Classes
Base Classes
Aristocrat
Aristocrats use their charm, influence and resources to make their way in the galaxy. Whether a prince, a powerful politician, a high ranking commander, or even a convincing charlatan this character knows how to motivate people to get things accomplished.
- Examples
- Leia Organa, Lando Calrissian
- Stat
- Cha
- Base Attack Bonus
- Poor(Wizard)
- Save
- Fort: Poor(+0)
- Ref: Good(+2)
- Will: Good(+2)
- Hit Die
- d6
- Alignment
- Any Non-Chaotic
- Skills
- 6
- Money
- 2d6x1000 credits
- Weapons
- Simple
- Armor
- Medium
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +0 | +0 | +2 | +2 | Inspire Courage +1, Favor |
2. | +1 | +0 | +3 | +3 | Command Feat, Resource Access |
3. | +1 | +1 | +3 | +3 | Inspire Competence +2 |
4. | +2 | +1 | +4 | +4 | Command Feat, Favor +2 |
5. | +2 | +1 | +4 | +4 | Inspire Courage +2 |
6. | +3 | +2 | +5 | +5 | Command Feat |
7. | +3 | +2 | +5 | +5 | Inspire Competence +3 |
8. | +4 | +2 | +6 | +6 | Leadership, Favor +3 |
9. | +4 | +3 | +6 | +6 | Inspire Greatness |
10. | +5 | +3 | +7 | +7 | Command Feat |
11. | +5 | +3 | +7 | +7 | Inspire Competence +4, Inspire Courage +3 |
12. | +6 | +4 | +8 | +8 | Command Feat, Favor +4 |
13. | +6 | +4 | +8 | +8 | Inspire Greatness |
14. | +7 | +4 | +9 | +9 | Command Feat, Bonus Feat |
15. | +7 | +5 | +9 | +9 | Inspire Heroics, Inspire Competence +4 |
16. | +8 | +5 | +10 | +10 | Command Feat, Favor +5 |
17. | +8 | +5 | +10 | +10 | Inspire Courage +4 |
18. | +9 | +6 | +11 | +11 | Command Feat |
19. | +9 | +6 | +11 | +11 | Inspire Competence +4 |
20. | +10 | +6 | +12 | +12 | Command Feat, Favor +6 |
Command Feats
The aristocrat gets a number of abilities that aid in leading and organizing people. The command abilities are similar to the bard songs, However they must be based on Perform(oratory), and the target must be able to understand the aristocrat.
- Uses per day
- 3 + 1/4 Perform skill ranks + Cha modifier
- Save
- 10 + 1/2 Perform skill ranks + Cha modifier
Command Feat List
Fascinate (as Bard)
- Suggestion[6] (as Bard)
- Mass Suggestion[18] (as Bard)
Restful Sleep (double healing of ally from full nights rest)
- Calm Emotions [4] (as Spell)
Vicious Mockery (target gets -1 morale penalty to AC, attack, damage, skills, and saves)
- Cutting Word (-1d4 Cha, Int or Wis)
Inspire Freedom [12] (as Song of Freedom(Break Enchantment))
Fear [6] (grants access to fear Force skill)
- ??Frightful Presence(Cause Fear, Fear, Scare)
- ??Frightful Presence(Dirge of Doom)
Inspire Rage [4] - Target enters Rage as Skill
Countermand order (Once per round may use Attack of opportunity to grant re-roll to ally)
Inspire Doubt
Other
- Potential Spells(Maybe all should be Mass version):
- Enthrall, Aid, Bless, Bane, Fear, Calm Emotions, Ego Whip(Psionic, maybe something similar for int or wis), Heroism, Greater Heroism, Rage, Cause Fear, scare, prayer, restful sleep, Doom,
- Favor/Resource Access (like craft check based on knowledge nobility??)
