you successfully hack a system, you can choose to overload the system and cause an explosion around the object, where the radius of the explosion is equal to the size of the object. Everyone within the radius must make a dexterity saving throw to take half damage, or take 2d8 bludgeoning damage plus 1d6 lightning damage. The damage increases to 3d8 + 2d6 at level 14, and to 4d10 + 3d6 at level 20. Nothing is Safe Starting at 14th level, you can now even hack the huge systems of ships. As an action, you can connect your datapad to make a hacking attempt to permanently shut down one of a ships systems: thrusters, weapons, shields, or communications. Once you have used this ability it cannot be used again till long rest. Your Friends are Now My Friends At 20th level, you have completely learned the complex systems that are droids, and can even take over their systems. When you successfully hack a droid, you can temporarily make them attack their allies for up to 1 hour. Whenever it is that droid’s turn, you determine its movement and action, and it attacks whoever you designate as long as they are controlled. Once you use this ability, you cannot use it again until you have completed a long rest.
Vanguard The vanguard uses his knowledge of the battlefield to make sure he and his team have the best tech there is. He uses a deployable turret to make sure he always has covering fire. Bonus Proficiencies You gain proficiency in medium armor and martial weapons. Additionally, you gain proficiency in Demolitionist's Tools, or expertise in it if you already have proficiency
Turret At level 3, you gain a deployable turret with the following properties.
It can be deployed up to 20ft away from you as an action.
| Once deployed, its hit points and armor class are based on the table below. | It can run for as long as 10 minutes or until its HP hits 0. | It takes its action on your turn and makes a single attack against the closest hostile creature. It does not have disadvantage at close range. | It comes equipped with a blaster carbine. This can be any other ranged weapon that is not heavy. Changing the equipped weapon takes a long rest. | The turret can hold three charge packs. When a charge pack is depleted, it uses its action to reload. However, when it has run out of charge packs it shuts down. You must spend a short or long rest to reinstall expended charge packs. | Your turret gains abilities in the form of talents that you choose when your subclass levels up. The talents are listed below. |
Engineer Level | Turret Armor | Turret HP | 3 | 10 | 40 | 7 | 12 | 60 | 10 | 14 | 80 | 14 | 16 | 100 | 20 | 18 | 120 |
Turret Talents
Level 7
Ready Loader. The turret can now reload one equipped weapon per turn as a free action. | Longbow Turret. You can deploy your turret up to 60ft away from you.
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Level 10
Guided Missiles. You turret has the mini missiles gadget attached to it, and can use it as an action. In addition to the mini missiles statistics, this missile launcher does not require direct line of sight and ignores cover.
| Turret Shield. When first deployed, your turret projects a shield in a 10ft radius around itself. Projectiles can travel out, but not in. The shield has an AC of 10, and half the turret's maximum HP
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Level 14
Mag Lock. The turret can be deployed and will stick onto magnetic surfaces.
| Quick Shield. Whenever your turret deals the killing blow to a creature, you gain temporary HP equal to the damage dealt as long as you are within 30ft of your turret.
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Level 20
Double Up. You can add a second weapon to your turret. The turret can fire both weapons as one action, and can now hold three additional charge packs.
| Gemini. You now have two turrets. Each turret has 70 hit points.
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You can also add gadgets to your turret. These do add to the number of your gadgets equipped.
Brain Over Brawn Most people look at a rocket launcher and see something that requires great strength. You, however, know that it is all in the technique. At 3rd level, all strength requirements for heavy ranged weapons are now intelligence requirements.
Extra Schematics At level 7, you automatically gain the Cryoban Cells gadget schematic and it does not add to your list of schematics known. Additionally, it does not add to the number of gadgets equipped.
Battlefront Tactician Starting at level 10, while your turret is deployed you gain advantage on attacks made against your turret's target.
Kill Shot At level 14, whenever your turret kills an enemy, it gains an additional damage die on its next attack.
True Grit At 20th level, you won’t let anyone stop you from protecting the things that are important to you. Anytime that you would take enough damage to knock you down to 0 you can make a constitution saving throw. If you succeed the saving throw you do not take and of the damage and you also regain HP equal to half of your max HP . If you fail the save, you take the damage as normal. You can only use this ability once per long rest.
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Classes
Jul 16, 2018 20:54:53 GMT -6
Post by Admin on Jul 16, 2018 20:54:53 GMT -6
MercenaryBoth infamous and anonymous at the same time, Mercenaries are heirs to a professional legacy—an ancient brotherhood with a glorious history. Tracking elusive targets across multiple star systems requires expertise, especially when the targets can be prominent, powerful, and often prepared for confrontation. Thrill seekers from all walks of life set out to become bounty hunters, but only the most hard-boiled survive in this competitive and deadly business. Level | Proficiency Bonus | Features | 1 | +2 | Mercenary Conclave, Natural Explorer | 2 | +2 | Ears to the Street, Fighting Style, Mercenary Tools | 3 | +2 | Conclave Feature | 4 | +2 | Ability Score improvement/Feat Mercenary Technique | 5 | +3 | Conclave Feature | 6 | +3 | Extra Attack | 7 | +3 | Conclave Feature | 8 | +3 | Ability Score Improvement/Feat | 9 | +4 | Fleet of Foot | 10 | +4 | Action Surge | 11 | +4 | Hide in plain sight | 12 | +4 | Ability Score Improvement | 13 | +5 | Extra Attack (2) | 14 | +5 | Advanced Mercenary Technique | 15 | +5 | Conclave Feature | 16 | +5 | Ability Score Improvement/Feat | 17 | +6 | Action Surge (2) | 18 | +6 | Extra Attack (3) | 19 | +6 | Ability Score Improvement/Feat | 20 | +6 | Ultimate Killing Machine |
Class Features As a mercenary, you have the following class features. Hit Points Hit Dice: 1d10 per mercenary level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mercenary level after 1st Proficiencies Armor: Light and medium armor, shields Weapons: Simple and martial weapons Tools: Demolitionist's Tools Starships: Small and medium starships Saving Throws: Strength, Dexterity Skills: Choose four skills from Athletics, Insight, Intimidation, Investigation, Nature, Perception, Persuasion, Security, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a vibrosword or (b) a vibroblade
- (a) a blaster rifle and 5 charge packs or (b) a vibrosword
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
- Combat suit, a blaster pistol and 5 charge packs, and thieves’ tools
Mercenary Conclave Beginning at 1st level, you choose to emulate the ideals and trainings of a mercenary conclave: the Bounty Hunter, the Big Game Hunter, or the Jedi-Killer, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, 7th, 11th, and 15th.
