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8/10/2019 SWSE House Rules - Chapter 3 Classes
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Chapter 3: Classes
Level Dependent BenefitsAs your character increases in level, he gains several benefits that are common to all characters;
Feats, !ill Bonuses, Defenses, "alents, Attribute #ncreases, and Attac! Bonus$
Attack Bonus:A character%s attac! rolls gain a bonus e&ual to one'half his level$Skill Bonus:(ach of a character%s s!ills gains a bonus e&ual to one'half his level$
Defenses:(ach of a character%s Defenses gains a bonus e&ual to one'half his level$Feats: (ach character gains a feat at each level$
Talents:(ach character gains a talent at )st level, and at each even numbered level thereafter*+nd, th, -th, etc$.$
Attribute Increases:At every third level, each character may increase t/o of his attributes by
one point$
Attack Defense Skill AttributeLevel Bonus Bonus Bonus Feat Talent Increase) 01 01 01 )st )st '
+ 0) 0) 0) +nd +nd '3 0) 0) 0) 3rd ' )st, +nd 0+ 0+ 0+ th 3rd '2 0+ 0+ 0+ 2th ' '- 03 03 03 -th th 3rd, th 03 03 03 th ' '4 0 0 0 4th 2th '5 0 0 0 5th ' 2th, -th)1 02 02 02 )1th -th ')) 02 02 02 ))th ' ')+ 0- 0- 0- )+th th th, 4th)3 0- 0- 0- )3th ' ') 0 0 0 )th 4th ')2 0 0 0 )2th ' 5th, )1th)- 04 04 04 )-th 5th ') 04 04 04 )th ' ')4 05 05 05 )4th )1th ))th, )+th)5 05 05 05 )5th ' '
+1 0)1 0)1 0)1 +1th ))th '+) 0)1 0)1 0)1 +)st ' )3th, )th++ 0)) 0)) 0)) ++nd )+th '+3 0)) 0)) 0)) +3rd ' '+ 0)+ 0)+ 0)+ +th )3th )2th, )-th+2 0)+ 0)+ 0)+ +2th ' '+- 0)3 0)3 0)3 +-th )th '+ 0)3 0)3 0)3 +th ' )th, )4th+4 0) 0) 0) +4th )2th '+5 0) 0) 0) +5th ' '31 0)2 0)2 0)2 31th )-th )5th, +1th
#n addition to the benefits described in the table
above, several other benefits to characters asthey increase in levels$
At -th level, you gain the ability to personali6e
one piece of gear$ ee the 7ersonali6ed 8earsection, in the (&uipment chapter$
At th level, you may upgrade your class bonus
to defenses$ 9eplace any one class bonus of 0+/ith a class bonus of 0 and any one class
bonus of 0) /ith a 0+$ Alternatively, you mayreplace all three of your class bonuses /ith a 0+
bonus$
At 4th level, you may begin ta!ing Advanced"alents or Force "echni&ues in place of class
talents or Force "alents$ ou must meet theprere&uisite of any advanced talent or force
techni&ue before you ta!e it$
At )3th level, you may upgrade your class bonusto defenses$ 9eplace any one class bonus of 0
/ith a class bonus of 0- and any one classbonus of 0+ to 03$ Alternatively, you may
replace all three of your class bonuses /ith a 03
bonus$
At )th level, you may begin ta!ing Forceecrets in place of Force "echni&ues$ ou mustmeet the prere&uisites of any force secret before
you may ta!e it$
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ediedi start /ith a number of hit points e&ual to + 0 their Constitution Bonus$edi receive a number of hit points at each level beyond the first e&ual to 4 0 their Constitution
Bonus$edi receive a 0) bonus to their Fortitude Defense, a 0) bonus to their 9efle< Defense, and a 0)
bonus to their =ill Defense$edi start /ith the follo/ing feats: Force ensitivity, =eapon 7roficiency *lightsabers., =eapon
7roficiency *simple /eapons.$edi receive a number of trained s!ills e&ual to *0#nt >odifier.$
edi treat the follo/ing s!ills as class s!ills: Academics, Acrobatics, Athletics, (ndurance, Focus,#nitiative, >echanics, 7erception, 7ilot, cience, "actics, ?se the Force$
edi start play /ith a lightsaber and ),111 credits$
edi "alentsJedi Consular Talent Tree
Adept Negotiator: As a tandard action, you can /ea!en the resolve of one enemy /ith your
/ords$ "he target must have an #ntelligence score of 3 or higher, and it must be able to see,hear, and understand you$ >a!e a 7ersuasion chec!; if the chec! result e&uals or eeditation allo/s you and your allies to
/or! together seamlessly and /ith a level of precision that can only come from the Force$ As aFull action, you give yourself and all allies /ithin - s&uares a 0) insight bonus to attac! rolls that
lasts for as long as you maintain the meditation$ (ach round on your turn, you must spend a/ift action to maintain the Battle >editation$ "he bonus doe snot e
