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Rule Additions, Revisions, and Updates


Malkavian Grin

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Leveling Up

HIT POINTS
Instead of rolling, heroes receive hit points equal to 80% of their class's die type (rounded to the nearest HP) upon gaining a new level, plus your Constitution modifier.

➤ d6 gives 5
➤ d8 gives 6
 d10 gives 8

MULTI-CLASSING
When you take a level in a new class, you may select Skill Training in one of its class skills instead of one of its starting feats.

LEVELS FOR OWNED DROIDS
Player-owned droids and droidified equipment with a heuristic processor earn 25% of experience points, and only 10% for basic processors.

 

Second Wind

DROIDS
Droids may use Second Wind and apply Strength instead of Constitution.

 

Combat

CRITICAL HITS (revision)
If a natural 20 is required to hit the target’s Reflex Defense a critical hit is not scored.

Page 145: STRENGTH MODIFIER (revision)
Replace the text “light weapons” with “light weapons, or two-handed melee attacks with a non-double weapon of larger size class than the size class of the creature wielding it (for example, a medium character using a vibro-axe)”.

Page 146: SPEED (addition)
Moving while prone is at 25% base speed (rounded down).

BLEEDING (addition)
In addition to moving you down the condition track, any damage that exceeds threshold inflicts bleeding of 1 hit point per round for each level the character is down the condition track. For example, if you deeply slice open someone who was already 2 levels down the CT, he will start to bleed at a rate of 3 hit points per round (2 for the CT levels he was already down, plus 1 more for being pushed another level down the CT). Any healing received via the Force or surgery stops all bleeding. Otherwise, the rate of bleeding is reduced by 2 levels per medpac used.

Page 151: AID ANOTHER (revision)
Anyone trained in a skill, or with a +5 or better Base Attack Bonus, may provide a larger bonus when using the Aid Another action. For each 10 points by which the helper exceeds the base DC (10), the bonus granted increases by +1.

Page 152: CHARGE (addition)
You may not charge an enemy that you have withdrawn from in the same round.

Page 154: AIM (revision)
You can take two consecutive swift actions in the same or consecutive rounds to more carefully line up a ranged attack. If you take any other actions while aiming, including reactions, the aim is ruined and must be begun anew. You must choose whether to Aim to ignore Cover or Aim at a limb; you cannot do both at the same time.

Aiming to ignore Cover removes Cover bonuses to your target's Reflex Defense on your next attack. You still must have Line of Sight to the target, however.

Aiming for a limb incurs a -5 penalty to the attack roll. If the attack is successful, it deals +1 die of damage, and if the damage exceeds the target's threshold, the target suffers a -3 penalty to uses involving that limb in addition to the normal CT movement.

Aiming for a hand/foot incurs a -8 penalty to the attack roll, however a successful hit deals +2 die of damage, and if the damage exceeds the target's threshold, they lose the use of said hand/foot in addition to the normal CT movement. Disability of a limb is a persistent condition requiring surgery. Aiming for the head incurs a -10 penalty to the attack roll, but if the attack hits, the target immediately moves two steps down the condition track, before damage is rolled.

Page 154: REPOSITION (new)
You may take a single 1-sq step as a swift action. This does not apply to vehicles.

Page 154: SECOND WIND (revision)
The Variant Rule: Multiple Second Winds from Jedi Counseling 114 is in effect. As always, you can catch a second wind no more than once in a single encounter.

The Optional Rule: The Edge of Exhaustion from Jedi Counseling 114 also is in effect: If you have already used your second wind(s) for the day, you can catch another second wind by voluntarily moving –1 persistent step down the condition track. The persistent condition remains until you’ve had surgery performed on you or until you get eight consecutive, uninterrupted hours of rest.

Page 154: FULL-ROUND ACTIONS (revision)
A full-round action can span two rounds. You cannot make any other actions, except reactions, until the full-round action has been completed.

AREA ATTACKS (revision)
A thrown object that fails to hit Reflex defense 10 misses the targeted spot. It will land a distance from the intended spot by +1 square for every 3 points by which the attack roll missed, and an additional +1 for each 3 squares of distance to the intended spot. Roll 1d8 to determine the direction in which the objected deviated: 1 means long (along the direction of the throw), 2 is long and to the right, 3 is to the right, 4 falls short and to the right, 5 falls short, 6 falls short and to the left, 7 is to the left, and 8 is long and to the left.

