Oriet's Generic d20 Star Wars (Imperial Measurements) Beta 1.08
Post on 08-Jul-2015
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DESCRIPTIONA customised roleplaying game based on d20 Pathfinder rules for Star Wars campaigns.
oriet's generic d20 star wars
Oriet's Generic d20 Star Wars
Using Imperial System of Measurements Beta version 1.08
Table of Contents
Table of ContentsChapter 1: Basics Measurements Level Dependant Benefits Defence Bonus Table Chapter 2: Classes Soldier Scout Scoundrel Tech Specialist Diplomat Force Guardian Force Sentinel Force Consular Chapter 3: Species Gungan Human Miraluka Muun Rodian Shistavanen Wookie Zabrak Chapter 4: Droids Droid Traits Droid Chassis Memory Wipes Chapter 5: Skills Chapter 6: Feats 3 Chapter 7: Equipment Weapons Armour Other Gear Services Cybernetics Chapter 8: The Force Force Aura Force Powers Universal Powers Light Side Powers Dark Side Powers Chapter 9: Combat Critical Hit Table Cover & Concealment Size Categories Chapter 10: Gamemastering Reward Tables Starting Wealth Above 1st Level Earning Money Environment NPC Class: Commoner 16 22
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Chapter 1: BasicsThis expansion is to be used on with the Pathfinder system. It will use the Pathfinder rules unless otherwise stated in this document. Measurements: To convert Pathfinder measurements into Star Wars metric (which could be different from our own metric/SI systems), use the following conversions. [Note that this does not mean their metric system will work for complex equations, or even be accurate within the equations. This is simply to convert the measurements into the terms Star Wars uses in a highly simple manner to ease conversion. Remember, this is a game so 100% realism is not to be expected, or even desirable.] 5 2 1 1 feet = 1.5 metres pounds = 1 kilogram gallon = 4 litres mile = 5,000 feet = 1.5 kilometres = 1,500 metres
If you wish to use Star Wars metric simply use the above conversions. This version of the rules is using the Imperial systems of measurement, as 1.5 metre squares are a lot harder to count out than 5 foot squares. (If you're in the Rise of the Empire era you can just say the Galactic Empire implemented the system.) It's not as true to Star Wars, but it greatly eases game play by not having the players constantly stumble over the measurements. The miles given are a rounded approximation to make conversions easier. Level Dependant Benefits and ModifiersLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Total Experience 2,000 5,000 9,000 15,000 23,000 35,000 51,000 75,000 105,000 Feats 1st 2nd 3rd 4th 5th Ability Increases 1st 2nd Level 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Total Experience 155,000 220,000 315,000 445,000 635,000 890,000 1,300,000 1,800,000 2,550,000 3,600,000 Feats 6th 7th 8th 9th 10th Ability Increases 3rd 4th 5th
When a character multiclasses it can be challenging to figure out what their bonuses are. For their Total Experience, Feats, and Ability Increases, just use their total character level. For their Base Attack Bonus and Saves, simply calculate them for each class separately based on the number of levels they have in each individual class, then add them together. A Soldier 4/Scout 3 would get a +4 Attack Bonus from their Soldier levels and +2 Base Attack from their Scout levels, so their total Base Attack Bonus is a +6. But wait, something special happens with a base attack of this amount. Any time a character's Base Attack Modifier total has a +6 they gain an additional attack starting at +1, and it increases such that it is always 5 points less than the previous bonus. Example: A character has a base attack of +7, so they have a second attack which is at +2, written as +7/+2. When the bonus raises to a +8, it becomes +8/+3. Once it's sufficiently high enough it becomes +11/+6/+1, etc.
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Low level characters are levels 1 - 5. Mid level characters are levels 6 - 10. High level characters are levels 11 - 15. Heroic level characters are levels 16 - 20. Epic level characters are levels 21 and above.
