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Post by Cain on Aug 14, 2010 16:42:22 GMT -5
Creating a Character First you have basic information. Most of this information is completely up to you. Name - Your character's real name. Class - There are six classes you can choose from. The class you choose will determine bonus' for your character. Age - How old is your character? Sex - Your character's gender. Height/Weight - Character's height and weight. Species - What species is your character? There are many different species in the Star Wars universe and you are free to choose from any of them. (And yes, that includes even droids. But if you are a droid you must be a non force user class.) The stats: Strength - Governs your character's physical power. Points in this stat add modifiers to your lightsaber and melee attacks as well as your chance to hit. Very important for those who prefer close combat. Dexterity - Represents a character's agility and reflexes. High dexterity adds modifiers to a character's ranged attacks and raises their defense rating, making them harder to hit. Constitution - Represents a character's health and fortitude. Constitution adds modifiers to Hit Points gained each level. This is important to all characters. Wisdom - Represents a character's willpower and perception. A higher wisdom will add modifiers to a character's Force Points and to saving throws against Force Powers. An important stat to all characters, Force using or otherwise. Charisma - Represents a character's personality and influence. High charisma adds modifiers to Force Powers important to all Jedi and Sith characters. You have these five stats to customize. All of your stats start out with 8 points. So to begin your stats look like this: Strength: 8 Dexterity: 8 Constitution: 8 Wisdom: 8 Charisma: 8 You are given 40 points to start out with to divide among your stats however you like. HOWEVER! There is a catch. The cost of adding points to your stats will gradually increase as you raise them based on the modifier (not including negatives). Basically modifiers begin accruing at 12 points with +1. Every two points from there on adds another modifier. So 14 points is +2, 16 is +3 and so on. It costs one point to raise each stat by one plus the modifier. To make this easier, I will show you how many points it costs to raise each stat to each number. Raise stat to | Costs | 9 | 1 point | 10 | 1 point | 11 | 1 point | 12 | 2 points | 13 | 2 points | 14 | 3 points | 15 | 3 points | 16 | 4 points | 17 | 4 points | 18 | 5 points | 19 | 5 points | 20 | 6 points |
And so on from there. Here's an example of a stat spread using this system and exactly how we came to each number: Strength: 16 (starting from 8 it cost 1 point to raise to 9. 1 point to raise to 10. 1 point to raise to 11. 2 points to raise to 12. 2 points to raise to 13. 3 points to raise to 14. 3 points to raise to 15. 4 points to raise to 16. Total that costs 17 points, leaving us with 23 left.) Dexterity: 13 (starting from 8 it cost 1 point to raise to 9. 1 point to raise to 10. 1 point to raise to 11. 2 points to raise to 12. 2 points to raise to 13. Total tat costs 7 points, leaving us with 16 left.) Constitution: 14 (starting from 8 it cost 1 point to raise to 9. 1 point to raise to 10. 1 point to raise to 11. 2 points to raise to 12. 2 points to raise to 13. 3 points to raise to 14. Total that costs 10 points, leaving us with 6 left.) Wisdom: 11 (starting from 8 it cost 1 point to raise to 9. 1 point to raise to 10. 1 point to raise to 11. Total that costs 3 points, leaving us with 3 left.) Chrasima: 11 (starting from 8 it cost 1 point to raise to 9. 1 point to raise to 10. 1 point to raise to 11. Total that costs 3 points, leaving us with 0 points left.)
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Post by Zilfer on Aug 14, 2010 16:52:01 GMT -5
That character above's stats would look like this...
Stat: Amount: Moddifier Str: 16 [+3] Dex: 13 [+1] Con: 14 [+2] Wis: 11 [+0] Char: 11 [+0]
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Post by Cain on Aug 14, 2010 17:31:45 GMT -5
Defense and Saving Throws
Defense: A high defense stat makes your character more difficult to damage. Defense stat starts at 10 plus your character's Dexterity modifiers and Armor bonuses. When you are attacked by a melee or ranged attack from your opponent he will make a roll from 1 - 20. If your total defense is greater then the roll plus the opponent's attack bonuses your character will take no damage.
Relfex: Reflexes determine your character's ability to dodge and react. Your base Reflex stat depends on your class and can be increased using your Dexterity modifiers. In order to successfully dodge your base Reflex + your Dex modifiers + a roll from 1 - 20 must be greater then the Difficulty Class (or DC for short) of the attack/power being used against you.
Fortitude: This save governs your character's ability to resist certain attacks and powers. Your base Fortitude stat depends on your class and can be increased using your Constitution modifiers. In order to successfully resist your base Fortitude + your Con modifiers + a roll from 1 - 20 must be greater then the Difficulty Class (or DC for short) of the attack/power being used against you.
Will: Your character's willpower, this determines a character's ability to resist most Force abilities. Your base Will stat depends on your class and can be increased using your Wisdom modifiers. In order to successfully resist a power your base Will + your Wis modifiers + a roll from 1 - 20 must be greater then the Difficulty Class (or DC for short) of the power being used against you.
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Post by Cain on Aug 14, 2010 18:32:17 GMT -5
Force Powers
Telekinesis I: Force Push Type: Universal Base FP Cost: 15 Description: Shoves an opponent back and causes them to suffer damage equal to the attacking character's level and become stunned for one turn. A Reflex save will allow the foe to take half damage and not be stunned. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Telekinesis II: Force Grip Type: Universal Prerequisite: Force Push + Level 6 Base FP Cost: 15 Description: Grips a foe with the force and immobilizes them from using melee or ranged attacks for three turns. The opponent will also take damage equal to 1/3 the attacking character's level for each turn they are caught in Force Grip. A Reflex save means the opponent is not affected by this power. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Telekinesis III: Force Repulse Type: Universal Prerequisite: Force Push + Force Grip + Level 12 Base FP Cost: 15 Description: All characters, friend and foe, within range of the attacking character are blasted back away from the attacking character. Those effected suffer one and a half times the attacking character's level in damage and be stunned for one turn. A successful Reflex save means the opponents will take half the damage and not be stunned. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Telekinesis IV: Force Crush Type: Dark Prerequisite: Force Push + Force Grip + Force Repulse + Level 15 + Sith Prestige Class Base FP Cost: 30 Description: The opponent is gripped with the Force and savagely crushed. The opponent suffers damage equal to a roll of 1d6 times the character's level. A Fortitude save reduces the damage by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Telekinesis V: Planet Driver Type: Dark Prerequisite: Force Push + Force Grip + Force Repulse + Force Crush + Level 18 + Sith Prestige Class Base FP Cost: 50 Description: The Force is used to smash and obliterate enemies, leaving only a creator in the earth behind. The opponent and all characters close to him suffer damage equal to a roll of 1d20 times the character's level to a max of 10 (10 - 200). Those effected are also stunned for one turn. A Fortitude save reduces the damage by half and the opponent is not stunned. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Force Speed Type: Universal Base FP Cost: 12 Description: The character boosts his bodies speed using the Force. The character gains a +2 to Defense and Reflex for the next 3 turns.
Knight Speed Type: Universal Prerequisite: Force Speed + Level 6 Base FP Cost: 12 Description: The character boosts his bodies speed to even greater levels using the Force. The character gains a +4 to Defense and Reflex for the next 3 turns.
Master Speed Type: Universal Prerequisite: Force Speed + Knight Speed + Level 12 Base FP Cost: 12 Description: The character boosts his body beyond the limits of what should be natural using the Force. The character gains a +4 to Defense and Reflex and gains an extra attack per turn for the next 3 turns.
Jedi Mind Trick Type: Universal Base FP Cost: 15 Description: The Force is used to manipulate or persuade others into taking actions of the user's choosing. A Will save negates this power's effects. DC: *Determined by the DM based on the request* + attacking character's level + attacking character's charisma modifiers.
Camouflage Type: Universal Base FP Cost: 12 Description: The Force is used to blend the user in with his surroundings and make him invisible to other characters. This power lasts for 3 turns or until the user attacks an opponent. A Will save will negate this power's effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Immersion Type: Universal Prerequisite: Camouflage + Level 9 Base FP Cost: 12 Description: The Force is used to blend the user in with his surroundings and make him invisible to other characters and also disappear in the Force. This power lasts for 3 turns or until the user attacks an opponent. A Will save negates this power's effects. DC: 15 + attacking character's level + attacking character's charisma and wisdom modifiers.
Force Deflection Type: Universal Prerequisite: Level 6 Base FP Cost: 10 Description: The Force is used to deflect aside energy based attacks without the use of a lightsaber. This includes blasters and all Force powers requiring a Fortitude save. Attacker's damage vs. A roll of 1d20 + user's level + user's wisdom modifiers. If the user succeeds the energy is deflected aside and the user takes no damage.