Page 158: COVER (addition)
An attack that misses a target with cover by less than or equal to its cover bonus strikes the covering object if the attack equals or exceeds the cover’s flat-footed Reflex Defense.

Page 161: PRONE TARGETS (clarification)
Being prone behind a low wall blocks line of sight, and gives you total cover against all attacks except those from explosions (such as grenades and missiles).

Page 161: RESTRAINED ATTACK (new)
When making an attack, you can take a -5 penalty to your attack roll, and the damage inflicted if the attack is successful is halved. You must declare you are making a restrained attack prior to making the attack roll.

Page 161: SHOOTING INTO MELEE (addition)
A ranged attack that misses a target in melee by less than or equal to 5 strikes an ally instead if the attack equals or exceeds the ally’s flat-footed Reflex Defense.

 

Prestige Classes

SPECIAL ABILITY EXCHANGE
When a character gains an even-numbered level in a prestige class, they may instead gain a feat from one of their base class lists. Doing so reduces that ability's effectiveness permanently.

➤ For instance, at 6th level a Bounty Hunter could forego gaining Familiar Foe +3 to gain a feat from one of their base classes. Doing this means at 8th level, Familiar Foe will only count as +3, and at 10th only a +4.

ELITE TROOPER
Replace "Armor Proficiency (medium)" with "Armor Proficiency (medium) or Martial Arts II".

 

Talents

SPECIES TRAIT EQUIVALENCY
If a species has a trait that is functionally the same as a class talent--such as the Sullustan's Heightened Awareness and the Scout's Acute Senses--the trait can be substituted as a prerequisite.

SCOUNDREL TALENT – Hyperdriven (revision)
Hyperdriven may not be used with ability checks (such as Gambling).

SCOUNDREL TALENT – Uncanny Dodge (revision)
The Uncanny Dodge I and II talents are merged into a single Uncanny Dodge talent with the same prerequisites as Uncanny Dodge I.

SOLDIER TALENT – Tough as Nails (addition)
If you also have the Indomitable talent you can use the Indomitable talent once per encounter instead of once per day.

EXPERT PILOT TALENT – Familiar Controls (new)
Choose one vehicle with which you are familiar, and have been piloting for at least 3 months. Gain a bonus on Pilot and Mechanics checks equal to one-half of your class level, rounded down.
Special: If the vehicle is destroyed or otherwise permanently unavailable, you may transfer this Feat to another vehicle that meets the prerequisites and is of the same style (speeder to speeder, starship fighter to starship fighter, etc.).
Prerequisite: Vehicle Focus.

SLICER TALENT – DISABLE SYSTEM (new)
By uploading a virus, you can temporarily disable a computer or network. Make a Use Computer check against the target computer’s Will Defense, applying attitude modifiers. If the check succeeds, the uploaded virus will shut down the computer for 4d6 hours plus an additional 6 hours per point by which the check succeeded. Removal of the virus requires a Use Computer check at DC 25 plus 1 per point by which the viral infection check succeeded. If the check fails by 5 or more, the computer immediately becomes hostile and attempts to trace your position. Mask Trace may be used to try and prevent this trace at an additional -5 penalty.
Prerequisite: Efficient Command Algorithm, Gimmick, Master Slicer, O.S. Technical Specifications.

SLICER TALENT – EFFICIENT COMMAND ALGORITHM (new)
Reduce the length of time it takes for accessing information or disabling/erasing programs by roughly 90%. DCs remain unaffected.

Task Time Required
Access General Information 1 round
Access Specific Information 1 minute
Access Private Information 5 minutes
Access Secret Information 1 hour
Disable or Erase Program 1 minute
Reprogram Droid 1 minute
Prerequisite: Gimmick, Master Slicer, O.S. Technical Specifications.

SLICER TALENT – MASK TRACE (new)
When a Hostile computer attempts to trace you, even if your Improve Access check failed by 5 or more, the trace may be avoided with Use Computer check at the same difficulty as the Improve Access check. If Mask Trace is successful, the trace is aborted but access is not improved. If the Mask Trace roll fails, the trace is successful and the hostile computer isolates the connection and rejects any further attempts you make to access it for 24 hours.
Prerequisite: Gimmick, Master Slicer, O.S. Technical Specifications, Trace.

SLICER TALENT – O.S. TECHNICAL SPECIFICATIONS (new)
You may re-roll any Use Computer check made to access information, disable a system, or erase a program and take the better result.
Prerequisite: Gimmick, Master Slicer.