Natural Explorer Starting at level 1, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted
Mercenary Reputation As a mercenary doing jobs all over the galaxy, you slowly but surely start to gain reputation and your name is known all around. From level 1 onwards, you gain a bonus to Intimidation and Persuasion checks equal to 1/4 of your level rounded normally. Rounding normally means basic mathematics rules. For instance, for a character of level 5, when its level is divided by 4, the result is 1.25. That would round down to one. For a character of level 6, however, when divided by 4, the result would be 1.5, which would round up to 2.Ears to the Streets Starting at 2nd level, you gain vast knowledge that applies to Investigation and History. You gain +4 to any check on finding a job, a person, or underground dealers. Fighting Style At 2nd level, you adopt a particular style of fighting as your speciality. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Sharpshooter You gain +2 to attack rolls you make with ranged weapons. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Mercenary Tools At 2nd level, you gain the tools of the trade that are necessary for a Mercenary to be the deadly killer he or she is. You gain new toolsets at level 2, and more at levels 7, 11, and 15. When you gain new toolsets, your mercenary conclave will provide you with one tool from that set, but you will be responsible for purchasing or acquiring other tools. The conclave in parentheses denotes which gadget your conclave gives you. Level 2
- Bug (Jedi Slayer)
- Mini Missiles (Bounty Hunter)
- MM9 mini-concussive rocket launcher (Big Game Hunter)
Level 7
- Implanted tracking device (Jedi Slayer, Bounty Hunter)
- Electrified Net (Big Game Hunter)
Level 11 - Adaptive Armor (Jedi Slayer)
- Autoloader (Bounty Hunter)
- Grenade Launcher (Big Game Hunter)
Level 15 - Mandalorian Power Shield (Jedi Slayer)
- Full Auto Conversion (Bounty Hunter)
- Velocity-7 Dart Shooter (Big Game Hunter)
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can’t increase an ability score above 20 using this feature. Mercenary Techniques At 5th level you may choose one of the following features: Disarming Strike. Once per turn, when you make a ranged or melee weapon attack against an enemy, you can declare that the shot is a disarming strike. On a hit, the target must make a Strength saving throw against your mercenary DC (8 + Cha + prof). On a failed save, the target drops one weapon it was holding. Marksman’s Strike. At the beginning of your turn, you can declare a marksman’s strike. When you use Marksman’s shot, you cannot take a bonus action, move, or take any other action besides Marksman’s Shot. This attack has advantage, and counts as a critical hit on a natural 19 or 20. If it is a critical hit, double the number of dice you would roll normally for a critical hit. Shove Attack. Whenever an enemy is within 5 feet of you and you are wielding a ranged weapon, as a bonus action you can shove the enemy. You and the creature must make a strength contest. If the creature fails, it takes 1d6 damage, and is moved up to 15 feet away. Extra Attack
Beginning at 6th level, whenever you take the attack action on your turn, you may make another attack. The number of attacks increases to 2 at 13, and again to 3 at 18. Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn. Action Surge Beginning at 9th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once per turn.
Hide in Plain Sight Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes. When you attempt to hide on your turn, you can opt to not move on that turn. Creatures that attempt to detect you take a -10 penalty to their wisdom(perception) check until the start of the next turn. You lose this benefit if you move or fall prone. You are still automatically detected if any effect or action causes you to no longer be hidden. If you are still hidden at the beginning of your next turn, you can choose to remain motionless and gain this benefit until you are detected. Advanced Mercenary Techniques At level 14, you may choose one of the following features: Volley. You can use your action to make a ranged attack against any number of creatures within a 10 foot of a point that you can see within your weapon’s range. You must have ammunition for each target, as normal, and you must make a separate attack action for each. Whirlwind Attack. You can use your action to make melee attack against any number of creatures within 5 feet of you. You must make separate attack rolls for each. Ultimate Killing Machine At 20th level you become unparalleled in your ability to kill. You can now add your Wisdom modifier to the attack roll or damage roll of any attack you make. You can choose to add this before or after the roll, but before any effects of the roll occur.
Mercenary Conclaves
There are three conclaves to choose from: the bounty hunter, the big game hunter, and the Jedi slayer. 40 Big Game Hunter ConclaveFavored Enemy: Beasts As a Big Game Hunter, your speciality is in hunting down beasts. At level 1, you gain beasts as a favored enemy. You gain a +2 to damage rolls with weapon attacks against creatures of that favored type. You also gain advantage on wisdom (survival) checks to track your favored enemies, and also on intelligence checks on recalling information on your favored enemies. When you gain this feature, you can also learn one language of your choice. It is typically a language spoken by your favored enemy, or creature. However it can be whatever language you want.Whoa, Look at that Beauty As a big game hunter, you have gained a wide knowledge of everything wild and monstrous. As of level 3, you have the ability to learn about one creature you can see within 120 feet of you that is considered a beast. As a bonus action you immediately learn the target’s vulnerabilities, immunities, and resistances. You also learn any special abilities triggered when it takes damage; such as fire damage halting regeneration. In addition, the first time each turn you hit the creature with a weapon attack it takes an additional 1d6 damage. This feature lasts until you choose another target with this feature, or you finish a long or short rest. Ultimate Wrangler At level 5, you gain proficiency, or expertise if you are already proficient, in the animal handling skill. Additionally, you can grapple large creatures.Multiattack Defense Starting at level 7, whenever a creature hits you with an attack, you gain a +4 to your AC against all subsequent against made by that creature for the rest of the round. Evasion Beginning at level 11, whenever you are subjected to an effect that causes you to make a dexterity saving throw, you take half damage on a failed save, and no damage on a successful one. Counter Strike At level 15, you gain the ability to counterattack when your prey tries to sabotage you. If an enemy forces you to make a saving throw, you can use your reaction to make an attack against it. You make this attack immediately before making the saving throw. If the attack hits, your save automatically succeeds, in addition to the normal weapon effects.
Bounty Hunter Conclave Favored Enemy: Humanoids As a Bounty Hunter your speciality is in hunting down humans, aliens, humanoids as long as they have a good price on their head. As a bounty hunter, at level 1, you gain humanoids as a favored enemy. You gain a +2 to damage rolls with weapon attacks made against creatures of that favored type. You also gain advantage on wisdom(survival) checks to track your favored enemies, and also on intelligence checks on recalling information on your favored enemies. When you gain this feature, you can also learn one language of your choice. It is typically a language spoken by your favored enemy, or creature. However it can be whatever language you want. You Can Run, but You’ll Only Die Tired As a bounty hunter, it’s your job to find people who don’t want to be found. At 3rd level, you can choose up to 2 enemies of your favored type, and using some of your underground contacts, can find out where they are going to be at any time within the next month. You may change who you target at will, however you can only ever have 2 total marks. Additionally, your movement speed is increased by 10. Bonus Proficiencies At level 3, you gain proficiency in the Survival skill and Demolitionist's Tools. He’s No Good to Me Dead Starting at level 5, as a bounty hunter, sometimes you need to take your bounty alive, even if you don’t want to. You gain the ability to deal nonlethal damage with ranged weapons, and you gain advantage on all grapple checks. Crippling Strike Beginning at level 7, when you make an attack, you can attempt to cripple the enemy. The creature you attack must make a Constitution saving throw. On a failed save, the creature's speed is halved and it has disadvantage on Strength checks and saving throws for 1 minute. After using this ability, you cannot use it again until you complete a short or long rest. Making an Example From level 11 onwards, whenever you deal enough damage with a weapon attack to an enemy to reduce their health to 0, all enemies within 30 feet of that enemy who have line of sight to you must make a Wisdom saving throw. Any creature that fails the saving throw is frightened for one minute. Each frightened creature can re-attempt the saving throw at the end of each of its turns. Uncanny Dodge At level 15, whenever an attacker that you can see hits you with an attack, you can use your reaction to halve the damage.