Force Redirect Type: Universal Prerequisite: Force Deflection + Level 12 Base FP Cost: 10 Description: The Force energy or blaster energy from an opponent's attack is deflected away from the user and redirected back at the opponent. This includes blasters and all Force powers requiring a Fortitude save. Attacker's damage vs. A roll of 1d20 + user's level + user's wisdom modifiers. If the user succeeds the energy is redirected back at the opponent causing him to suffer the damage instead of the user.
Battle Meditation Type:Universal Prerequisite: Prestige Class + Level 15 Base FP Cost: 20 Description: The Force is used to inspire the user's allies and demoralize his opponents. While Battle Meditation is in effect the user's allies gain a +4 to attack, damage and all saving throws. The user's opponents suffer a -4 to attack, damage and all saving throws. Battle Meditation is only in effect until the user's next turn. A Will saving throw will negate the negative effects of this power. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Precognition Type: Universal Prerequisite: Prestige Class Base FP Cost: 10 Description: The user is able to predict the movements of their opponents and see things before they happen. This power allows the user to add their wisdom modifier to their Reflex and Defense for the next five turns.
Force Body Type: Universal Base FP Cost: 5 Description: The user taps into their own bodies endurance to draw power for their Force abilities. For the next three turns Force Power cost is split 50/50 between the user's FP and HP.
Improved Force Body Type: Universal Prerequisite: Force Body + Level 6 Base FP Cost: 5 Description: The user taps into their own bodies endurance to draw power for their Force abilities. For the next three turns Force Power cost is split, 40% from FP and 40% from HP. Powers end up costing 20% less than normal.
Master Force Body Type: Universal Prerequisite: Force Body + Improved Force Body + Level 12 Base FP Cost: 5 Description: The user taps into their own bodies endurance to draw power for their Force abilities. For the next three turns Force Power cost is split, 30% from FP and 30% from HP. Powers end up costing 40% less than normal.
Force Resistance Type: Universal Prerequisite: Level 9 Base FP Cost: 20 Description: The user fortifies himself to guard against Force attacks. The attacking Force user does a roll of 1d20 + attacking character's level. Defending Force User has a DC 10 + level. If the attacker has a higher number then the defender, the Force Power is effective. This effect lasts for three turns.
Force Immunity Type: Universal Prerequisite: Force Resistance + Level 15 Base FP Cost: 20 Description: The user fortifies himself to guard against Force attacks. The attacking Force user does a roll of 1d20 + attacking character's level. Defending Force User has a DC 15 + level. If the attacker has a higher number then the defender, the Force Power is effective. This effect lasts for three turns.
Force Weapon Type: Universal Base FP Cost: 15 Description: The user imbues his lightsabers or melee weapons with the Force to increase their power. This power grants a +2 to damage dealt with lightsabers or melee weapons for the next three turns.
Force Blade Type: Universal Prerequisite: Force Weapon + Level 9 Base FP Cost: 15 Description: The user imbues his lightsabers or melee weapons with the Force to increase their power. This power grants a +4 to damage dealt with lightsabers or melee weapons for the next three turns. At any point during these three turns the user can dispel the Force power around their weapon and send it at an opponent. Damage done is equal to a roll of 10d6. A successful Reflex save will cause this attack to miss. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Thousand Knives of Anzu Type: Dark Prerequisite: Force Weapon + Force Blade + Level 18 + Kumori Prestige Class Base FP Cost: 50 Description: The foe is raked from all sides by blades of Force energy. Damage done is equal to a roll of 10d20. A successful Fortitude save will cause damage to be reduced by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Cure Type: Light Base FP Cost: 15 Description: The Force is used to heal and revitalize the user or one of his allies. The target is healed by 5 + the user's level + the user's charisma modifiers.
Heal Type: Light Prerequisite: Cure + Level 9 Base FP Cost: 15 Description: The Force is used to heal and revitalize the user and all his allies. Those effected are healed by 10 + the user's level + the user's charisma modifiers. Heal also neutralizes any negative effects to stats caused by other powers or items.
Catharsis Type: Light Prerequisite: Cure + Heal + Level 15 + Jedi Prestige Class Base FP Cost: 20 Description: The Force is used to purge, heal and revitalize the user and all his allies. Those effected are healed by 15 + the user's level + the user's charisma modifiers. Catharsis also neutralizes negative effects to stats and stun effects caused by other powers or items.
Force Aura Type: Light Base FP Cost: 10 Description: The Force surrounds the user and fortifies his defenses. The user gains a +2 to Defense and all saving throws for the next two turns.
Force Shield Type: Light Prerequisite: Force Aura + Level 6 Base FP Cost: 10 Description: The Force surrounds the user and fortifies his defenses. The user gains a +4 to Defense and all saving throws for the next two turns.
Force Armor Type: Light Prerequisite: Force Aura + Force Shield + Level 12 Base FP Cost: 10 Description: The Force surrounds the user and fortifies his defenses. The user gains a +6 to Defense and all saving throws for the next two turns.
Force Stun Type: Light Base FP Cost: 12 Description: The Force is used to confuse and confound an opponent, effectively paralyzing them from action and stunning them for one turn. A Will save allows the opponent to suffer no effects from this power. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Stasis Type: Light Prerequisite: Force Stun + Level 6 Base FP Cost: 12 Description: The Force is wrapped around a foe and used to hold them in place, stunning them for the next two turns. A Will save allows the opponent to suffer no effects from this power. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Stasis Field Type: Light Prerequisite: Force Stun + Stasis + Level 12 Base FP Cost: 12 Description: The Force is wrapped around all foes near the attacking character, stunning them for the next two turns. A Will save allows the opponents to suffer no effects from this power. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Force Valor Type: Light Base FP Cost: 15 Description: The Light Side is used to fortify and strengthen the user and all his allies. To those effected, a +2 bonus is granted to all stats and all saving throws for the next two turns.
Knight Valor Type: Light Prerequisite: Force Valor + Level 6 Base FP Cost: 15 Description: The Light Side is used to fortify and strengthen the user and all his allies. To those effected, a +3 bonus is granted to all stats and all saving throws for the next two turns.
Master Valor Type: Light Prerequisite: Force Valor + Knight Valor + Level 12 Base FP Cost: 15 Description: The Light Side is used to fortify and strengthen the user and all his allies. To those effected, a +5 bonus is granted to all stats and all saving throws for the next two turns.
Stun Droid Type: Light Base FP Cost: 8 Description: A weak jolt of electricity is sent through a droid opponent, stunning them for one turn. A Fortitude save against this power means the droid is not stunned. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Disable Droid Type: Light Prerequisite: Stun Droid + Level 6 Base FP Cost: 8 Description: A charge of electricity is sent through a droid, causing damage equal to the attacking character's level and stunning them for one turn. A Fortitude save against this power means the droid takes half the damage and is not stunned. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Destroy Droid Type: Light Prerequisite: Stun Droid + Disable Droid + Level 12 Base FP Cost: 8 Description: A charge of electricity is sent through a droid, causing damage equal to a roll of 1d6 times attacking character's level and stunning them for one turn. A Fortitude save against this power means the droid takes half the damage and is not stunned. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Force Veil Type: Light Base FP Cost: 15 Description: A veil is created around the user with the Light side of the Force. This power absorbs the first 10 points of damage dealt to the user. All damage taken after that is applied as normal.
Force Barrier Type: Light Prerequisite: Force Veil + Level 9 Base FP Cost: 15 Description: A barrier is created around the user with the Light side of the Force. This power absorbs the first 30 points of damage dealt to the user. All damage taken after that is applied as normal.
Wall of Light Type: Light Prerequisite: Force Veil + Force Barrier + Level 15 + Jedi Prestige Class Base FP Cost: 15 Description: A wall is created around the user with the Light side of the Force. This power absorbs the first 50 points of damage dealt to the user. All damage taken after that is applied as normal.
Growth Type: Light Prerequisite: Level 6 Base FP Cost: 20 Description: The light side of the Force is used to accelerate the growth of nearby plant life that is used to ensnare a foe. If it hits Growth inflicts a -2 penalty to Defense and Reflex for the next three turns. A successful Reflex save negates this power's effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Surge Type: Light Prerequisite: Growth + Level 12 Base FP Cost: 20 Description: The light side of the Force is used to accelerate the growth of nearby plant life that is used to ensnare all foes surrounding the user. If it hits Surge inflicts a -4 penalty to Defense and Reflex to all those affected for the next three turns. A successful Reflex save negates this power's effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Scholar Type: Light Prerequisite: Level 9 Base FP Cost: 5 Description: The user taps into the Force around them to replenish FP. FP is automatically replenished by the user's level + the user's wisdom modifiers for the next five turns.
Prophet Type: Light Prerequisite: Scholar + Level 18 Base FP Cost: 5 Description: The user taps into the Force around them to replenish the Force Points of themselves and their allies. FP is automatically replenished to all affected by the user's level + the user's wisdom modifiers for the next five turns.