JAL SHEY TALENT – IMBUE ITEM (revision)
In the second paragraph remove "the item functions only for you". (This is to bring it in line with their history making a point of saying so.)

 

Skills

ATHLETICS (Str)
The Climb, Jump, and Swim skills are all rolled into the Athletics skill. Athletics is a class skill for Jedi, Scouts, and Soldiers.

ASTROGATION – Sharing Data
Vessels within a 3-square radius of the ship that plots a hyperspace course can share the same jump solution.

ASTROGATION – Micro-jumping
A micro-jump is a short hyperspace journey within the same system. The minimum distance that can be traversed is 30. Plotting a micro-jump is a DC 30 check. The journey is treated as a move action when made in combat.

DECEPTION – Improve Appearance (Trained Only)
You can utilize various methods to make yourself more aesthetically pleasing to others. With a DC 15 skill check and one hour spent applying assorted cosmetics (if desired) and perfumes, grooming yourself, and rearranging your clothing, you gain a +2 circumstance bonus to Deception checks to Persuasion checks to change attitude for the next hour, plus one additional hour for every 5 points by you exceeded the DC.

PERCEPTION - Assess Threat (Trained Only)
As two swift actions, you can make a Perception check against the Will Defense of one target within 6 squares. If you have observed the target in combat for at least one full round, you gain a +2 circumstance bonus to your roll. If successful, you evaluate the target's threat level. If successful, you evaluate the target based on the listed threat categories:

Opponent's Challenge Level Your Assessment
Under your level by 4+ A pushover
Under your level by 1 to 3 An easy fight
Equal to your level A fair fight
Exceeds your level by 1 to 3 A tough challenge
Exceeds your level by 4+ A serious threat

If you fail the Perception check, you will get an inaccurate assessment.

PERCEPTION – Notice Targets
If the observer is in space, the normal rules for noticing targets.
If the observer is not in space, the check penalties for noticing targets is as follows:

Target Range Check Penalty
11-30 squares -5
31-100 squares -10
101-250 squares -15
251-500 squares -20
501+ squares -25

PERSUASION
Persuasion is added to the list of Jedi class skills.

PERSUASION – Intimidate
When making a Persuasion check to intimidate a target, you may use the higher of your Charisma or Strength modifier.

PERSUASION – Taunt
As a standard action, you can make a Persuasion check against a target’s Will Defense. The target must be within 12 squares and line of sight, and their attitude immediately worsens 1 step even if you fail your Persuasion check result. If the target is higher level than you, it gains a +5 bonus to its Will Defense. This is a mind-affecting fear effect.

➤ If successful, you temporarily rattle the target through the use of insults and goading, causing them to lose any morale or insight bonuses for one round, and their attitude towards you worsens by 1 step.

➤ If the check result exceeds the target’s Will Defense by 5 or more, the target’s attitude worsens by 2 steps, and they will also lose their next swift action, as they waste time resisting the urge to attack you.

TREAT INJURY – Critical Care (Trained Only; requires a medpac and surgery kit)
You can attempt to use multiple medpacs on a creature in a 24-hour period. This requires one minute, and it expends the contents of one medpac.

➤ If you succeed on a DC 20 Treat Injury check, the creature regains a number of hit points equal to its character level, plus 1 hit point for every point by which your check result exceeds the DC. You take a –5 penalty to your Treat Injury check for every previous attempt at critical care in the last 24 hours, even if that attempt was unsuccessful.

➤ If you fail the Treat Injury check, the creature overdoses on the medicines in the medpac, causing it to take damage equal to its damage threshold. If this would reduce the creature to 0 hit points, it dies unless it can spend a Force Point to save itself.

➤ You can attempt to perform critical care on yourself, but you take a –5 penalty on your Treat Injury check.

➤ You can attempt to perform critical care on a patient with a medical kit instead of a surgery kit. Regardless of the outcome of the attempt, the patient will move -1 persistent step down the condition track. The persistent condition remains until they’ve had surgery performed on them.

TREAT INJURY – Revivify
Replace the second sentence with “If you reach the dead creature within two rounds of its death you must succeed on a DC 25 Treat Injury check. If you reach the creature within three to five rounds the check becomes DC 30, and if the attempt is made six to ten rounds after death the check is DC 35.”