- Leadership 😄
Force Sensitive
Sensitives use their connection to the Force to survive in the galaxy. The force connects to people from all walks of life Jedi padawans, street urchins, noble warlords and local shaman. The force is a powerful ally, but being open to it also opens oneself to the call of the dark side. Using the force for the darker purposes can pull a character down to be a slave to the dark side.
- Example
- Yoda, Anakin Skywalker, Darth Vader, Palpatine
- Stat
- Wis
- Base Attack Bonus
- Average(Cleric)
- Save
- Fort: Poor(+0)
- Ref: Good(+2)
- Will: Good(+2)
- Hit Die
- d8
- Alignment
- Any
- Skills
- 4
- Money
- 1d4x500 credits
- Weapons
- Simple + Primitive or 1 Exotic
- Armor
- Light + Shield
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +0 | +0 | +2 | +2 | Force Feat |
2. | +1 | +0 | +3 | +3 | Force Feat |
3. | +2 | +1 | +3 | +3 | |
4. | +3 | +1 | +4 | +4 | Force Feat |
5. | +3 | +1 | +4 | +4 | Force Feat |
6. | +4 | +2 | +5 | +5 | |
7. | +5 | +2 | +5 | +5 | Force Feat |
8. | +6 | +2 | +6 | +6 | Force Feat |
9. | +6 | +3 | +6 | +6 | |
10. | +7 | +3 | +7 | +7 | Force Feat |
11. | +8 | +3 | +7 | +7 | Force Feat |
12. | +9 | +4 | +8 | +8 | |
13. | +9 | +4 | +8 | +8 | Force Feat |
14. | +10 | +4 | +9 | +9 | Force Feat |
15. | +11 | +5 | +9 | +9 | |
16. | +12 | +5 | +10 | +10 | Force Feat |
17. | +12 | +5 | +10 | +10 | Force Feat |
18. | +13 | +6 | +11 | +11 | |
19. | +14 | +6 | +11 | +11 | Force Feat |
20. | +15 | +6 | +12 | +12 | Force Feat |
Pilot
Pilots ply their trade throughout the galaxy. Surviving as freighters, smugglers, and war fighters.
Examples: Han Solo, Poe Dameron
- Stat
- Dex
- Base Attack Bonus
- Average(Cleric)
- Save
- Fort: Poor(+0)
- Ref: Good(+2)
- Will: Poor(+0)
- Hit Die
- d6
- Alignment
- Any
- Skills
- 4
- Money
- 1d6x500 credits + Vehicle Access Vehicle: Pilots start play with access to 1 stock fighter or freighter. the vehicle is owned by or payed for with a loan from a patron. Possible patrons include a military organization (i.e. the Rebel Fleet), a Commercial organization (i.e. the Trade Federation), or a Criminal organization (i.e. paid for by a loan from the Hutts). The Pilot has full access to this vehicle, and can easily steal it. However such a theft will make an enemy of a fairly powerful organization.
- Weapons
- Simple + Rogue(Heavy Pistol, VibroBlade) + Vehicle Weapons
- Armor
- Light
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +0 | +0 | +2 | +0 | Starship Operation |
2. | +1 | +0 | +3 | +0 | Starship Dodge |
3. | +2 | +1 | +3 | +1 | Jury-rig +2 (only for systems in vehicles he can pilot) |
4. | +3 | +1 | +4 | +1 | Precise Attack +1 |
5. | +3 | +1 | +4 | +1 | Evasion |
6. | +4 | +2 | +5 | +2 | Jury-rig +4 |
7. | +5 | +2 | +5 | +2 | Starship Defense +1 |
8. | +6 | +2 | +6 | +2 | Familiarity +1 |
9. | +6 | +3 | +6 | +3 | Jury-rig +6 |
10. | +7 | +3 | +7 | +3 | Familiarity +2 |
11. | +8 | +3 | +7 | +3 | Starship Defense +2, Precise Attack +2 |
12. | +9 | +4 | +8 | +4 | Familiarity +3, Starship Evasion |
13. | +9 | +4 | +8 | +4 | Jury-rig +8 |
14. | +10 | +4 | +9 | +4 | Familiarity +4 |
15. | +11 | +5 | +9 | +5 | Starship Defense +3 |
16. | +12 | +5 | +10 | +5 | Familiarity +5 |
17. | +12 | +5 | +10 | +5 | Improved Starship Evasion |
18. | +13 | +6 | +11 | +6 | Familiarity +6, Precise Attack +3 |
19. | +14 | +6 | +11 | +6 | Starship Defense +4 |
20. | +15 | +6 | +12 | +6 | Familiarity +7 |
Scout
Scouts rely on an intimate relationship with the tough environments throughout the galaxy. They maybe guides, warriors, naturalists or just common folk living off the land.