Revitalize Type: Light Prerequisite: Level 9 Base FP Cost: 50 Description: The life energy of the Force is used to revive a fallen ally. The revived ally is brought back to life with 10% of their maximum HP.
Pulse of Life Type: Light Prerequisite: Revitalize + Level 18 + Jedi Prestige Class Base FP Cost: 50 Description: The life energy of the Force is used to revive all of the user's fallen allies. The revived allies are brought back to life with 20% of their maximum HP.
Crucitorn Type: Light Prerequisite: Jedi Prestige Class + Level 12 Base FP Cost: 25 Description: A Force technique that allows the Jedi to transcend physical pain beyond the normal limits. After using Crucitorn the Jedi's HP cannot fall below 1 for the next three turns. After the effects of Crucitorn wear off this power cannot be used again.
Shock Type: Dark Base FP Cost: 15 Description: Attack a foe with a jolt of lightning. Damage is equal to a roll of 1d6 times the attacking character's level to a max of 10 (10-60). A Reflex saving throw will allow the opponent to dodge the attack. If it should hit, a successful Fortitude saving throw will reduce the damage done by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Force Lightning Type: Dark Prerequisite: Shock + Level 9 Base FP Cost: 15 Description: A volley of forking lightning bolts are used to raze an opponent. It cannot be dodged. Damage is equal to a roll of 1d6 times the attacking character's level to a max of 10 (10-60). A successful Fortitude saving throw will reduce the damage done by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Force Storm Type: Dark Prerequisite: Shock + Force Lightning + Level 15 Base FP Cost: 15 Description: A fierce electrical storm is rained down on all surrounding characters. It cannot be dodged. Damage is equal to a roll of 1d6 times the attacking character's level to a max of 10 (10-60). Force Storm also drains the foe's FP by an amount equal to the damage done. A successful Fortitude saving throw will reduce the damage done by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Fear Type: Dark Base FP Cost: 12 Description: A wave of fear and uncertainty wash over an opponent effectively paralyzing him for one turn. A Will save against this power will negate its effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Horror Type: Dark Prerequisite: Fear + Level 6 Base FP Cost: 12 Description: A wave of intense fear and confusion wash over an opponent effectively paralyzing him for the next two turns. A Will save against this power will negate its effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Insanity Type: Dark Prerequisite: Fear + Horror + Level 12 Base FP Cost: 12 Description: A wave of intense fear and confusion wash over all foes around the user effectively paralyzing them for the next two turns. A Will save against this power will negate its effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Slow Type: Dark Base FP Cost: 15 Description: An insidious use of the Force. The Dark Side is used to make an opponent feel dizzy and disoriented. The effect is a -2 penalty to all stats and all saving throws for the next two turns. A Will save against this power will negate its effects. DC: DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Affliction Type: Dark Prerequisite: Slow + Level 6 Base FP Cost: 15 Description: An insidious use of the Force. The Dark Side is used to make an opponent feel sluggish and ill. The effect is a -3 penalty to all stats and all saving throws for the next two turns. A Will save against this power will negate its effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Plague Type: Dark Prerequisite: Slow + Affliction + Level 12 Base FP Cost: 15 Description: An insidious use of the Force. The Dark Side is used to make an opponent react as if violently ill. The effect is a -5 penalty to all stats and all saving throws for the next two turns. A save against this power is impossible. DC: 100
Fury Type: Dark Base FP Cost: 12 Description: The user taps into their anger for additional power. The result is a +2 bonus to Strength and all saving throws and a -1 to Defense for the next two turns.
Rage Type: Dark Prerequisite: Fury + Level 6 Base FP Cost: 12 Description: The user taps into their anger for additional power. The result is a +4 bonus to Strength and all saving throws and a -2 to Defense for the next two turns.
Berserk Type: Dark Prerequisite: Fury + Rage + Level 12 + Sith Prestige Class Base FP Cost: 12 Description: The user gives in fully to their anger for additional power. The result is a +6 bonus to strength and all saving throws, immunity to all stun effects, and a -3 to Defense for the next two turns.
Drain Life Type: Dark Prerequisite: Level 9 Base FP Cost: 15 Description: The Dark side is used to rip the life force from an opponent and used to revitalize the attacker. Damage done is equal to a roll of 1d4 times the user's level to a max of 10 (10-40). The attacker is healed by the amount of damage done. A Will save will cause the damage done to be reduced by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Death Field Type: Dark Prerequisite: Drain Life + Level 15 Base FP Cost: 15 Description: The Dark side is used to rip the life force from all opponents surrounding the attacker and used to revitalize him. Damage done is equal to a roll of 1d4 times the user's level to a max of 10 (10-40). The attacker is healed by the total amount of damage done. A Will save will cause the damage done to be reduced by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Drain Force Type: Dark Prerequisite: Level 6 Base FP Cost: 5 Description: The Dark side is used to rip the Force from an opponent and used to replenish the FP of the attacker. This power draws 10 FP from the opponent. A successful Will save causes the amount drained to be reduced by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Rip Force Type: Dark Prerequisite: Drain Force + Level 12 Base FP Cost: 5 Description: The Dark side is used to rip the Force from an opponent and used to replenish the FP of the attacker. This power draws 30 FP from the opponent. A successful Will save causes the amount drained to be reduced by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Consume Type: Dark Prerequisite: Drain Force + Rip Force + Level 18 + Sith Prestige Class Base FP Cost: 5 Description: The attacker consumes an opponent's Force Power. This power draws 50 FP from the opponent. The attacker also steals any positive or negative effects of Force Powers the opponent currently had in use. A successful Will save causes the amount drained to be reduced by half and prevents the attacker from stealing Force Power effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Force Scream Type: Dark Base FP Cost: 12 Description: The user amplifies the sound of their voice with the Force to create a horrible scream that damages all foes in front of the user. Damage is equal to a roll of 3d6. A Will save will reduce the damage done by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Improved Scream Type: Dark Prerequisite: Force Scream + Level 9 Base FP Cost: 12 Description: The user amplifies the sound of their voice with the Force to create a horrible scream that damages all foes in front of the user. Damage is equal to a roll of 5d6. A Will save will reduce the damage done by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Master Scream Type: Dark Prerequisite: Force Scream + Improved Scream + Level 15 Base FP Cost: 12 Description: The user amplifies the sound of their voice with the Force to create a horrible scream that damages all foes surrounding the user. Damage is equal to a roll of 7d6. A Will save will reduce the damage done by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Wound Type: Dark Base FP Cost: 15 Description: The Force is used to squeeze the airway of a foe and make it difficult for them to breathe. The foe is immobilized for one turn during which they suffer damage equal to the attacking character's level. A successful Fortitude save makes this power fail. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Force Choke Type: Dark Prerequisite: Wound + Level 9 Base FP Cost: 15 Description: The Force is wrapped around an opponent's neck and used to violently choke them. The foe is immobilized for two turns during which they suffer damage equal to the attacking character's level each turn. A successful Fortitude save makes this power fail. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Kill Type: Dark Prerequisite: Wound + Force Choke + Level 15 Base FP Cost: 15 Description: The victim is lifted off the ground only to have their neck viciously crushed with the Force before being tossed aside. The foe is immobilized for two turns during which they suffer damage equal to twice the attacking character's level each turn. A successful Fortitude save makes this power fail. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Lightning: Shield Type: Dark Prerequisite: Force Lightning + Level 12 Base FP Cost: 20 Description: The user surrounds themselves with a shield made of Force Lightning. The shield lasts three turns and grants a +4 to Fortitude and immunity to opponent's electric based attacks. At any point after casting Lightning Shield during those three turns the shield can be dispelled by the user, damaging all characters close to the user. Damage is equal to a roll of 1d6 times the attacking character's level to a max of 10 (10-60). A successful Fortitude saving throw will reduce the damage done by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Lightning: Weapon Type: Dark Prerequisite: Force Lightning + Level 12 Base FP Cost: 20 Description: The user's lightsaber or melee weapons are imbued with dark side lightning for up to three turns. During this time the user gains a +4 to damage with lightsabers or melee weapons. At any point after casting Lightning Weapon during those three turns the lightning can be dispelled and sent at a single foe. Damage is equal to a roll of 1d6 times the attacking character's level to a max of 10 (10-60). A successful Fortitude saving throw will reduce the damage done by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Dark Side Resuscitation Type: Dark Prerequisite: Sith Prestige Class + Level 12 Base FP Cost: 50 Description: A dark use of the Force, the attacker uses the dark side to reanimate the corpses of fallen foes or allies to fight along side him. Reanimated corpses have 10% of their maximum health. They are controlled by the user of Dark Side Resuscitation and have all the stats and abilities they did in life. A successful Will save will allow the reanimated victim to take back control of their own character. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Shadow Arts: Shadow Clone Type: Universal Prerequisites: Kumori Prestige Class Base FP Cost: 30 Description: The Force is used to create the illusion of an attacker that may attack with the user until the clone suffers damage. All clones have stats that match the user's base stats (bonus' provided by Force Powers and items are not applied) with the exception of HP which is always valued at 1. Once a clone is defeated it disappears from the battle.