Jedi-Slayer Conclave Favored Enemies: Force Sensitives As a Jedi-hunter, people with force power would normally make most mercenary quake in their boots, but not you. Force wielders are your speciality. At level 1, you gain force sensitive creatures & humanoids as a favored enemy. You gain a +2 to damage rolls with weapon attacks against creatures of that favored type. You also gain advantage on wisdom (survival) checks to track your favored enemies, and also on intelligence checks on recalling information on your favored enemies. When you gain this feature, you can also learn one language of your choice. It is typically a language spoken by your favored enemy, or creature. However it can be whatever language you want. Fighting Fire with Fire As a Jedi slayer, you have learned to use your enemies favored weapon against them, and at level 3 gain proficiency with lightsabers. You do not need to be attuned to a lightsaber to have proficiency with it. Additionally, you choose a fighting style from the fighting styles listed in the Sentinel class, but it only applies to the use of lightsabers. When using a lightsaber, your normal fighting style does not apply. Preemptive Strike At level 5, you gain the ability to preemptively strike an opponent who is about to attack. Once per turn, whenever you hit a favored enemy with an attack, one of the following effects applies to its next turn:
- The creature has disadvantage on its next melee or ranged weapon attack. or
- The creature has disadvantage on its next spell or force attack. or
- All allies gain advantage on the next saving throw imposed by a force ability used by the creature.
You do not choose the effect that applies, the effect is automatically applied based off what the creature does on its turn. Iron Mind At level 7, you gain advantage on any saving throws made against force abilities, and resistance to force and psychic damage. Slayer's Flurry Starting at level 11, once per turn, when you miss with an attack, you can immediately make another attack as a free action. Death is for the Weak At level 15, your determination can delay the grasp of death. If you take damage that would lower your hit points to 0, you can delay that damage and immediately take a bonus turn, interrupting the current one. You do not take the damage until the turn ends. It is possible to do things, such as gain resistances, that change how much damage you would take. Once you have used this feature, you cannot use it again until you complete a long rest.
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Classes
Jul 16, 2018 22:26:47 GMT -6
Post by Admin on Jul 16, 2018 22:26:47 GMT -6
PilotA pilot, sometimes called a flyboy, directly controlled the operation of a vehicle while located within the same craft. A pilot was often assisted by a copilot, navigator, astromech droid, weapons officer, or other crew members. The term "pilot" was applied across vehicles used on land or in water, air, and/or space. On smaller ships, the word pilot and captain were interchangeable, but on larger vessels, the pilots were rarely the commanders of the vessels. Starship captains, because of their generally piloting smallscale starships, were sometimes referred to informally as "flyboy." Level | Proficieny Bonus | Features | 1 | +2 | Vehicle Proficiency, StarFighter Corps | 2 | +2 | Auxillary Power | 3 | +2 | Pilot Training, Pilot Training Skill | 4 | +2 | Ability Score Improvemt/Feat, Extra Attack | 5 | +3 | Conscious Buyer | 6 | +3 | Extra Attack | 7 | +3 | Pilot Training Skill | 8 | +3 | Ability Score Improvnemt/Feat | 9 | +4 | Fast Reflexes | 10 | +4 | Pilot Training Skill | 11 | +4 | Repair | 12 | +4 | Ability Score Improvement/Feat | 13 | +5 | Vehicular Combatant | 14 | +5 | Pilot Training Skill | 15 | +5 | Vehicular Auxilary Power | 16 | +5 | Ability Score Improvement/Feat | 17 | +6 | Overcharge | 18 | +6 | Pilot Training Skill | 19 | +6 | Ability Score Improvement/Feat | 20 | +6
| Tan Pilot |
Class Features As a pilot, you have the following class features. Hit Points Hit Dice: 1d8 per pilot level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 7) + your Constitution modifier per pilot level after 1st Proficiencies Armor: Light armor Weapons: Short swords, batons, vibroblades, blaster pistols, and blaster rifles Tools: Engineers's tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Arcana, History, Investigation, Nature, Religion, Sleight of Hand, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background:- (a) a shortsword or (b) a vibroblade
- (a) a blaster pistol or (b) a blaster rifle
- Ammunition 5 charge packs per chosen blaster weapon
- Combat suit, a vibroblade, and an engineer’s pack
Vehicle Proficiency Starting at level 1, you are proficient with one vehicle in the small vehicle category. This can be either a starship or a land vehicle. Pilots gain one more vehicle proficiency at levels 3, 5, 8, 12, 17, and 20. In order to become proficient with a new vehicle, a pilot must spend one week piloting the new type of vehicle to become proficient with it. At level 5, pilots are able to be proficient with medium vehicles, and large vehicles at level 12.
Level | Class | 1 | Small Vehicles, Star Ships | 5 | Medium Vehicles, Star Ships | 12 | Large Vehicles, Star Ship |
Starfighter Corps At level 1 you choose a starfighter corps to join. Once you have chosen a starfighter corps, you cannot choose to leave it or join a new starfighter corps until you have leveled up. Your starfighter corps can help you with many things such as purchasing a ship, getting insurance for your current ship, sending you bounties and missions, and even sending people to help you with combat situations. A list of joinable starfighter corps and their restrictions can be found in the chapter on Factions. Auxiliary Power Beginning at level 2, a pilot learns how to transfer power to other systems as a bonus action. Auxiliary power is only available if you are piloting a starship. You must be proficient with the class of starship you are using in order to use Auxiliary Power. You can only use each Auxiliary Power system once, but you regain all expended uses upon finishing repairs while docked. In addition, once you have used Auxiliary Power, you must wait one round before you can use it again. When auxiliary power is shifted to a system, the following applies: Engines: Your starship gains an additional 1000ft movement for the rest of your turn Shields: Your starship immediately gains 25 SP Targeting: You gain advantage on your next attack roll Weapons: You take a -5 penalty to the next attack roll made this turn, but add 10 to the total damage roll if the attack lands (before any multipliers). Pilot School At level 3, pilots choose the school of training they wish to undertake. Pilots gain new skills in their chosen training school at levels 3, 7, 10, 14, and 18. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Conscious Buyer At level 5, pilots know how much repairs and other ship components should cost, as well as what condition they are in. From this level on, you have advantage on all Arcana, Deception, Insight, Investigation, and Persuasion checks when made in relation to purchasing or inspecting starships and starship components. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn to make a melee or ranged weapon attack. This does not apply to starship or vehicular combat. Fast Reflexes Starting at level 9, pilots have gained the mental acuity to use the Dodge or Disengage action as a bonus action. When used during starfighter combat, it is used as if it was an Auxiliary Power system, and as such can only be used once before completing a docked repair. Repair At level 11, once per docked repair you can use your engineer's kit to try and repair your ship or vehicle. You must be out of combat to use this ability. Your ship or vehicle regains hull points equal to rolling (1d6)d12. Vehicular Combatant As a level 13 pilot, you are a dangerous foe to face while mounted on a land vehicle. While you are on your vehicle and aren’t incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your vehicle.