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Defensive "elee "aster%:=hen you are in melee /ith one or more opponents, you gain a 0bonus to your 9efle< Defense against 9anged Attac!s$
&lusive Target:"his talent is renamed Defensive >elee >astery
Force Intuition:ou can use your ?se the Force chec! modifier instead of your #nitiative modifier
/hen ma!ing #nitiative chec!s$ ou are considered trained in the #nitiative s!ill for purposes ofusing this talent$ #f you are entitled to an #nitiative chec! re'roll, you may re'roll your ?se theForce chec! instead *sub@ect to the same circumstances and limitations.$
$esilience:ou can spend a Force 7oint as a /ift action to move t/o step up the condition
trac!$
Jedi Sentinel Talent Tree"he @edi that follo/ the path of the sentinel are the true enemies of the dar! side, hunting do/n
evil and stopping the spread of dar!ness /herever they go$
Clear "ind:=hen ma!ing a ?se the Force chec! to avoid being detected by other Force ?sers,you gain a 02 bonus to the roll$
Dark Side Sense:=hen ma!ing a ?se the Force chec! to sense the presence and relative
location of characters /ith a Dar! ide score of ) or higher, you may roll t/ice, !eeping the betterresult$
Dark Side Scourge:=hen you ma!e a successful melee attac! on a creature /ith a dar! side
score of ) or higher, you deal e
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Deflect:=hile you are /ielding an ignited lightsaber and not flat'footed, you may negate a
ranged attac! made against you by an attac!er that you are a/are of as a 9eaction by ma!ing asuccessful ?se the Force chec!$ "he DC is e&ual to the result of the attac! roll that you /ish to
negate, and you suffer a cumulative ' penalty on your ?se the Force chec! for each time that
you have used the Bloc! or Deflect talents since the beginning of your last turn$ou can use this talent to deflect some of the barrage of shots fired from a ranged /eapon set on
autofire$ #f you succeed on the ?se the Force chec!, you ta!e one'half damage if the autofire
attac! hits, and no damage if it does not hit$ "his talent has no effect on other area attac! *suchas grenades, missiles, and flamethro/ers.$"his talent cannot be used to negate attac!s made by Colossal or larger'si6e vehicles, unless the
attac! is made /ith a point'defense /eapon$
Lig)tsaber Defense:=hile you are /ielding an ignited lightsaber, you can spend a /ift actionto protect yourself from your enemies% attac!s$ >a!e a ?se the Force chec! vs DC )2$ =ith
success, you gain a 0) bonus to your refle< Defense until the beginning of your ne
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oble "alentsInfluence Talent Tree
ne of your greatest strengths is your ability to e
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Inspire -eal:=henever an ally /ithin line of sight of you ma!es an attac! that moves an
opponent do/n the condition trac! *such as by dealing damage that e&uals or e
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Spontaneous Skill: nce per day, you may ma!e an untrained s!ill chec! as though you /ere
trained in the s!ill$ (
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"isfortune Talent Tree
our mother al/ays said you /ere trouble$ o/ your enemies !no/ it, too$
Dastardl% Strike:=henever you ma!e a successful attac! against an opponent that grants you
Combat Advantage, the target moves one step do/n the condition trac!$
Disruptive:ou can use your !nac! for causing trouble to disrupt your enemies$ As a tandard
action, ma!e a 7ersuasion chec! and compare the result to the =ill Defense of any opponent/ithin line of sight$ #f your chec! result e&uals or e
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Stars)ip $aider:ou gain a 0+ bonus on attac! rolls /hile aboard a starship$ "his bonus applies
to attac!s made /ith starship /eapons as /ell as personal /eapons used aboard a starship$rere!uisite:pacehound$
Stellar ,arrior:=henever you roll a natural +1 on an attac! roll made aboard a starship, yougain one temporary Force 7oint$ #f the Force 7oint is not used before the end of the encounter, it
is lost$ rere!uisite:pacehound$
0utla+ Tec) Talent Treecoundrels learn a variety of tric!s that allo/ them to s&uee6e more life out of ailing technology,
enhancing their gear in /ays the manufacturer never intended$ "he outla/ tech talent tree isfound on 7g$ ) and pg )4 of "he Force ?nleashed Campaign 8uide$