Shadow Arts: Konisou Type: Dark Prerequisites: Kumori Prestige Class Base FP Cost: 20 Description: The user focuses on the Dark Side in order to attract the souls of the d**ned which drag them down into the void. Using this power transports the user into the void. While inside the void the user is invulnerable to all attacks and powers that do not require a Will save, but also cannot attack others who are not in the void. While inside the void, the user suffers damage each turn equal to a roll (1d6) times the number of turns they have been in the void.
Shadow Arts: Tsukikage Type: Dark Prerequisites: Kumori Prestige Class + Shadow Clone + Konisou + Level 15 Base FP Cost: 50 Description: The Force is used to dominate the senses of an opponent and project realistic images and scenarios into the foe's subconscious. The foe is immobilized until they can make a successful Will save. Tsukikage can only be used on one foe at a time but also only has to be used once. After the initial use of the power the opponent will remain trapped in Tsukikage until they make a successful Will save or they die. DC: 5 + attacking character's level + attacking character's charisma modifiers.
Force Meld Type: Light Prerequisite: Jedi Prestige Class Base FP Cost: 15 Description: The user melds through the Force with all allies around him who also are using Force Meld, Battle Meld or Master Meld for the next three turns. During these turns, the remaining FP of all those participating in the meld becomes available for those using Force Meld to use, taking equally from each member's FP for each Force Power cast.
Battle Meld Type: Light Prerequisite: Jedi Prestige Class + Force Meld + Level 12 Base FP Cost: 15 Description: The user melds through the Force with all allies around him who also are using Force Meld, Battle Meld or Master Meld for the next three turns. During these turns, the remaining FP and HP of all those participating in the meld becomes available for those using Battle Meld to use, taking equally from each member's FP and HP for each Force Power cast and all damage taken.
Master Meld Type: Light Prerequisite: Jedi Prestige Class + Force Meld + Battle Meld + Level 15 Base FP Cost: 25 Description: The user melds through the Force with all allies around him who also are using Force Meld, Battle Meld or Master Meld for the next three turns. During these turns, the remaining FP and HP of all those participating in the meld becomes available for those using Master Meld to use, taking equally from each member's FP and HP for each Force Power cast and all damage taken. In addition, the users stat modifiers become the sum total of all the modifiers of those participating in the meld.
Dark Fist Type: Dark Prerequisite: Sith Prestige Class Base FP Cost: 30 Description: The Dark Side is wrapped around the user's fist and then hurled at an opponent to shatter their defenses. If it hits, this power causes damage equal to twice the attacking character's level as well as neutralizing any boosts to stats or saving throws caused by Force Powers or Items for the next two turns. A successful Reflex save will cause this power to miss. If it hits, a successful Fortitude save will cause the opponent to take half the damage and suffer no negative effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Death Blow Type: Dark Prerequisite: Sith Prestige Class + Dark Fist + Level 15 Base FP Cost: 30 Description: The Dark Side is wrapped around the user's fist and then hurled at an opponent to obliterate their defenses. If it hits, this power causes damage equal to two and a half times the attacking character's level as well as neutralizing any boosts to stats or saving throws caused by Force Powers or Items. Additionally, the foe will suffer a -2 to all stats and all saving throws as well as having their Defense stat cut in half for two turns. A successful Reflex save will cause this power to miss. If it hits, a successful Fortitude save will cause the opponent to take half the damage and suffer no negative effects. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Alter Environment: Heat Wave Type: Universal Prerequisite: Prestige Class + Level 18 Base FP Cost: 25 Description: The Force is used to increase the temperature of the air to intolerable levels for the next five turns. Damage is done to all opponents equal to half the user's level for each turn Heat Wave is in effect as well as a -3 to all saving throws. A Fortitude save against this power will negate the negative effects and cause the damage done to be reduced by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Alter Environment: Deep Freeze Type: Universal Prerequisite: Prestige Class + Level 18 Base FP Cost: 25 Description: The Force is used to decrease the temperature of the air to sub zero levels for the next five turns. Damage is done to all opponents equal to half the user's level for as long as Deep Freeze is in effect as well as a -3 penalty to damage and Defense. A successful Fortitude save will negate the negative effects of this power and cause the damage done to be reduced by half. DC: 5 + attacking character's level + attacking character's charisma and wisdom modifiers.
Alter Environment: Fog Type: Universal Prerequisite: Prestige Class + Level 18 Base FP Cost: 25 Description: The Force is used to increase the moisture in the air and create a thick fog on the battlefield for the next five turns. While this power is in effect all participants gain a +10 to Defense.
Alter Environment: Storm Type: Universal Prerequisite: Prestige Class + Level 18 Base FP Cost: 25 Description: The Force is used to condense the air in the atmosphere and summon up a fierce storm. A bolt of lightning is then coaxed from the sky an into an opponent. A successful Reflex save means this power misses. If it hits damage done is equal to a roll of 1d20 times the attacking character's wisdom modifier plus charisma modifier. A successful Fortitude save will reduce the damage done by half. DC: 5 + attacking character's level + attacking character's charisma.
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Post by elifain on Aug 19, 2010 2:55:31 GMT -5
Dunno if its already stated, but might wanna draw up a list of classes, prestige classes, and the like. Also, prices for weapons, armor, and inventory related things. xp between levels, and that. Other than that, it looks pretty good so far.
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Post by Zilfer on Aug 22, 2010 21:13:19 GMT -5
Got a request Cain. Could you add this code for the dice roller to this board or sub category? It needs to go in the footer section. I want to show you how it looks/works, and you can decide if you like this dice roller better or not. This puts an actual button inside the "reply" post near all the other buttons like bold, center, italic's ect.
<style type="text/css"> .dicebg {background-color: FFFFFF;border:solid 2px #000000;} .dicefont {background-color: FFFFFF;color: 000000; font-weight:bold;} </style> <script> //Dice Rolls In Posts v1.1
//Copyright 4-23-2007 ~Wonder //May be reposted anywhere as long as this header remains in tact
//Do you want the dice to line of horizontally(true) or vertically(false) diceAlignment=true;
//Enter URL of the image you want to appear as the dice ubbc button UBBCdiceImage="http://img100.imageshack.us/img100/6118/diceicon9rx.gif";
//Enter the default # of sides defaultSides=6;
//Enable dice in preview? true or false enablePreview=true;
rs="";mainForm=""; if(document.postForm) { mainForm=document.postForm; if(location.href.match(/action\=modifypost/)){enablePreview=true;} mainForm.color.parentNode.innerHTML+="<a href=javascript:add(\"[dice="+defaultSides+"]\",\"\")><img src=\""+UBBCdiceImage+"\" alt=\"Insert Dice Roll\" border=\"0\"></a>"; mainForm.onsubmit=addRand; mainForm.message.value=mainForm.message.value.replace(/(\[rand\=\d+\])/ig,""); rs=RegExp.$1; rs=(/\[rand\=/.test(rs))?rs:""; if(location.href.match(/quote\=\d+/)) { mainForm.message.value=mainForm.message.value.replace(/(\[dice\=\d+\])/ig,""); rs=""; } } else if(location.href.match(/action\=display/)) { ta=document.getElementsByTagName("textarea"); if(ta.length>0 && ta[0].name=="message") { mainForm=ta[0].parentNode; mainForm.onsubmit=addRand; } }