- Stat
- Str
- Base Attack Bonus
- Good(Fighter)
- Save
- Fort: Good(+2)
- Ref: Good(+2)
- Will: Poor(+0)
- Hit Die
- d10
- Alignment
- Any
- Skills
- 4
- Money
- 1d4x500 credits
- Weapons
- Simple + Primitive + 1 exotic (BowCaster or Melee not light saber)
- Armor
- Medium + Shield
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +1 | +2 | +2 | +0 | Wild Empathy, Trail Blazing |
2. | +2 | +3 | +3 | +0 | Tracking |
3. | +3 | +3 | +3 | +1 | Evasion |
4. | +4 | +4 | +4 | +1 | Survival +2 |
5. | +5 | +4 | +4 | +1 | Uncanny Dodge |
6. | +6 | +5 | +5 | +2 | |
7. | +7 | +5 | +5 | +2 | Swift Tracker |
8. | +8 | +6 | +6 | +2 | Survival +4 |
9. | +9 | +6 | +6 | +3 | Fast Movement |
10. | +10 | +7 | +7 | +3 | Improved Uncanny Dodge |
11. | +11 | +7 | +7 | +3 | Camouflage |
12. | +12 | +8 | +8 | +4 | Improved Evasion, Survival +6 |
13. | +13 | +8 | +8 | +4 | Improved Evasion |
14. | +14 | +9 | +9 | +4 | Slippery Mind |
15. | +15 | +9 | +9 | +5 | |
16. | +16 | +10 | +10 | +5 | Survival +8 |
17. | +17 | +10 | +10 | +5 | Hide in Plain sight |
18. | +18 | +11 | +11 | +6 | |
19. | +19 | +11 | +11 | +6 | Defensive Roll |
20. | +20 | +12 | +12 | +6 | Survival +10 |
Soldier(Fighter)
Soldiers have military prowess to fall back on as they make their way through the galaxy. They may be bounty hunters, army infantry, guards, street toughs or noble warriors.
- Example
- Boba Fett, Jengo Fett
- Stat
- Con
- Base Attack Bonus
- Good(Fighter)
- Save
- Fort: Good(+2)
- Ref: Poor(+0)
- Will: Poor(+0)
- Hit Die
- d10
- Alignment
- Any
- Skills
- 2
- Money
- 2d4x500 credits
- Weapons
- Simple + Martial
- Armor
- Heavy + Shield
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +1 | +2 | +0 | +0 | Bonus Feat |
2. | +2 | +3 | +0 | +0 | Bonus Feat |
3. | +3 | +3 | +1 | +1 | |
4. | +4 | +4 | +1 | +1 | Bonus Feat |
5. | +5 | +4 | +1 | +1 | Bonus Feat |
6. | +6 | +5 | +2 | +2 | |
7. | +7 | +5 | +2 | +2 | Bonus Feat |
8. | +8 | +6 | +2 | +2 | Bonus Feat |
9. | +9 | +6 | +3 | +3 | |
10. | +10 | +7 | +3 | +3 | Bonus Feat |
11. | +11 | +7 | +3 | +3 | Bonus Feat |
12. | +12 | +8 | +4 | +4 | |
13. | +13 | +8 | +4 | +4 | Bonus Feat |
14. | +14 | +9 | +4 | +4 | Bonus Feat |
15. | +15 | +9 | +5 | +5 | |
16. | +16 | +10 | +5 | +5 | Bonus Feat |
17. | +17 | +10 | +5 | +5 | Bonus Feat |
18. | +18 | +11 | +6 | +6 | |
19. | +19 | +11 | +6 | +6 | Bonus Feat |
20. | +20 | +12 | +6 | +6 | Bonus Feat |
Specialist
Specialist use there intelligence and abundant knowledge to make a living in the galaxy. They know the technology of the modern galaxy provides power beyond imagining. Among specialists you could find cyber-doctors, spaceship mechanics, weapon techs, security specialists and splicers.
