Bwif'livi, Gra'kit, Hia'faitu, Main'dil many cognates.19 CHAPTER 2 | SPECIESCHISSVISUAL CHARACTERISTICSSkin Color Blue or silverHair Color Black, blue, or silverEye Color RedDistinctions Glowing red eyes, above-average night visionPHYSICAL CHARACTERISTICSHeight 4'11" +2d10" x(2d4) lb.Weight 110 lb.SOCIOCULTURAL CHARACTERISTICSHomeworld CsillaLanguage CheunhBIOLOGY AND APPEARANCE CHISS TRAITSThe chiss are a near-human species distinguished by As a chiss, you have the following special traits.their blue skin and glowing red eyes. In those cases, the GM decides what happens, often relying on the roll of a die to determine All these worlds share characteristics, but each world the results of an action.is set apart by its own history and cultures, distinctivemonsters and species, fantastic geography, ancient 3. Bluchosso, Encekserr, Gieeseaagg 26SITH PUREBLOODVISUAL CHARACTERISTICSSkin Color Black or redHair Color Black, brown, gray, red, or whiteEye Color Orange, red, or yellowDistinctions Tentacle facial appendages, often wear jewelry or have tattoos, bone spursPHYSICAL CHARACTERISTICSHeight 4'8" +2d10" x(2d4) lb.Weight 110 lb.SOCIOCULTURAL CHARACTERISTICSHomeworld KorribanLanguage Sith BIOLOGY AND APPEARANCE SITH PUREBLOOD TRAITS Sith are a proud and violent species of humanoids that As a sith pureblood, you have the following special evolved on Korriban, a planet within the Horuset traits. The GM describes the environment. often nd themselves with a singular force or techWhile the ghter has contacts in a mercenary company point, with which they can do nothing. Dosh is characterized by its harsh29 CHAPTER 2 | SPECIES grunts, hisses and growls, and its written form that used alphabetic glyphs.TWI'LEKVISUAL CHARACTERISTICSSkin Color Blue, brown, dark grey, green, orange, pink, purple, red, tan, teal, white, yellow, or stripedHair Color NoneEye Color Black, blue, brown, green, hazel, orange, pink, purple, or yellowDistinctions Lekku, sharp claw-like nails, males often le their teeth to pointsPHYSICAL CHARACTERISTICSHeight 5'3" +2d12" x(2d4) lb.Weight 125 lb.SOCIOCULTURAL CHARACTERISTICSHomeworld RylothLanguage Twi'lekiBIOLOGY AND APPEARENCE TWI'LEK TRAITSTwi'leks are usually thin, although corpulent individuals As a twi'lek, you have the following special traits.were known to exist. Use the higher of the tworolls if you have advantage, and use the lower roll ifyou have disadvantage. The only limit to the stories you can tell is your imagination! If you do, when you lose concentration on theminimum of one). You have prociency with lightNAMES and medium armor as well as the blaster pistol and sniper rie.A chiss true-name has 3 parts, each separated by an Languages. We will keep fighting for all libraries - stand with us! Dallosss, Druc, Groqisch, Hsac, Nausdot Languages. CHAPTER 3 | CLASSES 44WAY OF BALANCE FORCE RESISTANCEThere is serenity in balance, and no one knows this Starting at 18th level, you have advantage on savingbetter than the consular. We choose the Silver-Tongued feat for Han's background feat, adding the bonus to Han's Charisma, Without armor or a shield, your character's AC bring the total to 16, and the modier to +3. the equipment granted by your background:HIT POINTS (a) a martial vibroweapon and a light or medium shieldHit Dice: 1d12 per berserker level generator or (b) two martial vibroweaponsHit Points at 1st Level: 12 + your Constitution modier (a) two techaxes or (b) two vibrospearsHit Points at Higher Levels: 1d12 (or 7) + your An explorer's pack Constitution modier per berserker level after 1st VARIANT: STARTING WEALTHPROFICIENCIES In lieu of the equipment granted by your class andArmor: Light armor, medium armor background, you can elect to purchase your startingWeapons: All vibroweapons, simple blasters gear. More detailed rules for advantage anddisadvantage are presented in chapter 7. We then ll in Han's nal hit points: 8 + his Constitution modier of +1, for a total of 9 hit points. Your GM can choose to waive the time and costexample, might view the world in pragmatic terms of component if they choose to do so.strategy and maneuvering, and see herself as just apawn in a much larger game. There exist many planetary groups of saving throw, you can roll a d4 and add it to their rollhumans with their own cultures, such as the (no action required). The strong embrace theiranimal nature keen instincts, primal physicality, andferocious rage. Everything you need is in this book except the dice. Languages. Chapter 1: Step-By-Step Characters 18 Saboteur Practice 88 Chapter 2: Species 19 Scholar 90 Bith 20 Physician Pursuit 95 Bothan 21 Politician Pursuit 98 Chiss 22 Tactician Pursuit 100 Duros 23 Scout 102 Human 24 Deadeye Technique 106 Jawa 25 Hunter Technique 108 Kel Dor 26 Stalker Technique 109 Mon Calamari 27 Sentinel 110 Your Intelligence scoreindicate that they are an oshoot of humanity, and it isbelieved that moving underground led to a divergence increases by 2, and your Charisma score increases bybetween them and baseline Humans. Chooseany creatures within 30 feet of you, and divide thosehit points among them. CHOOSE A CLASS Once you have a character in mind, follow these Every adventurer is a member of a class. before.The most common species in the galaxy is human, butthere are a myriad of near-Human species available for Starting o at 1st level marks your character's entryplay, including the four-armed Besalisks, the cunning into the adventuring life. First, make Wisdom or Charisma your highest ability score, followed by Dexterity. When making this decision, keep in mind the explained in chapter 6.kind of character you want to play. You couldengineers are no less vital to group dynamic. Since oworlders have wearing armor, your AC is 13 + your Dexterity modier. A chosenof the consular class table, + your Wisdom or Charisma creature automatically succeeds on its saving throwmodier (your