/////////////////////// if(location.href.match(/action\=(display|pmview|recent|userrecentposts|gotopost|search|calendarview)/) || (!location.href.match(/action\=/) && document.postForm && enablePreview)) { hr=document.getElementsByTagName("hr"); for(i=0;i<hr.length;i++) { if(typeof(hr[i].parentNode)!="undefined" && hr[i].parentNode.tagName=="TD" && typeof(hr[i].parentNode.lastChild)!="undefined" && typeof(hr[i].parentNode.lastChild.lastChild)!="undefined" && hr[i].parentNode.lastChild.lastChild.nodeType!=1) { n=hr[i].parentNode.lastChild; rand=n.innerHTML.match(/\[rand\=\d+\]/); if(rand!=null) { n.innerHTML=n.innerHTML.replace(rand[0],""); rand=rand[0].replace(/[^\d]/g,""); dice=n.innerHTML.match(/\[dice\=\d+(\+\d+)?\]/ig); if(dice!=null) { for(k=0;k<dice.length;k++) { numb=dice[k].match(/\d+(\+\d+)?/); numb=numb[0].split("+"); addon=numb.length>1?parseInt(numb[1],10):0; numb=parseInt(numb[0],10); roll=Math.round((parseFloat(rand.substring(k,k+2)+"."+rand.substring(k+2,rand.length))/100)*(numb-1))+1+addon; n.innerHTML=n.innerHTML.replace(dice[k],"<table "+(diceAlignment?"style=\"display:inline\"":"")+" border=0 cellpadding=0 cellspacing=0><tr><td><table class=dicebg cellpadding=1 cellspacing=0><tr><td><center><font class=dicefont size=\"+1\"><b>"+roll+"</b><br><font size=\"1\">"+numb+" sides"+(addon>0?"+"+addon:"")+"</font></font></center></td></tr></table></td></tr></table> "); } } } } } } function addRand() { mainForm.message.value=mainForm.message.value.replace(/(\[rand\=\d+\])/ig,""); if((rs.length==0 && mainForm.message.value.match(/(\[dice\=\d+(\+\d+)?\])/)) && (enablePreview==true || (enablePreview==false && mainForm.nextaction.value=="post"))) { mainForm.message.value+="[rand="+(Math.random()+"").replace(/0\./,"")+(Math.random()+"").replace(/0\./,"")+(Math.random()+"").replace(/0\./,"")+( Math.random()+"").replace(/0\./,"")+"]"; } else { mainForm.message.value+=rs; } disable(mainForm); } </script>
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Post by Zilfer on Aug 23, 2010 21:49:12 GMT -5
Weapons: Want to see some blood? We do to, feel free to look through our stock of melee weapons for some brain splitting, head cracking fun. Normal Weapons*:Dagger: 1D4 50 CreditsShortsword: 1D6 100 CreditsLongsword: 1D8 200 Credits Vibroweapons*: Vibroweapons have an Ultrasonic generator in the base of the hilt to make the blade vibrate many times in a second. The vibrations increase the cutting power of these blades making them do more damage. Unfortunately these are dangerous to use against electrical weapons for the blades conduct electricity, and can force the generator to overload taking off your hand. Careful! VibroDagger: 1D4 * 2 or 2D4 200 CreditsVibroBlade: 1D6 * 2 or 2D6 400 CreditsVibroSword: 1D8 * 2 or 2D8 800 Credits *Cortosis weave can be added to these weapons to be able to resist a lightsaber battle. (Not sure if we should add a price to this or not, or if we'll even take this into account since we probably won't be attacking eachother's items instead of trying to hit the HP. If we will then i suggest an additional price for Cortosis weave) Blasters: Don't like to get in close and personal? Well here's our stock of ranged weapons. Low power: Civilian blasters for self defense, good to have on you when those creepers in the alleyway decide to get wise with you. Not the strongest blasters but they'll get the job done. Comes with a Stun setting. Low Power Pistol: 1D6 (two shots per round) 100 CreditsLow Power Rifle: 1D8 (Two shots per round) 250 Credits Ion: Need to take out an annoying group of droids? Ion shoots charged bolts of energy to mess with the circuits of a droid. Not very effective in a dog fight with humans however! Ion Blaster: 2D6 against droids or 1D3 against humans. 100 CreditsIon Rifle: 2D8 Against droids or 1d4 against humans. 250 CreditsDisruptor: High powered and often Illegal in most parts of the galaxy. These guns are known to vaporize an individual with just a glancing blow. If your caught with one of these weapons its well within the law to imprison you for 10 years. Because of the deadly nature of this weapon and the power it takes to power the shots most clips will not have very many shots, so pick your shots wisely. Disruptor Pistol: 1D20 (Good for 1 shot per 2 levels) 2,000 CreditsDisruptor Rifle: 1D30 (Good for 1 shot per 2 levels) 4,000 CreditsSlug throwers: For those of you who like the good old days where you didn't shoot colorful lasers at eachother, but rather slugs of metal. These guns shots are nearly impossible to block with a lightsaber and nearly as impossible to see. For those of you who want to hunt Jedi, or prefer to see a little blood. Some are powered by magnetic propulsion, while others are powered by explosive propulsion. Pistol: 1D6 (Two shots Per round) 200 CreditsRifle: 1D8 (Two Shots Per round) 500 Credits
Medicine: Down in a fight? Loosing but not out? Won't be able to make it without a pick me up? Well browse through the shops medical supplies to save your ass when you are in a bind. Kolto Pack: Heals 1D10 500 CreditsBacta Pack: Heals 1D20 1,000 CreditsI say resurections for character should cost the Character's Level * 1,000 Credits. And that's how much it should be if their party gets wiped but they still want their character. Or maybe we should have them deal with loosing the character permanently? Donno your decision.
Grenades: Need to clear a room? Well we have just the thing to make the room go boom. Grenades can even effect more then one target if your lucky enough. (DM chooses if it effects multiple people) Every single grenade gets a reflex save to half the damage from the Grenade. DC 15 Stun Grenade: Chance of stunning. DC 15 (Fortitude) (Reflex also negates) Sonic Grenade: 1D8 with a chance of stun. DC 10 (Fortitude save) (Reflex negates stun as well) Frag Grenade: 1D10 to surrounding enemies. Plasma Grenade: 1D15 to surrounding enemies. Thermal Dentonator: 1D20
I have an idea for a sort of Russian roulette item. Basically I got it from a custom Item that our DM in dungeons and dragons made up. he calls it Dragon Ale. Basically you make a saving throw to see if it effects you and it can only effect you once in your life. If you miss the saving throw something happens. (most people who buy it are trying to miss the saving throw anyways) Now it's a 50% chance of something good or a 50% chance of something bad. We roll a 1D6. Even's good, odd's bad. Once we determine if it's good or bad, we roll to see what stat it effects. In our case 1D5 in DnD our case is 1D6. Say they roll a 3. You go down the list. Str: Dex: Con: <--- this is effected. Wis: Char: Then they roll another 1D6 divided by 2 and rounded up to see how much + or - they get. So for example I miss the saving throw of DC 15. Then i roll a 3 on my dice. It's going to be a negative effect. I then roll a 2 so my dex is effected. I'm hoping to god it's not a 6 on the next die. Then i roll and it's a 6/2= 3. So I lose 3 dex. It's a very iffy thing to do because you can either gain alot or loose alot. Just an interesting item to put out there.
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Post by Cain on Sept 9, 2010 19:23:41 GMT -5
Feats
Armor Proficiency: Light Description: This allows you to wear light armor. Standard for: All classes
Armor Proficiency: Medium Description: This allows you to wear medium armor. Standard for: Soldier, Scout
Armor Proficiency: Heavy Description: This allows you to wear heavy armor. Standard for: Soldier
Weapon Proficiency: Blaster Pistols Description: Allows you to use pistols Standard for: All Classes
Weapon Focus: Blaster Pistols Prerequisite: Weapon Proficiency: Blaster Pistols Description: Grants a +1 to hit with Pistols. Standard for: Soldier, Scout, Smuggler
Weapon Specialization: Blaster Pistols Prerequisite: Weapon Focus: Blaster Pistols + Level 5 Description: Grants a +2 to hit with Pistols. Standard for: Soldier, Scout, Smuggler
Weapon Proficiency: Blaster Rifles Description: Allows you to use rifles. Standard for: All Classes
Weapon Focus: Blaster Rifles Prerequisite: Weapon Proficiency: Blaster Rifles Description: Grants a +1 to hit with Rifles. Standard for: Soldier
Weapon Specialization: Blaster Rifles Prerequisite: Weapon Focus: Blaster Rifles + Level 5 Description: Grants a +2 to hit with Rifles. Standard for: Soldier
Weapon Proficiency: Melee Weapons Description: Allows you to use melee weapons such as swords and staffs. Standard for: All Classes
Weapon Focus: Melee Weapons Prerequisite: Weapon Proficiency: Melee Weapons Description: Grants a +1 to hit with Melee Weapons. Standard for: Soldier
Weapon Specialization: Melee Weapons Prerequisite: Weapon Focus: Melee Weapons + Level 5 Description: Grants a +2 to hit with Melee Weapons.
Weapon Proficiency: Lightsabers Prerequisite: Guardian, Sentinel, Consular Description: Allows you to use a lightsaber. Standard for: Guardian, Sentinel, Consular
Weapon Focus: Lightsabers Prerequisite: Weapon Proficiency: Lightsabers Description: Grants a +1 to hit with a lightsaber. Standard for: Guardian
Weapon Specialization: Lightsabers Prerequisite: Weapon Focus: Lightsabers + Level 5 Description: Grants a +2 to hit with a lightsaber.
Dueling Description: This feat provides a +1 bonus to hit and defense when using a single weapon in one hand and none in the other or are unarmed.
Improved Dueling Prerequisite: Dueling + Level 4 Description: This feat provides a +2 bonus to hit and defense when using a single weapon in one hand and none in the other or are unarmed.
Master Dueling Prerequisite: Improved Dueling + Level 8 Description: This feat provides a +3 bonus to hit and defense when using a single weapon in one hand and none in the other or are unarmed.