- You can force an attack targeted at your vehicle to target you instead.
- If your vehicle is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Vehicular Auxiliary Power Beginning at level 15, you have determined how to use your auxiliary power skills with your vehicles. You can now use auxiliary power with vehicles you are proficient with, with the following changes: Engines: Your vehicle gains an additional 50ft of movement for the rest of your turn Shields: Your vehicle immediately gains 25 SP or 10 temporary HP Targeting: You gain advantage on your next attack roll Weapons: You take a -5 penalty to the next attack roll made this turn, but add 10 to the total damage roll if the attack lands (before any multipliers). Overcharge Once a pilot has reached level 17, he or she knows how to shift more power to the weapons than they previously could with auxiliary power. When a pilot uses the weapons auxiliary power system, if the attack lands it is considered a critical hit. Tan Pilot At level 20 you have reached the rank of Tan Pilot. Your name now has "Tan" as a prefix to your surname, and most pilots you run into in civilized areas will have heard of you. Whenever you are flying with your starfighter corps, once per round you can add your intelligence modifier to one of your corps member's attack or damage rolls. Pilot School Beginning at level three, a pilot chooses which pilot school they wish to belong to: Ace or Squad Leader. The Ace is focused more on the pilot not needing anyone else's help, while the squad leader focuses heavily on relying on squadmates and others. Ace Ace pilots are lone wolves. They don't need to tell anyone how great they are at dogfighting, everyone else can watch and see. Custom Boosters At level 3 ace pilots can rotate 120° by moving 500ft instead of only 60°. This is restricted to small and medium starships.Crack Shot Once an ace pilot reaches level 7, he or she has had so much time behind the throttle that they don't necessarily need the targeting computer. At level 7, ace pilots do not have disadvantage on an attack made within 1000ft of the normal disadvantage range for their Targeting Computer's class. Trigger Finger When you reach level 10, if you attack with your action you can use your bonus action to make a second attack. Fear By the time you have reached level 14, word of your skills has spread to the far reaches of the Outer Rim, and most pilots fear ever facing you in a dogfight. The first time a hostile pilot encounters you they must make a DC 16 wisdom save. If they fail the save, they become feared for one minute. The hostile pilot can attempt to succeed on the save at the end of each of his or her turns. Power Conservation At level 18, ace pilots have mastered the art of Auxiliary Power, allowing each Auxiliary Power system to have two uses. This does not apply to Fast Reflexes and Overcharge. Squad Leader Squad leaders are masters of tactics and teamwork. With the help of their wingmen, there is little that can be done to stop them. Marking Targets When you have reached level 3, you have learned how to track targets well. You can mark a target as a bonus action. The following rules apply to marking a target:
- To mark a target it must be within range of your targeting computer.
- To keep a target marked, it must be within range of your targeting computer at the end of your turn.
When a target is marked, you get a advantage on attacks made against the target while the target is in your attack vector.
Wingman Starting at 7th level, pilots who choose the squad leader path can have a wingman. Each day, a pilot can designate an ally player to be his or her wingman. Players who are designated as a wingman gain the following attribute:
- You can become proficient with one small starship by spending one week training with your squad leader.
- You lose proficiency with a starship by becoming proficient with a new starship.
- When piloting, in place of Intelligence modifier for starship proficiency, you add +2 to attack rolls, AC, and piloting saving throws.
Improved Marking Targets Starting at level 10, you and your wingman have learned to communicate well, allowing you both to mark targets. You can now mark a total of two targets. In addition, you can use marking targets in a defensive manner. If a marked target is going to attack one of your squadmates or you and is in your attack vector or the attack vector of your wingman, as a reaction you or your wingman can choose to impose disadvantage on the marked target's attack roll. Squadron A t level 18 you can have a second wingman. In addition, you can mark a total of three targets. Teamwork At level 18, once per round, you can choose to add your intelligence modifier to one of your squadmates' attack or damage rolls.
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Classes
Jul 16, 2018 23:12:03 GMT -6
Post by Admin on Jul 16, 2018 23:12:03 GMT -6
ScoundrelLevel | Proficieny Bonus | Features | 1 | +2 | Expertise, Thieves Cant, Sneak Attack | 2 | +2 | Cunning Action | 3 | +2 | Scoundrel Path | 4 | +2 | Ability Score Improvemt/Feat | 5 | +3 | Uncanny Dodge | 6 | +3 | Expertise | 7 | +3 | Evasion | 8 | +3 | Ability Score Improvnemt/Feat | 9 | +4 | Scoundrel Path Feature | 10 | +4 | Ability Score Improvemt | 11 | +4 | Reliable Talent | 12 | +4 | Ability Score Improvement/Feat | 13 | +5 | Scoundrel Path Feature | 14 | +5 | Blindsense | 15 | +5 | Slippery Mind | 16 | +5 | Ability Score Improvement/Feat | 17 | +6 | Scoundrel Path Feature | 18 | +6 | Elusive | 19 | +6 | Ability Score Improvement/Feat | 20 | +6
| Stroke of Luck |
Class Features As a scoundrel, you have the following class features. Hit Points Hit Dice: 1d8 per scoundrel level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scoundrel level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, martial ranged weapons, vibroblades, vibroswords Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Security, Sleight of Hand, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) a vibroblade
- (a) a blaster pistol and 5 charge packs or (b) a vibroblade
- (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Scoundrel table. Thieves’ Cant During your scoundrel training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Scoundrel Path At 3rd level, you choose an path that you emulate in the exercise of your scoundrel abilities: Thief, Assassin, or Beast Master, all detailed at the end of the class description. Your path choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Uncanny Dodge Starting at 5th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. Ifyour attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest. Scoundrel Paths Scoundrels have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different scoundrels steer those talents in varying directions, embodied by the rogue archetypes. Your choice of path is a reflection of your focus – not necessarily an indication of your chosen profession, but a description of your preferred techniques. Smuggler You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Cargo Smuggler When you choose this path at 3rd level, you immediately gain proficiency with all cargo starships. Short Negotiations At level 3, you can use an Intelligence check whenever you have to make a Charisma check when prompted by any form of law enforcement. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Auxiliary Power At level 13, the scoundrel has learned the ins and outs of his or her ship, and therefore can use the Auxiliary Power ability as detailed in the Pilot class. Smuggler’s Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. Assassin You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit. Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Infiltration Expertise Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 cr to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to. Impostor At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection. Death Strike Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. Beast Master The Beast Master path embodies a friendship between the civilized races and the beasts of the universe. United in focus, beast and scoundrel work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master path means committing yourself to this ideal, working in partnership with an animal as its companion and friend. Animal Companion At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. A list of potential companion beasts can be found in the next few pages. Companion’s Bond Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The ranger who travels with me is a beloved companion for whom I would gladly give my life.” When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Coordinated Attack Additionally at 3rd level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack. Beast’s Defense At 9th level, while your companion can see you, it has advantage on all saving throws. Storm of Claws and Fangs At 13th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target. Superior Beast’s Defense At 17th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.