choice). dierent, with various strengths and weaknesses, so the best party of adventurers is one in which the 3. download 1 file . Building Han Solo On your character sheet, record all the features that Each step of character creation includes an example of your class gives you at 1st level. You can use this feature a number of times equal you hit it with melee weapon attack.to your Consitution modier (minimum of one). explore space and discover other civilizations. A character who reaches a speciedexperience point total advances in capability. You can speak, read, and write Galacticplanet or culture with whom they reside. This information can help youvariety of human ethnicities. BIOLOGY AND APPEARANCE Alignment. Once you use this trait, you can't use it again until you nish a short or long rest. saving throws against slow eects and you have resistance against cold damage (explained in chapter NAMES 9). A very strong character with lowIntelligence might think and behave very dierently WEAPONSfrom a very smart character with low Strength. Most non-jawas the end of your next turn, your allies gain advantage regard the jawas as scavengers and thieves, a on attack rolls against enemies within 10 feet of you description that most jawas actually nd pleasing. to tend toward lawful balanced, though there are The kel dors also have heightened reexes, a result exceptions.of the extrasensory organs in their heads. IMPROVED POWER When you roll damage for a power, you can spend 1 Force save DC = 8 + your prociency bonus + additional force point to reroll a number of the your forcecasting ability modier damage dice up to your Wisdom or Charisma modier (your choice, minimum of one). stage. adventurers created and played by the other players at the table, as well as nonplayer characters (NPCs).ADVANTAGE AND DISADVANTAGE Those characters might be patrons, allies, enemies, hirelings, or just background extras in an adventure.Sometimes an ability check, attack roll, or saving throw Often, one of the NPCs is a villain whose agenda drivesis modied by special situations called advantage and much of an adventure's action.disadvantage. The total modication slots are splitacross the two items.DAMAGE ABSORPTIONLastly at 3rd level, when you take damage, you can useyour reaction and expend one use of your PotentAptitude to absorb some of that damage. After you depends on his or her six abilities: Strength, Dexterity,rest, you can spend Hit Dice to regain hit points (see Constitution, Intelligence, Wisdom, and Charisma. Engineers are the expertsand professionals who rely on skill, bravery, and theirtools to survive and keep others alive. QUICK BUILD You can make a consular quickly by following these41 CHAPTER 3 | CLASSES suggestions. You might be a Record the traits granted by your species on yourcourageous ghter, a skulking scoundrel, a fervent character sheet. FORCECASTING ABILITY Your forcecasting ability varies based on the alignment of the powers you cast. This is done by living Speed. Compare the total to a target number. Blostopa, Mega, Novrar, Rebroke 32CHAPTER 3: CLASSES Adventurers sometimes advance in more than one class. - .net 2002 lucasfilm ltd & tm force skills modifiers total ranks misc ability ability key class cross max ranks = lvl+3(/2) feat gear force feats item location wt rate hour walk movement rate movement/lifting hour hustle day walk special Similarly, bith have Speed. Record this equipment on your 1d4+3 energy damage. Their art, music, literature, and and rarely weigh more than 150 lbs. You gain another one at 10th and 17th level.FORCE POWERS KNOWNYou learn 8 force powers of your choice, and you learn You can use only one Empowerment option on amore at higher levels, as shown in the Force Powers power when you cast it, unless otherwise noted.Known column of the consular class table. RPG Experiment: Is Star Wars d20 Revised Really That Bad? Star Wars D20 RPG - The Dark Side Sourcebook - Issuu You use your Wisdom for light HEIGHTENED POWERside powers, Charisma for dark side powers, and When you cast a power that forces a creature to makeWisdom or Charisma for universal powers (your a saving throw to resist its eects, you can spend 3choice). You time around other species respond well to nicknames. You may only cast force powers at 6th, 7th, 8th, and EXTENDED POWER9th-level once. You have prociency with with oneZabrak are often seen by most other species as being artisan's tool of your choice.single-minded, an observation that is not terribly Darkvision. Using this method, 15 is the highest abilityscore you can end up with, before applying special 6-7 -2increases. Such hybrids exceptions. companions and true friends, forming a "honor family." Each species' read, and write certain languages. Several changes here:WHAT'S DIFFERENT? If Ability checks using tools you're procient with you want to save time or don't like the idea of Saving throws you're procient in randomly determining ability scores, you can use the Saving throw DCs for powers you cast (explained in following scores instead: 15, 14, 13, 12, 10, 8. each force- or tech-casting class) Now take your six numbers and write each number Your class determines your weapon prociencies, beside one of your character's six abilities to assignyour saving throw prociencies, and some of your skill scores to Strength, Dexterity, Constitution, Intelligence,and tool prociencies. Several colonists found an anomaly with satellitedroids; a few were equipped with ahyperspace transceiver. Species 20, and so on), making it easier to distinguish the tens digit from the ones digit. You have prociency with saberwhips, Male Names. scaly skin which was shed roughly once every standard Ability Score Increase. CHAPTER 8: ADVENTURING This book is designed to parallel the ocial D&D 5e Minor changes to better t the galaxy at large.Player's Handbook.

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