Two Weapon Fighting Description: This feat reduces the penalty for dual wielding two weapons to -6/-6.
Improved Two Weapon Fighting Prerequisite: Two Weapon Fighting + Level 4 Description: This feat reduces the penalty for dual wielding two weapons to -4/-4.
Master Two Weapon Fighting Prerequisite: Improved Two Weapon Fighting + Level 8 Description: This feat reduces the penalty for dual wielding two weapons to -2/-2.
Toughness Description: Adds 1 extra Hit Point per level including all previous levels.
Improved Toughness Prerequisite: Toughness + Level 4 Description: In addition to the bonus from Toughness, this feat adds a 10% reduction in damage done over 20 points.
Master Toughness Prerequisite: Improved Toughness + Level 8 Description: In addition to the bonuses from the previous two feats, this feat adds an additional 1 Hit Point per level, including all previous levels.
Conditioning Description: This feat grants a +1 bonus to all saving throws.
Improved Conditioning Prerequisites: Conditioning + Level 4 Description: This feat grants a +2 bonus to all saving throws.
Master Conditioning Prerequisites: Improved Conditioning + Level 8 Description: This feat grants a +3 bonus to all saving throws.
Critical Strike Description: This feat can only be used with Melee weapons or a lightsaber. When used the character's critical threat range is doubled and their defense is reduced by -5 until their next turn. If the opponent fails a Fortitude save they are stunned for one turn. DC: Character's level + Strength Modifier
Improved Critical Strike Prerequisite: Critical Strike + Level 4 Description: This feat can only be used with Melee weapons or a lightsaber. When used the character's critical threat range is tripled and their defense is reduced by -5 until their next turn. If the opponent fails a Fortitude save they are stunned for one turn. DC: Character's level + Strength Modifier
Master Critical Strike Prerequisite: Improved Critical Strike + Level 8 Description: This feat can only be used with Melee weapons or a lightsaber. When used the character's critical threat range is quadrupled and their defense is reduced by -5 until their next turn. If the opponent fails a Fortitude save they are stunned for one turn. DC: Character's level + Strength Modifier
Flurry Description: This feat allows the user to use one extra melee attack per turn. All attacks using Flurry suffer a -4 to hit. The user also suffers a -4 to their defense for one turn.
Improved Flurry Prerequisite: Flurry + Level 4 Description: This feat allows the user to use one extra melee attack per turn. All attacks using Improved Flurry suffer a -2 to hit. The user also suffers a -2 to their defense for one turn.
Master Flurry Prerequisite: Improved Flurry + Level 8 Description: This feat allows the user to use one extra melee attack per turn.
Power Blast Description: This feat can only be used with ranged weapons. When used, Power Blast grants one shot with a ranged weapon with a +3 bonus to damage.
Improved Power Blast Prerequisite: Power Blast + Level 4 Description: This feat can only be used with ranged weapons. When used, Improved Power Blast grants one shot with a ranged weapon with a +7 bonus to damage.
Master Power Blast Prerequisite: Improved Power Blast + Level 8 Description: This feat can only be used with ranged weapons. When used, Master Power Blast grants one shot with a ranged weapon with a +12 bonus to damage.
Rapid Shot Description: This feat allows the user to use one extra ranged attack per turn. All attacks using Rapid Shot suffer a -4 to hit. The user also suffers a -4 to their defense for one turn.
Improved Rapid Shot Prerequisite: Rapid Shot + Level 4 Description: This feat allows the user to use one extra ranged attack per turn. All attacks using Improved Rapid Shot suffer a -2 to hit. The user also suffers a -2 to their defense for one turn.
Master Rapid Shot Prerequisite: Improved Rapid Shot + Level 8 Description: This feat allows the user to use one extra ranged attack per turn.
Sniper I Prerequisite: Level 4 + Weapon Focus: Blaster Pistol + Weapon Focus: Blaster Rifle Description: This feat grants a +1 damage bonus to all ranged attacks as well as applying a -2 penalty to all deflection rolls used against the user's ranged attacks. This does not apply to grenades.
Sniper II Prerequisite: Level 8 + Sniper I Description: This feat grants a +2 damage bonus to all ranged attacks as well as applying a -4 penalty to all deflection rolls used against the user's ranged attacks. This does not apply to grenades.
Sniper III Prerequisite: Level 12 + Sniper II Description: This feat grants a +3 damage bonus to all ranged attacks as well as applying a -6 penalty to all deflection rolls used against the user's ranged attacks. This does not apply to grenades.
Sniper IV Prerequisite: Level 15 + Sniper III Description: This feat grants a +4 damage bonus to all ranged attacks as well as applying a -8 penalty to all deflection rolls used against the user's ranged attacks. This does not apply to grenades.
Sniper V Prerequisite: Level 18 + Sniper IV Description: This feat grants a +5 damage bonus to all ranged attacks as well as applying a -10 penalty to all deflection rolls used against the user's ranged attacks. This does not apply to grenades.
Dual Strike Description: While attacking an enemy that another party member is also attacking, you receive a +2 bonus to hit.
Improved Dual Strike Prerequisite: Dual Strike + Level 4 Description: While attacking an enemy that another party member is also attacking, you receive a +4 bonus to hit.
Master Dual Strike Prerequisite: Improved Dual Strike + Level 8 Description: While attacking an enemy that another party member is also attacking, you receive a +6 bonus to hit.
Jedi Defense Prerequisite: Guardian, Sentinel, Consular Description: This feat allows the Force user to block blaster bolts if they have a lightsaber equipped. The deflection roll = 1D20 + Dexterity Modifiers. DC = The modified attack roll of the incoming blaster bolt. If the DC is exceeded by 10 or more the blaster bolt is deflected back at the attacker. If the user is within three meters (roughly) of the attacker the user suffers a -10 to the deflect roll. Standard for: Guardian, Sentinel, Consular
Improved Jedi Defense Prerequisite: Jedi Defense + Level 4 Description: Adds +3 to the deflection roll. This feat allows the Force user to block blaster bolts if they have a lightsaber equipped. The deflection roll = 1D20 + Dexterity Modifiers. DC = The modified attack roll of the incoming blaster bolt. If the DC is exceeded by 10 or more the blaster bolt is deflected back at the attacker. If the user is within three meters (roughly) of the attacker the user suffers a -10 to the deflect roll.
Master Jedi Defense Prerequisite: Improved Jedi Defense + Level 8 Description: Adds +6 to the deflection roll. This feat allows the Force user to block blaster bolts if they have a lightsaber equipped. The deflection roll = 1D20 + Dexterity Modifiers. DC = The modified attack roll of the incoming blaster bolt. If the DC is exceeded by 10 or more the blaster bolt is deflected back at the attacker. If the user is within three meters (roughly) of the attacker the user suffers a -10 to the deflect roll.
Instinct Description: Adds a +2 to all Initiative rolls. Standard for: Smuggler
Improved Instinct Prerequisite: Instinct + Level 4 Description: Adds a +4 to all Initiative rolls.
Master Instinct Prerequisite: Improved Instinct + Level 8 Description: Adds a +6 to all Initiative rolls.
Patience Prerequisite: Level 4 Description: The users Initiative is always last (rolls only necessary for two or more users with Patience, Anticipation or Zen). In exchange for their patience the user is granted a +1 bonus to saving throws.
Anticipation Prerequisite: Patience + Level 8 Description: The users Initiative is always last (rolls only necessary for two or more users with Patience, Anticipation or Zen). In exchange for their patience the user is granted a +2 bonus to saving throws and Defense.
Zen Prerequisite: Anticipation + Level 12 Description: The users Initiative is always last (rolls only necessary for two or more users with Patience, Anticipation or Zen). In exchange for their zen like patience the user is granted a +3 bonus to saving throws, Defense, and damage.
Weapon Finesse: Melee Weapons Prerequisite: Soldier Description: The character's Strength modifier or Dexterity modifier is added to hit with Melee weapons, which ever is higher.
Uncanny Dodge I Prerequisite: Scout + Level 4 Description: This feat allows the Scout to keep their dexterity bonus to their defense when surprised by camouflaged opponents. It also grants a +2 bonus on saves vs. grenades. This feat is always active.
Uncanny Dodge II Prerequisite: Uncanny Dodge I + Level 7 Description: This feat allows the Scout to keep their dexterity bonus to their defense when surprised by camouflaged opponents. It also grants a +4 bonus on saves vs. grenades. This feat is always active.
Uncanny Dodge III Prerequisite: Uncanny Dodge II + Level 10 Description: This feat allows the Scout to keep their dexterity bonus to their defense when surprised by camouflaged opponents. It also grants a +6 bonus on saves vs. grenades. This feat is always active.
Sneak Attack I Prerequisite: Smuggler, Jedi Watchmen, Sith Assassin, Kumori Shadow Description: This feat adds a roll of 1D6 to damage when a target is surprised by a stealth attacker.