- Example
- Chewbacca
- Stat
- Int
- Base Attack Bonus
- Average(Cleric)
- Save
- Fort: Poor(+0)
- Ref: Poor(+0)
- Will: Good(+2)
- Hit Die
- d6
- Alignment
- Any
- Skills
- 8
- Money
- 1d6x500 credits
- Weapons
- Simple
- Armor
- Light + Shield
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +0 | +0 | +0 | +2 | Lucky (1/day) |
2. | +1 | +0 | +0 | +3 | Barter (+5 Diplomacy to Buy/Sell) |
3. | +2 | +1 | +1 | +3 | Skill Specialty( as Skill Emphasis but stack-able) |
4. | +3 | +1 | +1 | +4 | Research (+ Level to Knowledge w/ useful Database) |
5. | +3 | +1 | +1 | +4 | Skill Mastery (Can always take 10 with 1 skill) |
6. | +4 | +2 | +2 | +5 | Skill Specialty |
7. | +5 | +2 | +2 | +5 | Lucky (2/day) |
8. | +6 | +2 | +2 | +6 | |
9. | +6 | +3 | +3 | +6 | Skill Specialty |
10. | +7 | +3 | +3 | +7 | Skill Mastery |
11. | +8 | +3 | +3 | +7 | |
12. | +9 | +4 | +4 | +8 | Skill Specialty |
13. | +9 | +4 | +4 | +8 | Lucky (3/day) |
14. | +10 | +4 | +4 | +9 | |
15. | +11 | +5 | +5 | +9 | Skill Mastery, Skill Specialty |
16. | +12 | +5 | +5 | +10 | |
17. | +12 | +5 | +5 | +10 | |
18. | +13 | +6 | +6 | +11 | Skill Specialty |
19. | +14 | +6 | +6 | +11 | Lucky (4/day) |
20. | +15 | +6 | +6 | +12 | Skill Mastery |
Prestige classes
Jedi Knight
- Requirements
- Crafted lightsaber, Alter +1, Control +5, Sense +5, Deflect, Exotic Weapon Proficiency (lightsaber)
- Hit Die
- d8
- Skills
- 4
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +0 | +0 | +0 | +0 | Deflect +1 |
2. | +1 | +1 | +1 | +1 | Force Feat |
3. | +2 | +1 | +1 | +1 | Deflect +2 |
4. | +3 | +1 | +2 | +2 | Force Feat |
5. | +3 | +2 | +2 | +2 | Deflect +3 |
6. | +4 | +2 | +3 | +3 | Force Feat |
7. | +5 | +2 | +3 | +3 | Deflect +4 |
8. | +6 | +3 | +4 | +4 | Force Feat |
9. | +6 | +3 | +4 | +4 | Attract Padawan (1d4 Level Force Sensitive) |
10. | +7 | +3 | +5 | +5 | Force Secret |
Jedi Master
- Requirements
- Sense +10, Jedi Knight 9, Cannot be tainted
- Hit Die
- d8
- Skills
- 4
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +1 | +1 | +1 | +1 | Force Secret |
2. | +2 | +1 | +1 | +1 | Force Feat |
3. | +3 | +2 | +2 | +2 | Deflect +5 |
4. | +3 | +2 | +2 | +2 | Force Feat |
5. | +4 | +3 | +3 | +3 | Force Secret |
DarkSide Warrior
- Requirements
- Force Sensitive, Alter, Control, Sense, Force Rage (3 Ranks)
- Hit Die
- d10
- Skills
- 4
- Special
- Character becomes at least tainted
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +1 | +0 | +0 | +0 | Skill Mastery (Force Rage) |
2. | +2 | +1 | +1 | +1 | Sneak Attack +1d8 |
3. | +3 | +1 | +1 | +1 | Force Feat |
4. | +4 | +1 | +2 | +2 | Sneak Attack +2d8 |
5. | +5 | +2 | +2 | +2 | Force Feat |
6. | +6 | +2 | +3 | +3 | Sneak Attack +3d8 |
7. | +7 | +2 | +3 | +3 | Force Feat |
8. | +8 | +3 | +4 | +4 | Sneak Attack +4d8 |