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Classes
Jul 17, 2018 0:07:42 GMT -6
Post by Admin on Jul 17, 2018 0:07:42 GMT -6
SenatorLevel | Proficieny Bonus | Features | Majestic Talent | 1 | +2 | Inspiring Call (d4), Encouraging Word | -- | 2 | +2 | Majesty Points, Majesty Talent, Charismatic Armor
| 1 | 3 | +2 | Cohorts (DM approval) | 1 | 4 | +2 | Ability Score Improvemt/Feat | 2 | 5 | +3 | Inspiring Call (d6) | 2 | 6 | +3 | Ability Score Improvement | 3 | 7 | +3 | Affecting Persona | 3 | 8 | +3 | Ability Score Improvnemt/Feat | 4 | 9 | +4 | Inspiring Call (d8) | 4 | 10 | +4 | -- | 5 | 11 | +4 | -- | 5 | 12 | +4 | Ability Score Improvement/Feat | 5 | 13 | +5 | -- | 6 | 14 | +5 | Ability Score Improvement/Feat, Sublime Majesty | 6 | 15 | +5 | -- | 6 | 16 | +5 | Ability Score Improvement/Feat | 7 | 17 | +6 | Inspiring Call (d10) | 7 | 18 | +6 | Supreme Guardian | 7 | 19 | +6 | Ability Score Improvement/Feat | 8 | 20 | +6
| Senatorial Paramouncy | 9 |
Class Features As a senator, you have the following class features. Hit Points Hit Dice: 1d6 per senator level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per senator level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Charisma, Wisdom Skills: Choose any three from Acrobatics, Animal Handling, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion or Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a simple melee weapon or (b) a simple ranged weapon and ammunition
- (a) a blaster pistol
- 5 charge packs per ranged weapon
- Leather armor, an instrument, and a diplomats's pack
Inspiring Call At 1st level, you may inspire an ally, such as through a rallying call, to achieve greater feats in the service of yourself or that which you call for. In order to use this feature, you must be able to speak. As an action, any ally within 60 feet of you that you can see gains a Inspiring Call die. This size of this die is determined by your levels in senator. Within the next minute, they may use this extra die on any attack roll, damage roll, ability check, or saving throw. They may decide to use this extra die after they roll but not after the DM has decided if they succeeded or failed. You may use this feature a number of times equal to 1 + your Charisma modifier. You regain all expended uses after you complete a short or long rest. Your Inspiring Call die grows at 5th, 9th, and 17th. Encouraging Words Also at 1st level, you may use your words to bolster morale, instead of simply inspiring your allies. You gain a pool of hit points that you can use to impart temporary hit points to an ally, equal to your levels in senator x 5. As an action, you encourage an ally within 5 feet of yourself and instill a portion of the temporary hit points or all of it, at your choice. You must be within 5 feet of an ally, due to the intimacy of these encouraging words. You cannot use your encouraging words on yourself. Your pool of hit points for encouraging words fully replenish after a long rest.Majesty Points At 2nd level, you have unlocked a reservoir of power that only the epitome of nobility can understand: majesty. You gain a number of majesty points equal to your levels in the senator class. You may expend these points for your Majestic Talents or other class features. You regain all expended majesty points after you complete a long rest. Majestic Talents Also at 2nd level, you gain access to your first abilities to utilize your majesty points, your Majestic Talents. Choose 1 from the Majestic Talents section at 2nd level and more based on your level as you progress on the senator class table. If any talents require you to formulate a saving throw, it is a DC of 8 + your Charisma modifier + your Proficiency bonus. Whenever you gain a level in the senator class you can forget one majestic talent and learn another one that you meet the prerequisites for. Charismatic Armor Additionally at 2nd level, your mere presence exudes a charismatic aura that is difficult to strike to most creatures. When not wearing any armor, using a shield, or using another type of armor class (such as unarmored defense or armor class from the mage armor spell) you have an armor class equal to 10 + your Dexterity Modifier + your Charisma modifier. Creatures who are immune to being charmed or who have advantage against the charmed condition have advantange to attack rolls against you when using this armor class. Cohorts At 3rd level, you gain two cohorts that follow you around, obeying you faithfully. You have one guardian and one pilot. Both cohorts are of your race, but lack any exceptionalities of your race to grant them racial traits. Guardians and pilots may be of either gender. Guardians are proficient in all simple and martial weapons and light and medium armor. You may add your Proficiency bonus to their attacks, damage rolls, and saving throws so long as you are within 120 feet of your cohorts and they are aware of your presence. If your cohort ever dies, another takes its place within one month's time, so long as you properly inform your governing body. While they may collect a salary or they are sworn to serve you and/or your governing body, any expenses they require are handled by your government. If you have been disavowed by your governing body or they have been destroyed, you must handle this matter on your own, depending upon the disposition of your cohorts. Cohorts take their turn on your initiative, though they don't take an action unless you command them to. On your turn, you can verbally command them where to move (no action required by you). You can use your action, or when you target them with Inspiring Call, to verbally command them to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature (if you ever do), you can make one weapon attack yourself when you command them to take the Attack action. At 6th level, whenenver your guardian takes the Attack action, he or she can make two attacks instead of just one.Guardian |
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| Pilot |
| | Medium | Any Race | humanoid | Medium | Any Race | humanoid | AC: 16 | HP: 38 (5d8+15) | Speed: 30 ft. | AC: 13 | HP: 17 (3d8+3) | Row 3 column 6 | STR: 16 DEX 16 | CON: 16 INT: 10 | WIS: 10 CHA: 10 | STR: 10 DEX: 16 | CON: 12 INT: 16 | WIS: 10 CHA: 10 | Passive Perception : 10 | Language: Basic |
| Passive Perception: 12 | Skills: Perception +2 | Languages: Basic | Synergy: Whenever a guardian finishes a long rest in the presence of the senator they serve, they gain temporary hit points equal to senator's Charisma modifier X their levels in the senator class. |
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| Starship Proficiencies Shuttles |
| | Vibrosword: Melee Weapon Attack +6, One Target, Hit 9 (1d10+3) | Row 7 column 2 | Row 7 column 3 | Heavy Blaster Pistol. Ranged Weapon Attack: +4 to hit, one target. Hit 5 (1d6 + 2)
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| | Blaster Riffle: Melee Weapon Attack +6, One Target, Hit 9 (1d10+3) | Row 8 column 2 | Row 8 column 3 |