Sneak Attack II Prerequisite: Sneak Attack I + Smuggler Level 3, Jedi Watchmen Level 3, Sith Assassin Level 3, Kumori Shadow Level 3 Description: This feat adds a roll of 2D6 to damage when a target is surprised by a stealth attacker.
Sneak Attack III Prerequisite: Sneak Attack II + Smuggler Level 5, Jedi Watchmen Level 5, Sith Assassin Level 5, Kumori Shadow Level 5 Description: This feat adds a roll of 3D6 to damage when a target is surprised by a stealth attacker.
Sneak Attack IV Prerequisite: Sneak Attack III + Smuggler Level 7, Jedi Watchmen Level 7, Sith Assassin Level 7, Kumori Shadow Level 7 Description: This feat adds a roll of 4D6 to damage when a target is surprised by a stealth attacker.
Sneak Attack V Prerequisite: Sneak Attack IV + Smuggler Level 9, Jedi Watchmen Level 9, Sith Assassin Level 9, Kumori Shadow Level 9 Description: This feat adds a roll of 5D6 to damage when a target is surprised by a stealth attacker.
Sneak Attack VI Prerequisite: Sneak Attack V + Smuggler Level 11 Description: This feat adds a roll of 6D6 to damage when a target is surprised by a stealth attacker.
Sneak Attack VII Prerequisite: Sneak Attack VI + Smuggler Level 13 Description: This feat adds a roll of 7D6 to damage when a target is surprised by a stealth attacker.
Sneak Attack VIII Prerequisite: Sneak Attack VII + Smuggler Level 15 Description: This feat adds a roll of 8D6 to damage when a target is surprised by a stealth attacker.
Sneak Attack IX Prerequisite: Sneak Attack VIII + Smuggler Level 17 Description: This feat adds a roll of 9D6 to damage when a target is surprised by a stealth attacker.
Sneak Attack X Prerequisite: Sneak Attack IX + Smuggler Level 19 Description: This feat adds a roll of 10D6 to damage when a target is surprised by a stealth attacker.
Scoundrel's Luck Prerequisite: Smuggler Description: This feat grants a +2 bonus to defense at Level 1. The bonus grows as the Smuggler gains levels. +4 at Level 6. +6 at Level 12. +8 at Level 18. +10 at Level 20. Standard for: Smuggler
Force Jump Prerequisite: Guardian Description: If the user is out of reach of an opponent, Force Jump allows the Guardian to leap to a foe using the Force and close the gap between them instantly. This feat only works when using a standard attack. Adds +1 to hit and +1 to damage. Standard for: Guardian
Force Jump: Advanced Prerequisite: Force Jump + Level 6 Description: If the user is out of reach of an opponent, Force Jump allows the Guardian to leap to a foe using the Force and close the gap between them instantly. This feat only works when using a standard attack. Adds +2 to hit and +2 to damage.
Force Jump: Mastery Prerequisite: Improved Force Jump + Level 12 Description: If the user is out of reach of an opponent, Force Jump allows the Guardian to leap to a foe using the Force and close the gap between them instantly. This feat only works when using a standard attack. Adds +4 to hit and +4 to damage.
Force Immunity: Fear Prerequisite: Sentinel Description: This feat grants the Sentinel immunity to Fear, Horror, and Insanity. Standard for: Sentinel
Force Immunity: Stun Prerequisite: Force Immunity: Fear + Level 10 Description: In addition to the benefits of Force Immunity: Fear, this feat grants the Sentinel immunity to Stun, Stasis, Stasis Field, and any stun effects of Force Powers.
Force Focus Prerequisite: Consular Description: This feat adds +1 to the DC of all saving throws against the character's Force Powers. Standard for: Consular
Force Focus: Advanced Prerequisite: Force Focus + Level 6 Description: This feat adds +2 to the DC of all saving throws against the character's Force Powers.
Force Focus: Mastery Prerequisite: Force Focus: Advanced + Level 12 Description: This feat adds +4 to the DC of all saving throws against the character's Force Powers.
Increase Damage I Prerequisite: Jedi Weapons Master, Sith Marauder, Kumori Warlord Description: The attacker can do an addition +2 to damage. This feat is always active. Standard for: Jedi Weapons Master, Sith Marauder, Kumori Warlord
Increase Damage II Prerequisite: Jedi Weapons Master Level 5, Sith Marauder Level 5, Kumori Warlord Level 5 Description: The attacker can do an addition +4 to damage. This feat is always active.
Increase Damage III Prerequisite: Jedi Weapons Master Level 10, Sith Marauder Level 10, Kumori Warlord Level 10 Description: The attacker can do an addition +6 to damage. This feat is always active.
Inner Strength Prerequisite: Jedi Weapons Master, Sith Marauder, Kumori Warlord Description: All damage taken is reduced by 5%
Jedi Sense Prerequisite: Jedi Watchmen, Sith Assassin, Kumori Shadow Description: This feat grants a +2 bonus to defense at Level 1. The bonus grows as the Force User gains Prestige Class levels. +4 at Level 3. +6 at Level 5. +8 at Level 7. +10 at Level 10. Standard for: Jedi Watchmen, Sith Assassin, Kumori Shadow
Light Side Enlightenment Prerequisite: Jedi Master Description: Doubles the light side bonuses and halves the dark side penalties of all the Jedi Master's party members. Standard for: Jedi Master
Dark Side Corruption Prerequisite: Sith Lord Description: Doubles the dark side penalties and halves the light side bonuses of all the Sith Lord's party members. Standard for: Sith Lord
One Force Prerequisite: Kumori Shaman Description: Halves the light side bonuses and dark side penalties of all the Kumori Shaman's party members. Standard for: Kumori Shaman
Illumination Prerequisite: Jedi Prestige Class + Level 20 + Alignment 100 Description: This feat allows the Jedi to use up to three Force Powers per turn. This Feat is only in effect as long as the Jedi's alignment is a perfect 100.
Veil of Darkness Prerequisite: Sith Prestige Class + Level 20 + Alignment -100 Description: This feat causes damage done by all dark side Force powers to increase by 25%. This feat is only in effect as long as the Sith's alignment is a perfect -100.
Equilibrium Prerequisite: Kumori Prestige Class + Level 20 + Alignment 0 Description: At any point during a battle, the Kumori can use this feat to create a balance between his FP and the FP of a foe or ally. The user's FP + the FP of the target divided by two equals the new total FP of both the user and the target. This feat can only be used as long as the Kumori's alignment is at 0.
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Post by Zilfer on Sept 13, 2010 0:08:41 GMT -5
ATTACK!!!
Not sure if you'd rather have a set amount to increase each level or we should let the players "roll" for their health each level. Obviously if they roll lower then their health from the last level they keep the higher HP. (how we do it in our game) or they could simply just reroll until they get higher. None of the ways i think are bad so toss a coin on the idea cain. ;P
Feats:
Force users: once every 3 levels. (0, 3, 6, 9, 12, ect) Non force Users: once every 2 levels. (0, 2, 4, 6, 8, ect)
Force total: 7 Feats Non force total: 11 Feats
Maybe add a bonus starting feat if you are a Soldier or Guardian. Choose feats wisely!!! XD
I shall assume that you prestige class at level 10 as well.
Guardian: HP: 12 (plus constitution) Feats: 2 feats at starting level, then every three levels after that. Bonus to hit: lvl1: +1 lvl2: +2 lvl3:+3 lvl4:+4 lvl5:+5 lvl6:+6 lvl7:+7 lvl8:+8 lvl9:+9 lvl10:+10 lvl11:+11 lvl12:+12 lvl13:+13 lvl14:+14 lvl15:+15 lvl16:+16 lvl17:+17 lvl18:+18 lvl19:+19 lvl20:+20
Sentinel: HP: 10 (plus constitution) Feats: 1 starting feat, then every three levels after that Bonus to hit: lvl1: +0 lvl2: +1 lvl3:+2 lvl4:+3 lvl5:+3 lvl6:+4 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+8 lvl12:+9 lvl13:+9 lvl14:+10 lvl15:+11 lvl16:+12 lvl17:+12 lvl18:+13 lvl19:+14 lvl20:+15
Consular: HP: 8 (Plus constitution) Feats: 1 + 1 every three levels after. Bonus to hit: lvl1: +0 lvl2: +1 lvl3:+1 lvl4:+2 lvl5:+2 lvl6:+3 lvl7:+3 lvl8:+4 lvl9:+4 lvl10:+5 lvl11:+5 lvl12:+6 lvl13:+6 lvl14:+7 lvl15:+7 lvl16:+8 lvl17:+8 lvl18:+9 lvl19:+9 lvl20:+10
Non force users:
Feel free to do these ones Cain. Not sure what to put for them.