9. | +9 | +3 | +4 | +4 | Force Secret |
10. | +10 | +3 | +5 | +5 | Sneak Attack +5d8 |
DarkSide Lord
- Requirements
- Total Force Levels 13, Force Lightning, must be fully corrupted
- Hit Die
- d8
- Skills
- 4
Progression
Lvl | Att | Fort | Ref | Will | Special: |
---|---|---|---|---|---|
1. | +1 | +1 | +1 | +1 | Force feat |
2. | +2 | +1 | +2 | +2 | Force Secret |
3. | +3 | +2 | +2 | +2 | Force feat |
4. | +4 | +2 | +3 | +3 | Force Secret |
5. | +5 | +3 | +3 | +3 | Force feat |
Bounty Hunter
Basically unchanged from revised edition rules.
Skills
Differences from Revised Star Wars
Entertain was replaced with Perform. To be more consistent with DnD, and not all performances are entertaining ;)
Read/Write Language and Speak Language were replaced with Know Language. If your INT is 10 or higher you can Read/Write every language you know. To decipher the basic meaning of an unknown simple language requires a DC 20 Know Language check.
Skill Table
Skill | Spec | Sold | Force | Prim | Pilot | Arist | UnT | Abil | Armor |
---|---|---|---|---|---|---|---|---|---|
Appraise | C | X | X | X | C | C | Yes | Int | |
Astrogate | C | X | X | X | C | X | No | Int | |
Balance | X | X | C | C | C | X | Yes | Dex | 1 |
Bluff | C | X | X | X | X | C | Yes | Cha | |
Climb | X | C | C | C | X | X | Yes | Str | 1 |
Computer Use | C | C | X | X | C | C | Yes | Int | |
Craft | C | C | C | C | C | C | Yes | Int | |
Demolitions | C | C | X | X | C | X | No | Int | |
Diplomacy | C | X | C | C | X | C | Yes | Cha | |
Disable Device | C | X | X | X | X | X | No | Int | |
Disguise | C | X | X | X | X | C | Yes | Cha | |
Escape Artist | C | X | C | C | C | X | Yes | Dex | 1 |
Forgery | C | X | X | X | X | X | Yes | Int | |
Gamble | C | C | X | X | C | C | Yes | Wis | |
Gather Info | X | X | X | X | C | C | Yes | Cha | |
Handle Animal | X | C | X | C | X | X | No | Cha | |
Hide | C | X | X | C | C | C | Yes | Dex | 1 |
Intimidate | X | C | X | C | X | C | Yes | Cha | |
Jump | X | C | C | C | C | X | Yes | Str | 1 |
Know Language | C | C | C | X | C | C | No | NA | |
Knowledge | C | ? | ? | ? | ? | C | No | Int | |
--Alien Taxonomy | C | C | C | C | C | C | No | Int | |
--Bureaucracy | C | X | X | X | X | C | No | Int | |
--Chemistry | C | C | C | C | C | C | No | Int | |
--The Force | C | X | C | X | X | C | No | Int | |
--Forensics | C | X | X | X | X | C | No | Int | |
--Galactic Lore | C | X | X | X | C | C | No | Int | |
--Medicine | C | X | X | X | X | C | No | Int | |
--Social Science | C | X | C | X | X | C | No | Int | |
--Streetwise | C | C | X | C | C | C | No | Int | |
--Tactics | C | C | C | C | C | C | No | Int | |
--Wilderness Lore | C | C | C | C | C | C | No | Int | |
--Specific System | C | C | C | C | C | C | No | Int | |