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Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Affecting Persona At 7th level, your Inspiring Call and Encouraging Words can now go hand in hand. Whenever you use your Inspiring Call feature, you may then use your Encouraging Words as a bonus action on the same creature on your turn. If you do so, you do not need to be within 5 feet of them. Additionally, as an action, you may regain your spent healing pool from your Encouring Words ability as you focus on how to bolster your allies. You regain half of your maximum pool of hit points from your Encouraging Words ability. Once you do so you cannot do so again until you finish a long rest. Sublime Majesty At 14th level, you may use your understanding of your current dilemma to consider how to reassert yourself. As a bonus action, you regain expended majesty points equal to your Wisdom modifier. You can use this feature twice. You regain all expended uses after finishing a long rest. Supreme Guardian At 18th level, your guardian is exceptional in his or her ability to defend you in battle or circumstance. You may now command your guardian to take an action as a bonus action. Additionally, at the beginning of a creature's turn, you may expend two majesty points to let your guardian use their reaction to take another action. Additionally, at the beginning of a creature's turn, you may expend two majesty points to let your guardian use their reaction to take another action. Finally, your guardian gains double the hit points from his or her synergy ability. Senatorial Paramountcy At 20th level, you have reached the greatest height of being a senator. This new pinnacle is reflected in your sheer presence. Your Wisdom and Charisma ability scores improve by 4 to a maximum of 24. Majestic Talents Majestic talents are the features that make a senator unique. These abilities make them stand out from each other, make them branded with diversity, and allow them to express in their own unique ways how they are a senator. If a majestic talent has a prerequisite, you must meet them. At each senator level, you may lose one talent and replace it with another as long as you meet the majestic talent's prerequisites. Some of these abilities are similar to spells, but in fact are not casted in the traditional sense. Instead, you simply use your majesty to create the effect. Thus when you cast the spells granted by majestic talents, they require no spell components, except verbal. Further, majestic talents cannot be counterspelled and work fine in antimagic fields. All Eyes on Me You can use your action to force all eyes on you by unveiling yourself or doing some dramatic action, such as singing or playing an instrument. All creatures that can see you within 30 feet must make a Wisdom saving throw or be charmed by you until the beginning of your next turn. While they are charmed they are incredibly distracted. Attacks against them have advantage and their attacks against others have disadvantage. The use of this talent costs 1 majesty point per creature that fails their saving throw and you choose to have it be distracted by you as you focus your majesty on it. Animal Companion You gain an animal companion that you consider your best friend and loyal ally. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your senator level, whichever is higher. The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action or a majesty point, to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. Once you have the Extra Attack feature (if you ever do), you can make one weapon attack yourself when you command the beast to take the Attack action. If the beast dies, you can obtain another one by spending 8 hours bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one. Aura of Protection You are constantly shrouded by an aura of protection. You are always under the effects of a protection from evil and good spell. At 5th level, as an action and at the expense of two majesty points, you may touch a creature and shroud it in your majesty. It gains the effects of a protecttion from evil and good spell for 8 hours. Berating Words You realize your inspiring presence can have the reverse effect on a foe. At the expense of one majesty point and as a reaction to you or your ally being targetted by a weapon attack by an enemy within 60 feet of you, you can berate the foe and cause them to miss. As a use of one of your Senator Inspiration die, you may add that result to you or your allies armor class against the creature's attack. You must decide to use this feature before the target rolls their attack, but once they've targetted you or an ally.Charismatic Instructions You may utilize your sheer presence to request, order, demand, or persuade others to do something. As an action and at the expense of two majesty points, a target creature acts as though you casted the suggestion spell on them. You may expend additional majesty points using this ability, as though you increased its spell slot for greater effect, by one majesty point per spell slot beyond 2nd, as per the spell's description. Destroy Morale Prerequisites: 9 levels in the senator class You utilize the defeat of a foe to change the tide of battle. At the expense of six majesty points and as a reaction to an ally defeating a hostile creature, all other hostile creatures within 30 feet of you and the defeated creature who consider that defeated creature an ally must make a Wisdom saving throw or lose half of their current hit points (rounded down). Creatures who have advantage against charmed conditions may roll the saving throw with advantage. Creatures who are immune to being charmed are immune to this effect.
Do Something! At the expense of two majesty points and as a bonus action, you may force an ally to take an action by using up their reaction. They may take any action they would like and can take. For example, a creature who has already cast a spell that takes 1 action cannot cast another spell that takes 1 action.
Exert the Self By reminding yourself of who you are, you may reassert control over yourself. As an action and at the expense of one majesty point, you may end the effects causing you to be charmed or frightened.
Influential You gain proficiency in Deception and Persuasion skills. At the expense of one majesty point, you may gain advantage on your next Deception or Persuasion roll made in the next 10 minutes.
Majestic Healing The healing pool of your Encouraging Words can be restored. As a bonus action, you may replenish expended hit points from your healing pool by converting your majesty points. For every majesty point converted, you regain 5 hit points into your healing pool. You cannot exceed the maximum healing pool with this ability, but may regain them instead of waiting for finishing a long rest.
My Hero As an action and the expense of one majesty point, you may target an ally as though you casted heroism on them, except it does not require concentration, the target must be within 60 feet of you that can see or hear you, and they gain temporary hit points equal to your Charisma modifier + your Proficiency bonus at the start of each of their turns for the duration of the effect.
Senatorial Bounty By contacting officials from your governing body by messenger, you sacrifice two majesty points to place a bounty on the head of a creature of your choice. All expenses for this bounty are paid by your government. You may only have up to three bounties placed at a time and each bounty costs two permanent majesty points. Once the bounty is claimed, you may regain the two expended majesty points after a long rest. The bounty can be claimed by reprimanding the creature and bringing them before you or by slaying the creature. You must decide this when the bounty is placed.
Senator Shield Prerequisites: 5 levels in the senator class You may thrust forth an exertion of your majestic presence to defy the odds of combat. At the expense of one majesty point and as a reaction to being the target of an attack, you ward yourself as per the sanctuary spell, except this effect ends after the attack that caused the reaction is calculated.
You Know Me You may create a bond with a number of creatures that is represented by the fact that you can near-telepathically tell them what to do simply by your body language. Choose a number of creatures equal to your Charisma modifier + half your levels in senator (rounded down) that you have spent at least one week with. Whenever those creatures can see you, they understand basic commands simply by reading your body language. You can tell them things like "no", "yes", "that's bad", "I don't like that", "this is a great idea", etc. You cannot reveal complex information in this way. Other creatures cannot determine your messages in this way, even if they roll impressive Insight skill checks.