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Post by Zilfer on Sept 13, 2010 14:39:04 GMT -5
List of possible save bonus'
Guardian:
Fortitude: lvl1:+2 lvl2:+3 lvl3:+3 lvl4:+4 lvl5:+4 lvl6:+5 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+7 lvl12:+8 lvl13:+8 lvl14:+9 lvl15:+9 lvl16:+10 lvl17:+10 lvl18:+11 lvl19:+11 lvl20:+12
Reflex: lvl1:+0 lvl2:+0 lvl3:+1 lvl4:+1 lvl5:+1 lvl6:+2 lvl7:+2 lvl8:+2 lvl9:+3 lvl10:+3 lvl11:+3 lvl12:+4 lvl13:+4 lvl14:+4 lvl15:+5 lvl16:+5 lvl17:+5 lvl18:+6 lvl19:+6 lvl20:+6
Will: lvl1:+0 lvl2:+0 lvl3:+1 lvl4:+1 lvl5:+1 lvl6:+2 lvl7:+2 lvl8:+2 lvl9:+3 lvl10:+3 lvl11:+3 lvl12:+4 lvl13:+4 lvl14:+4 lvl15:+5 lvl16:+5 lvl17:+5 lvl18:+6 lvl19:+6 lvl20:+6
Sentinel:
Fortitude: lvl1:+0 lvl2:+0 lvl3:+1 lvl4:+1 lvl5:+1 lvl6:+2 lvl7:+2 lvl8:+2 lvl9:+3 lvl10:+3 lvl11:+3 lvl12:+4 lvl13:+4 lvl14:+4 lvl15:+5 lvl16:+5 lvl17:+5 lvl18:+6 lvl19:+6 lvl20:+6
Reflex: lvl1:+2 lvl2:+3 lvl3:+3 lvl4:+4 lvl5:+4 lvl6:+5 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+7 lvl12:+8 lvl13:+8 lvl14:+9 lvl15:+9 lvl16:+10 lvl17:+10 lvl18:+11 lvl19:+11 lvl20:+12
Will: lvl1:+0 lvl2:+0 lvl3:+1 lvl4:+1 lvl5:+1 lvl6:+2 lvl7:+2 lvl8:+2 lvl9:+3 lvl10:+3 lvl11:+3 lvl12:+4 lvl13:+4 lvl14:+4 lvl15:+5 lvl16:+5 lvl17:+5 lvl18:+6 lvl19:+6 lvl20:+6
Consular:
Fortitude: lvl1:+0 lvl2:+0 lvl3:+1 lvl4:+1 lvl5:+1 lvl6:+2 lvl7:+2 lvl8:+2 lvl9:+3 lvl10:+3 lvl11:+3 lvl12:+4 lvl13:+4 lvl14:+4 lvl15:+5 lvl16:+5 lvl17:+5 lvl18:+6 lvl19:+6 lvl20:+6
Reflex: lvl1:+0 lvl2:+0 lvl3:+1 lvl4:+1 lvl5:+1 lvl6:+2 lvl7:+2 lvl8:+2 lvl9:+3 lvl10:+3 lvl11:+3 lvl12:+4 lvl13:+4 lvl14:+4 lvl15:+5 lvl16:+5 lvl17:+5 lvl18:+6 lvl19:+6 lvl20:+6
Will: lvl1:+2 lvl2:+3 lvl3:+3 lvl4:+4 lvl5:+4 lvl6:+5 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+7 lvl12:+8 lvl13:+8 lvl14:+9 lvl15:+9 lvl16:+10 lvl17:+10 lvl18:+11 lvl19:+11 lvl20:+12
Soldier:
Fortitude: lvl1:+2 lvl2:+3 lvl3:+3 lvl4:+4 lvl5:+4 lvl6:+5 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+7 lvl12:+8 lvl13:+8 lvl14:+9 lvl15:+9 lvl16:+10 lvl17:+10 lvl18:+11 lvl19:+11 lvl20:+12
Reflex: lvl1:+2 lvl2:+3 lvl3:+3 lvl4:+4 lvl5:+4 lvl6:+5 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+7 lvl12:+8 lvl13:+8 lvl14:+9 lvl15:+9 lvl16:+10 lvl17:+10 lvl18:+11 lvl19:+11 lvl20:+12
Will: lvl1:+0 lvl2:+0 lvl3:+1 lvl4:+1 lvl5:+1 lvl6:+2 lvl7:+2 lvl8:+2 lvl9:+3 lvl10:+3 lvl11:+3 lvl12:+4 lvl13:+4 lvl14:+4 lvl15:+5 lvl16:+5 lvl17:+5 lvl18:+6 lvl19:+6 lvl20:+6
Scout:
Fortitude: lvl1:+0 lvl2:+0 lvl3:+1 lvl4:+1 lvl5:+1 lvl6:+2 lvl7:+2 lvl8:+2 lvl9:+3 lvl10:+3 lvl11:+3 lvl12:+4 lvl13:+4 lvl14:+4 lvl15:+5 lvl16:+5 lvl17:+5 lvl18:+6 lvl19:+6 lvl20:+6
Reflex: lvl1:+2 lvl2:+3 lvl3:+3 lvl4:+4 lvl5:+4 lvl6:+5 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+7 lvl12:+8 lvl13:+8 lvl14:+9 lvl15:+9 lvl16:+10 lvl17:+10 lvl18:+11 lvl19:+11 lvl20:+12
Will: lvl1:+2 lvl2:+3 lvl3:+3 lvl4:+4 lvl5:+4 lvl6:+5 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+7 lvl12:+8 lvl13:+8 lvl14:+9 lvl15:+9 lvl16:+10 lvl17:+10 lvl18:+11 lvl19:+11 lvl20:+12
Smuggler:
Fortitude: lvl1:+2 lvl2:+3 lvl3:+3 lvl4:+4 lvl5:+4 lvl6:+5 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+7 lvl12:+8 lvl13:+8 lvl14:+9 lvl15:+9 lvl16:+10 lvl17:+10 lvl18:+11 lvl19:+11 lvl20:+12
Reflex: lvl1:+0 lvl2:+0 lvl3:+1 lvl4:+1 lvl5:+1 lvl6:+2 lvl7:+2 lvl8:+2 lvl9:+3 lvl10:+3 lvl11:+3 lvl12:+4 lvl13:+4 lvl14:+4 lvl15:+5 lvl16:+5 lvl17:+5 lvl18:+6 lvl19:+6 lvl20:+6
Will: lvl1:+2 lvl2:+3 lvl3:+3 lvl4:+4 lvl5:+4 lvl6:+5 lvl7:+5 lvl8:+6 lvl9:+6 lvl10:+7 lvl11:+7 lvl12:+8 lvl13:+8 lvl14:+9 lvl15:+9 lvl16:+10 lvl17:+10 lvl18:+11 lvl19:+11 lvl20:+12
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Post by Cain on Sept 16, 2010 13:08:41 GMT -5
ATTACK!!! Health per level? Guardian Hit Die: 1D10 or 1D12 (recommend 12) Sentinel: Hit Die:1D8 or 1D6 (Recommend 8) Consular: Hit Die: 1D4 (recommend pushing up to 6) Or possibilty 12, 10, 8. Not sure if that would make a large difference in class choice however. Soldier: 1D10 or 1D12 Scout: 1D8 Smuggler: 1D6 Not sure if you'd rather have a set amount to increase each level or we should let the players "roll" for their health each level. Obviously if they roll lower then their health from the last level they keep the higher HP. (how we do it in our game) or they could simply just reroll until they get higher. None of the ways i think are bad so toss a coin on the idea cain. ;P Ok, here's what I think it should look like: Soldier: 12 HP Roll 1D12 per level for HP + Con Modifier Scout: 10 HP Roll 1D8 per level for HP + Con Modifier Smuggler: 8 HP Roll 1D4 per level for HP + Con Modifier Guardian: 12 HP; 8 FP Roll 1D12 per level for HP + Con Modifier Roll 1D4 per level for FP + Wis Modifier Sentinel: 10 HP; 10 FP Roll 1D8 per level for HP + Con Modifier Roll 1D8 per level for FP + Wis Modifier Consular: 8 HP; 12 FP Roll 1D4 per level for HP + Con Modifier Roll 1D12 per level for FP + Wis Modifier Feats:Force users: once every 3 levels. (0, 3, 6, 9, 12, ect) Non force Users: once every 2 levels. (0, 2, 4, 6, 8, ect) Force total: 7 Feats Non force total: 11 Feats
Maybe add a bonus starting feat if you are a Soldier or Guardian. Choose feats wisely!!! XD Hmm... I might make it more class specific. Example: Soldier: Feat every 2 levels Scout: Feat every Level Smuggler: Feat every Level plus two feats every fourth level Guardian: Feat every 4 levels Sentinel: Feat every 3 levels Consular: Feat every 2 levels
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Post by Zilfer on Sept 16, 2010 14:16:23 GMT -5
Alright so you wanted people to start off with a BASE and then roll the Die on top of that every level? hmmm?
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