Listen | C | X | C | C | X | X | Yes | Wis | |
Move Silently | C | X | X | C | C | X | Yes | Dex | 1 |
Perform | C | X | C | C | X | C | Yes | Cha | |
Pilot | C | C | C | X | C | C | No | Dex | |
Profession | C | C | C | C | C | C | No | Wis | |
Repair | C | C | X | X | C | X | No | Int | |
Ride | X | X | C | C | C | C | Yes | Dex | |
Search | C | X | X | C | X | X | Yes | Int | |
Sense Motive | C | X | X | X | X | C | Yes | Wis | |
Sleight Hand | C | X | X | X | C | X | Yes | Dex | 1 |
Spot | C | X | C | C | C | X | Yes | Wis | |
Survival | X | C | C | C | X | X | Yes | Wis | |
Swim | X | C | C | C | C | C | Yes | Str | 2 |
Treat Injury | C | C | C | X | X | C | Yes | Wis | |
Tumble | C | X | C | C | C | X | Yes | Dex | 1 |
Alter | - | - | C | - | - | - | Frc | Cha | |
Control | - | - | C | - | - | - | Frc | Con | |
Sense | - | C1 | C | C2 | - | - | Frc | Wis | 1 |
Fear | - | C3 | C | C4 | - | C5 | Frc | Cha | |
Rage | - | C6 | C | C7 | - | - | Frc | Con |
New Feats
Most Core D&D Feats are allowed. Some feats are listed in the force rules as well.
Primal Rage
See Force section
Force Neutral
See Force section
Bayonet Combat
- Normal
- A character with a missile weapon doesn't threaten surrounding spaces.
- A character with a bayonet, Atlatl, Cesta, Off-hand melee weapon, or free hand and unarmed combat feat does threaten surrounding spaces.
- Bonus
- A character with this feat provokes an attack of opportunity on anyone who takes the attack of opportunity he provokes from firing while threatened or the character can take a -2 penalty to hit and fire defensively and not provoke an attack of opportunity
Combat Roll
- Normal
- As a Move Action, a character can move in or out of a kneeling position.
- While kneeling a character is Ranged (+2 Hit, +2 AC) Melee( -2 Hit, -2 AC)
- Bonus
- Once per round the character may may move into or out of a kneeling position as a free action.
Deadly Aim
- Prerequisite
- Dex 13, BAB +1
- Bonus
- A character can choose risker shots in order to do more damage with missile weapons. Basically like Power Attack, but with Ranged Weapons.
Rapid Reload
Once per round the character may reload a weapon as if it were one reload class easier to reload.
A Character with the Primal Nature feat may treat these skills as class skills.↩︎
A Character with the Primal Nature feat may treat these skills as class skills.↩︎
A Character with the Primal Nature feat may treat these skills as class skills.↩︎
A Character with the Primal Nature feat may treat these skills as class skills.↩︎
A Character with the Primal Nature feat may treat these skills as class skills.↩︎
A Character with the Primal Nature feat may treat these skills as class skills.↩︎
A Character with the Primal Nature feat may treat these skills as class skills.↩︎