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Classes
Jul 17, 2018 0:51:19 GMT -6
Post by Admin on Jul 17, 2018 0:51:19 GMT -6
TacticianLevel | Proficieny Bonus | Features | 1 | +2 | Second Wind, Weapon Forgeing | 2 | +2 | Fighting Style | 3 | +2 | Combat Expertise | 4 | +2 | Ability Score Improvemt/Feat | 5 | +3 | Extra Attack | 6 | +3 | Ability Score Improvement/Feat | 7 | +3 | Combat Expertise Feature | 8 | +3 | Ability Score Improvnemt/Feat | 9 | +4 | Hide in Plain Sight | 10 | +4 | Fighting Style (2) | 11 | +4 | Weapon Forging (2), Fighting Style (3) | 12 | +4 | Ability Score Improvement/Feat | 13 | +5 | Combat Expertise Feature | 14 | +5 | Low Profile | 15 | +5 | Combat Expertise Feature | 16 | +5 | Ability Score Improvement/Feat | 17 | +6 | Combat Expertise Feature | 18 | +6 | Feral Senses | 19 | +6 | Ability Score Improvement/Feat | 20 | +6
| Combat Expertise Feature |
Class Features As a tactician you gain the following class features. Hit Points Hit Dice: 1d10 per Tactician level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Tactician level after 1st Proficiencies Armor: Light armor, medium armor Weapons: Simple weapons, martial weapons Tools: Tinkerer's tools or Demolitionist's Tools Saving Throws: Charisma, Dexterity Skills: Choose four from Acrobatics, Deception, History, Insight, Intimidation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a blaster pistol or (b) blaster rifle
- (a) light exoskeleton or (b) verpine fiber mesh
- A blaster pistol and 10 charge packs
Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Weapon Forging Starting at level 1, you can modify your blasters using your repair skill. You can spend a long rest to add one modification to a blaster weapon. You will use your Repair skill for this. You can add one modification to any blaster you wield. This number increases to 3 modifications at level 11. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. You choose a second fighting style at level 10. Crack Shot You gain a +2 bonus to attack rolls you make with ranged weapons. Defensive Fighting Style While you are wearing armor, you gain a +1 bonus to AC. Grenadier When you make an attack roll to throw a grenade, you get a +2 bonus to hit. Additionally, each die you roll for grenade damage deals 1 extra point of damage. Gunslinger When you are wielding a pistol in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a blaster. Suppression If you use all your attacks on your turn against one creature while you are behind any cover or prone, that creature has disadvantage on its next ranged attack roll. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. This applies to dual-wielding pistols. Combat Expertise At level 3 you choose a combat expertise. Your options are Commander, Guerilla, and Marksman, which are detailed at the end of the class description. Ability Score Increase When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level in this class. Hide in Plain Sight Starting at 9th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction your bonus goes down to +3, but you may use the hide action as a bonus action. You can only move half your total movement in one turn in order to keep this benefit.
Low Profile Starting at 14th level, 1/2 cover counts as 3/4 cover for you. Feral Senses Starting at 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Combat Expertise Commander Commanders on the battlefield are a wonder to behold. Leading their troops to victory, they are tactical geniuses and experts at supporting their troops. The sight of a Commander on the battlefield both raises allies spirits and demoralizes your enemies. Commander's Influence Starting at 3rd level, you learn the Morale and Demoralize features. Morale. As an action, you can boost your allies morale. Choose a number of allies that you can see, and can see or hear you, up to your Charisma modifier (with a minimum of 1). Those allies gain a +1 bonus to their attacks and saving throws. This lasts for 1 minute or until you use this feature again. Your allies lose this bonus if you cannot see them and they cannot see or hear you, or if you become Incapacitated. You can use this feature a number of times equal to your Charisma modifier, regaining any expended uses when you finish a long rest. The bonus increases to a +2 bonus at 7th level, and to a +3 bonus at 13th level. Demoralize. As an action, you can demoralize the opposition. Choose a number of hostile creatures that you can see, and can see or hear you, up to your Charisma modifier (with a minimum of 1). Those creatures make a Charisma saving throw (DC = 8 + your proficiency bonus + your Charisma Modifier). On a failed save, the creatures have a -1 penalty to attacks and saving throws. This lasts for 1 minute or until you use this feature again. A creature automatically succeeds on the saving throw if it is immune to being frightened. On a successful save, a creature becomes immune to the effects of demoralize for 24 hours. The hostile creatures lose this penalty if you cannot see them and they cannot see or hear you, or if you become Incapacitated. You can use this feature a number of times equal to your Charisma modifier, regaining any expended uses when you finish a long rest. This penalty increases to a -2 penalty at 7th level, and to a -3 penalty at 13th level. Stand as One Starting at 7th level, when an ally under the effects of your Morale feature hits a hostile creature with an attack, the ally may choose to deal an additional 1d6 psychic damage, or choose to heal themselves 1d6 HP instead. Allies can deal this extra damage, or heal themselves only once per turn. HP cannot be restored in this way while out of combat. Commander Mods Starting at 13th level, you gain access to the targeting laser mod and the tranquilizer rounds mod. Commanding Presence Starting at 15th level, you have advantage on all saving throws, and ranged attack rolls with a blaster if you have an ally under the effect of your Morale feature. Additionally, allies under the effect of Commander's Influence gain the Morale bonus for 3 hours, and do not lose the bonus when they are away from you. Experienced Commander Beginning at level 17, you can use your Commander's Influence feature as a bonus action instead of an action. Master Commander Starting at 20th level, your Morale and Demoralize bonuses and penalties count for damage as well as attacks and saving throws.
Guerilla Guerilla specialize in ambushes, sabotage, raids, and hit-andrun tactics. They are used to being one of a few in their fighting unit, and are generally not concerned when going up against stronger forces.From the Shadows Starting at level 3, you can take the Dash, Disengage, and Hide actions as a bonus action. When making a ranged attack while hidden, you may roll a Dexterity (Stealth) check and if you are still not seen you do not have to take the Hide action again. Additionally, ranged attack rolls you make do not have disadvantage when an enemy is within 5 feet of you. Escape the Horde At 7th level, your instinct to retreat allows you to make quick getaways. Opportunity attacks against you are made with disadvantage. Explosive Feint Beginning at level 13, when there is at least one creature within 5 feet of you, you may use your bonus action to attach a grenade to an enemy within 5 feet of you. Make a Sleight of Hand check contested against the target's Perception check. If you win, the grenade is attached to the target and the target automatically fails the saving throw to avoid the grenade. If you lose the contest, the grenade is dropped at your feet. Regardless, the grenade detonates at the end of your turn. Volley Starting at level 15, you can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. You receive Extra Attack as though this were one attack. Also, this action cannot be taken as an Extra Attack. Opportunist At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 15 feet of you that you can see is hit by an attack made by a creature other than you, you can use your reaction to make a ranged weapon attack against that creature. Master Rifleman Beginning at 20th level, your mastery of the blaster lets you turn failure into success in combat. If you miss with an attack roll, you can choose to roll it again with advantage. Once you have activated this feature, it applies for the next minute. This can be used once per short or long rest. Marksman Marksmen are the guardians of the battlefield. Constantly watching over their allies, they prefer to sit back and provide assistance from a distance while also watching over the battlefield from a safe position. Sniper's Mark Starting at 3rd level, as a bonus action, you can fire a small tracking device onto a creature that you can see. Once they are marked in this way you have advantage on all attack rolls with blasters against that creature and advantage on tracking that target. This lasts for 1 hour, or until the creature has 0 hit points. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses when you finish a long rest. At level 7 the duration extends to 3 hours, 6 hours at level 11, and 12 at level 15. Marksman Mods Starting at 13th level, you gain access to the target finder scope mod and the tranquilizer rounds mod. Interrupting Shot Additionally at 13th level, when a creature makes an attack against you, you may use your reaction to make a ranged weapon attack against the creature. This attack happens before the creature rolls to attack. If your attack hits the creature, the creature has disadvantage on the attack roll made against you. Enhanced Tibana Cartridges Starting at 15th level, your blasters deal additional weapon damage equal to your Charisma modifier (minimum of 0), and are considered magical for purposes of overcoming resistances. Master Marksman Starting at 17th level, your Sniper's Mark feature becomes second nature to you. You can now use it a number of times equal to two times your Charisma modifier, and you regain any expended expended uses when you finish a short or long rest. Leading Volley Starting at 20th level, as a bonus action, you may make up to three ranged weapon attacks with a blaster. Each shot requires ammunition, and scores a critical hit on a roll of 1820. You cannot benefit from any other feature or spell on these attacks. Once you use this feature you cannot use it again until you take a short or long rest.