Changed Characteristics Instead of the classic Armour Class, Star Wars utilises Defence. This is due to a slight shift in how armour, and indeed combat, is being handled. Instead of armour making it less likely for an attack to be less effective by turning the blow to the side, armour provide direct protection of reducing the damage the character suffers. Defence is then not so much if the attack is effective so much as a question if it hits at all. This also takes into account a character's experience in combat and their actions of dodging, parrying, and other standard methods of defence. Because it is a question of it the attack hits or not there is no separate Touch Attack value, as that's what the standard Defence bonus already represents. A character can still be caught Flat-Footed, such as at the beginning of a combat, and in such cases they do not receive the bonus derived from their Base Attack. As such use the following equations to calculate a characters Defence: Defence = 10 + Defence Bonus + Dexterity Modifier + Miscellaneous Modifiers Flat-Footed Defence = 10 + Defence Bonus + Miscellaneous Modifiers Keep in mind that armour is still important and still applies even when caught Flat-Footed, as well as to area effects or other such sources, as it provides a reduction to the amount of damage they take rather than making it less likely for a blow to effectively land on them. Use the following table to calculate your additional attacks based on your Base Attack Bonus, as well as your Defence Bonus. If you are multiclassed simply add your Base Attack Bonuses together and then consult the table for both additional attacks and Defence Bonus.Base Attack Bonus +0 +1 +2 +3 +4 +5 +6/+1 Defence Bonus +3 +4 +4 +5 +5 +6 +6 Base Attack Bonus +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 Defence Bonus +7 +7 +8 +8 +9 +9 +10 Base Attack Bonus +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Defence Bonus +10 +11 +11 +12 +12 +13 +13
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Chapter 2: ClassesSoldier / SOLDIERLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Saves Fortitude +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Special Bonus Feat Bonus Feat Armour Training Bonus Feat Armour Training Bonus Feat Armour Training Bonus Feat Armour Training Bonus Feat
Description: Soldiers are masters of combat in all its forms, believing that the best way to survive a fight is to win it. Dexterity, Constitution, and Strength are key to an effective Soldier. Hit Die: d10 Skill Points/Level: 4 + Int mod Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Demolitions( Int), Intimidate (Cha), Knowledge (Int), Perception (Wis), Ride (Dex), Swim (Str), Vehicle Operation (Dex) Starting Feats: Armour Proficiency (Light, Medium, Heavy), Weapon Proficiency (Simple, Blasters, Heavy, Vibro) Class Features: Bonus Feat: Soldiers may choose any feat they qualify for as a bonus feat. While combat is their focus, they know that sometimes other abilities are vital for the completion of their missions. Armour Training: Soldiers learn to be more manoeuvrable while wearing armour. This allows them to reduce the Armour Check Penalty by 1 (to a minimum of 0) and increase the Maximum Dexterity bonus allowed by 1. Each additional time they get this ability its effects stack, for a maximum of -4 reduction of the Armour Check Penalty and a +4 increase of the Maximum Dexterity bonus allowed. Reduction of the Armour Check Penalty does not affect the penalty to Diplomacy or the bonus to Intimidate.
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Scout / SCOUTLevel 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Saves Fortitude +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reflex +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Track Trailblazing Bonus Feat: Endurance Uncanny Dodge 1 Swift Tracker Evasion Uncanny Dodge 2 Sure Footing Keen Awareness Improved Evasion
Description: Scouts are explorers, trained to understand their surroundings and how to survive in them. Dexterity, Intelligence, and Wisdom are the most important abilities of a Scout. Hit Die: d8 Skill Points/Level: 6 + Int mod Class Skills: Acrobatics (Dex), Astrogate (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Escape Artist (Dex), Knowledge (Int), Linguistics (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), Treat Injury (Wis) Starting Feats: Armour Proficiency (Light, Medium), Weapon Proficiency (Simple, Blasters) Class Features: Track: A Scout adds half their level (minimum 1) to Survival skill checks made to follow or identify tracks. Trailblazing: Scouts are skilled at finding the best route through unfamiliar or obstructed areas. When travelling in poor conditions or difficult terrain the Scout may make a Survival check to reduce travel time. If the check beats DC 15 total travel time is reduced by 25%, and if it beats DC 25 the time is reduced by 50%. The Scout may guide a group of up to three additional individuals at no penalty, though they suffer a -2 penalty for every additional 3 people in the group. They may take 10 on this check but may not take 20. This does not apply to tactical movement or local movement. Uncanny Dodge: The Scout retains their Dexterity Bonus to Defence, regardless of being caught Flatfooted or struck by a hidden attacker (though they still lose their Dexterity bonus to Defence if immobilised). At 7th level the Scout can no longer be Flanked. Swift Tracker: A Scout can move at their normal speed while using Survival to follow tracks without taking the normal 5 penalty. They take only a 10 penalty (instead of the normal 20) when moving at up to twice normal speed while tracking. Evasion: If a Scout can make a Reflex Save for half damage, then on a success t