ersonali(ed "odifications:As a Full action, you may t/ea! the settings, grips, and moving
parts of a po/ered /eapon you /ield, tailoring it to your immediate needs$ For the remainder ofthe encounter, you gain a 0+ e&uipment bonus on attac! rolls and deal one additional die of
damage /ith that /eapon$ ou can use this talent only on po/ered /eapons *those that re&uire apo/er cell to operate., including /eapons connected to a larger po/er source *such as vehicle and
starship /eapons.$
coutscouts start /ith a number of hit points e&ual to )4 0 their Constitution Bonus$couts receive a number of hit points at each level beyond first e&ual to - 0 their Constitution
Bonus$couts receive a 0) bonus to their Fortitude Defense and a 0+ bonus to their 9efle< Defense$
couts start /ith the follo/ing feats: ha!e it ff, =eapon 7roficiency *pistols., =eapon7roficiency *rifles., =eapon 7roficiency *simple /eapons.$
couts receive a number of trained s!ills e&ual to *20#nt >odifier.$couts treat the follo/ing s!ills as class s!ills: Academics, Acrobatics, Athletics, (ndurance, Focus,
#nitiative, >echanics, 7erception, 7ilot, 9ide, tealth, urvival, "actics$
couts start play /ith +,111 credits$
Scout TalentsA/areness "alent "ree
ou are e
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2ncann% Dodge II:ou do not grant Combat Advantage /hen flan!ed$ rere!uisites:Acute
enses, #mproved #nitiative, ?ncanny Dodge #$
Ca*ouflage Talent Tree
ou learn &uic!ly ho/ to blend in /ith your environment$
'idden "ove*ent:ou%re very good at hiding /hen mobile$ ou ta!e no penalty on your stealth
chec! /hen moving your normal speed$ rere!uisite:#mproved tealth$
I*proved Stealt):=henever you ma!e a tealth chec!, roll t/ice, !eeping the better result$
Total Conceal*ent:Any situation that /ould give you concealment grants you total concealment
instead$ rere!uisites:idden >ovement, #mproved tealth$
Fringer Talent Tree
ou%re especially s!illed at %getting by% on bac!/ater /orlds$
Barter: =henever you ma!e a 7ersuasion chec! to haggle, you may roll t/ice, !eeping the betterresult$
Fringe Savant: =henever you roll a natural +1 on a s!ill chec! during an encounter, you gain one
temporary Force point$ #f the Force 7oint is not used before the end of the encounter, it is lost$
Long Stride:our speed increases by + s&uares if you are /earing light armor, ultralight armor,or no armor$ #f you have a natural fly, climb, or s/im speed, it increases by + s&uares as /ell$
ou cannot use this talent if you are /earing medium or heavy armor$
Jur%3$igger:=henever you ma!e a >echanics chec! to ury'9ig, you may roll t/ice, !eeping the
better result$
Survivor Talent TreeAs an e
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oldiersoldiers start /ith a number of hit points e&ual to 31 plus their Constitution Bonus$oldiers receive a number of hit points at each level beyond first e&ual to )1 0 their Constitution
Bonus$oldiers receive a 0+ bonus to their Fortitude Defense and a 0) bonus to their 9efle< Defense$
oldiers start /ith the follo/ing feats: Armor 7roficiency *light., Armor 7roficiency *medium.,=eapon 7roficiency *pistols., =eapon 7roficiency *rifles., =eapon 7roficiency *simple /eapons.$
oldiers receive a number of trained s!ills e&ual to *0#nt >odifier.$oldiers treat the follo/ing s!ills as class s!ills: Acrobatics, Athletics, Computers, (ndurance,
Focus, #nitiative, >echanics, >edicine, 7erception, 7ilot, urvival, "actics$oldiers start play /ith +,111 credits$
Soldier TalentsArmor pecialist "alent "ree
ou can ma
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Co**ando Talent Tree
ou use advanced tactics to ta!e do/n enemies &uic!ly, shield your comrades, and endure/hatever challenges come your /ay$
Battle Anal%sis:As a /ift action, ma!e a "actics chec! vs DC )2; /ith success, you !no/ /hichallies and opponents /ithin your line of sight are reduce to one'half or less of their total hit points$
Cover Fire:=hen you ma!e a ranged attac! /ith a pistol or rifle, ma!e a "actics chec! vs DC )1as a Free action; /ith success, all allies /ithin - s&uares of you gain a 0) bonus to 9efle< Defenseuntil the beginning of your ne
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,eapon Speciali(ation:Choose a single e