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Classes
Jul 17, 2018 7:58:31 GMT -6
Post by Admin on Jul 17, 2018 7:58:31 GMT -6
TrooperLevel | Proficieny Bonus | Features | 1 | +2 | Weapon Forging | 2 | +2 | Fighting Style | 3 | +2 | Combat Expertise | 4 | +2 | Ability Score Improvemt/Feat | 5 | +3 | Extra Attack | 6 | +3 | Special Ammunician | 7 | +3 | Combat Expertise Feature | 8 | +3 | Ability Score Improvnemt/Feat | 9 | +4 | Indomitable | 10 | +4 | Personal Shield Generator | 11 | +4 | Weapon Forging (2), Extra Attack (2) | 12 | +4 | Ability Score Improvement/Feat | 13 | +5 | Combat Expertise Feature | 14 | +5 | Fighting Style (2) | 15 | +5 | Combat Expertise Feature | 16 | +5 | Ability Score Improvement/Feat | 17 | +6 | Combat Expertise Feature | 18 | +6 | Survivor | 19 | +6 | Ability Score Improvement/Feat | 20 | +6
| Combat Expertise Feature, Extra Attack (3)
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Class Features As a trooper you gain the following class features. Hit Points Hit Dice: 1d10 per Trooper level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Trooper level after 1stProficiencies Armor: Light armor, medium armor Weapons: Simple weapons, martial weapons Tools: Tinkerer's tools Saving Throws: Dexterity, Strength Skills: Choose four from Acrobatics, Athletics, History, Insight, Perception, Sleight of Hand, Stealth, and SurvivalEquipment You start with the following equipment, in addition to the equipment granted by your background:
- (a) a blaster pistol or (b) blaster rifle
- (a) light exoskeleton or (b) verpine fiber mesh
- A blaster pistol and 10 charge packs
Weapon Forging Starting at level 1, you can modify your blasters using your repair skill. You can spend a long rest to add one modification to a blaster weapon. You will use your Repair skill for this. You can add one modification to any blaster you wield. This number increases to 3 modifications at level 11. Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Crack Shot You gain a +2 bonus to attack rolls you make with ranged weapons. Defensive Fighting Style While you are wearing armor, you gain a +1 bonus to AC. Gunslinger When you are wielding a pistol in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the twohanded or versatile property for you to gain this benefit. Grenadier When you make an attack roll to throw a grenade, you get a +2 bonus to hit. Additionally, each die you roll for grenade damage deals 1 extra point of damage. Suppression If you use all your attacks on your turn against one creature while you are behind any cover or prone, that creature has disadvantage on its next ranged attack roll. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. This applies to dual-wielding pistols. Combat Expertise At level 3 you choose a combat expertise. Your options are Guerilla, Gunslinger, and Heavy Assault Trooper, which are detailed at the end of the class description. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level in this class and to four when you reach level 20 in this class. Special Ammunition Expert Starting at 6th level, when you use special ammunition, your weapon does not take the damage penalty normally imposed by the special ammunition. For instance, a blaster rifle with a kesium cartridge would still do 1d10 damage instead of the 1d8 damage imposed by the cartridge installed. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Personal Shield Generator Starting at 10th level, you obtain a personal shield generator which gives you 10d4 + 10 hit points at the end of a long rest. This number increases by 1d4 + 1 for every level after. When the shield is broken you take the remaining damage. While the shield has hit points you are unaffected by the dodge action. The shield takes double damage from Ion weapons. During a short rest or as a bonus action, you can choose to repair your shield generator. Your shield generator has hit points equal to twice your level. You may expend up to your Wisdom modifier's number of hit die as a bonus action, or up to 10 hit die during a short rest. Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. Combat Expertise Gunslinger Gunslingers are quick to be the first ones to attack. They typically prefer to remain mobile while attempting to flank their opponents. Gunslinger Training Starting at 3rd level, you gain the following abilities.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with blasters.
- Your movement speed increases by 5 feet.
- You are now proficient with shields.
- You can now dash as a bonus action if you use your action to make an attack.
Quick Draw Starting at 7th level, when combat starts and you are not surprised you can make one attack per pistol you have in hand before the first round begins. Gunslinger Mods Starting at 13th level, you gain access to the high impact pistol rounds mod and the tranquilizer rounds mod. Double Tap Starting at 15th level, when you make an attack on your turn, you may fire an additional shot for each attack you make. You must take a short or long rest before using this feature again. Improvised Shield Generator Repairs Starting at 17th level, if your shield generator is depleted you can use your action to repair it to 80 sp. This feature can only be used once per short or long rest. Master Combatant Starting at 20th level, you gain the following additional abilities, as long as you aren't incapacitated:
- You can use the dodge action as a bonus action.
- You also ignore any reduction to your movement speed.
- You now have an additional 10 feet of movement instead of 5 feet.
Heavy Assault Trooper Assault Training Starting at 3rd level, you gain the following abilities.
- You gain proficiency with Heavy Armor.
- Your carrying capacity is doubled.
- You have the ability to carry 2 heavy blasters instead of just one.
Heavy Weapon Expert Starting at 7th level, you have mastered the art of wielding heavy weapons. Because of your expertise you can now reload the flamethrower and rocket launcher as a bonus action (like the fast hands feat you can only fire one rocket per turn), and you can reload the gatling blaster as an action.You also cannot stack this ability with fast hands. Heavy Mod Master Starting at 13th level, you gain the ability to use the suppressive fire mod, guided rockets mod, and the jellied fuel mod.
Ammo Conservationist Starting at 15th level, you have learned how to mod your weapons to stretch their charge packs to their maximum potential. The number of shots you can make with a blaster before reloading is multiplied by 1.5 (so gatling blaster becomes 18 shots, flamethrower has 12 shots, sniper has 9 shot, etc). Except for the bowcaster which gets x2 (so 4 shots). This counts towards your weapon mod limit and cannot be given to allies. When you acquire this ability at your DM’s discretion you might find 1 for free. Heavy Blaster Bludgeoner Starting at 17th level, when wielding a rocket launcher, gatling blaster, or flame thrower and within 5 ft of an enemy you can make an attack to bash them with your weapon. This attack deals 1d8 damage and uses the strength ability score. I you hit then the target makes a Strength saving throw (DC 8 + your Strength Modifier + your Proficiency Bonus) or be shoved 5 ft. Explosives Expert Starting at 20th level, when throwing grenades or firing a rocket launcher at enemies near you, if you would also be hit by the blast then on a failed save you take half damage and no damage on a successful save. You can now also fire a second rocket on your turn.
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