USE COMPUTER – Counter-intrusion (Trained Only; requires computer attitude of helpful)
You can manually assist a computer in repelling an unauthorized user so long as you are aware of the intruder. Any time a computer’s attitude becomes one step worse toward another character, all active administrators (characters toward whom the computer is Helpful) are notified immediately; once you are notified, you may make an opposed Use Computer check as a reaction any time the intruder attempts to improve access, access programs, alter programs, issue routine commands, or write programs on that computer. The intruder’s action is not successful unless he wins the opposed Use Computer check; this is in addition to any other requirements, such as equaling or exceeding the computer’s Will Defense when attempting to improve access.

➤ As a full-round action, you may attempt to isolate an intruder and limit his access to the computer. Make an opposed Use Computer check against the intruder; if you are successful, the computer’s attitude toward the intruder becomes one step worse. If the computer’s attitude toward the intruder ever becomes hostile, the computer has traced the intruder’s exact location.

➤ If two characters are treated as helpful by the same computer, it is possible for both to use counter-intrusion, each treating the other as an intruder.

USE THE FORCE – Move Light Object
A delicate application of Move Light Object, such as pressing buttons on a keypad, requires a DC 15 check.

 

Equipment

LIGHT SOURCES
A single ignited lightsaber blade illuminates 1-square. Two or more ignited lightsabers or a fully ignited multi-bladed lightsaber lights up all squares surrounding the character.

USED STARSHIPS
Vessels purchased in less than pristine condition will come with a number of hidden flaws. The cheaper the discount, the more flaws. There are Minor and Major flaws which can be repaired, and Special flaws which are permanent barring extraordinary effort, time, and money (at which point a new ship is more cost-effective).

LIGHTSABER (revision)
Lightsaber damage type is energy only.

BOWCASTER (revision)
A quiver of 10 quarrels weighs 0.5kg.

COMPUTERS (addition)
Ratings for typical computers are:

Int Type
12-13 datapad, most civilian vehicles (non-starship)
14-15 portable workstation
16-17 workstation, space transport main computer
18-19 local server, frigate main computer
20-21 city/district server, cruiser main computer
22-23 continental server, space station main computer
24-25 planetary server
26-27 sector server
28-29 regional server
30+ galactic server, Holonet

Will scores are 10 + Int mod + equipment bonus based on a computer’s security system:
Security Type
0 completely undefended system
2 outdated security system
5 up-to-date security system
10 cutting-edge security system
A typical admin has a Use Computer equal to the computer’s Will Defense -10.

SPACE SUIT (addition)
The suit also includes small maneuvering thrusters.

MINIATURIZED (addition)
A ranged weapon that is miniaturized becomes an inaccurate weapon.

SPRING LOADED (revision)
This modification is made to the weapon's holster or sheath and not to the weapon itself.

SNIPER BLASTER RIFLE (revision)
This weapon uses the heavy weapons range brackets.

 

Feats

ALERTNESS (new)
You are always on the lookout for trouble.
Prerequisite: Trained in Perception
Benefit: You are not considered flat-footed at the start of a surprise round, even if you have yet to act or are caught by surprise. In addition, you can take a single swift action when you have been caught by surprise.
Special: Jedi, Scoundrels, and Scouts can select this as one of their class bonus feats.

CHARGING FIRE (addition)
Special: You may not combine this feat with aiming or the Deadeye feat.

DODGE (revision)
Benefit (replace 1st paragraph with): You gain a +1 dodge bonus to your Reflex Defense against a number of opponents equal to your Dexterity modifier. The dodge bonus is doubled to +2 if you have the Uncanny Dodge talent.

DURABLE (new)
Prerequisite: Constitution 13, trained in Endurance.
Benefit: When using the recover action to move back up the condition track and you have been reduced to at least one-half of your maximum hit point total, you regain hit points equal to your Constitution bonus.
Special: Jedi, Scouts, and Soldiers can select this as one of their class bonus feats.

EASILY REPAIRED (new)
Your design makes performing repairs on you much more efficient than most droids.
Prerequisite: Must be a droid.
Benefit: When someone else makes a Mechanics skill to repair damage to you, you recover hit points equal to twice your level. When using Mechanics to repair yourself, you only suffer a -2 penalty to your check result.
Special: This feat can only be selected at character creation as a 1st level feat.

FORCE SENSITIVITY (addition)
Special: Characters wishing to be Force Sensitive must take this feat at 1st level.

FORCE TRAINING (addition)
Prerequisite: If you begin play in the Jedi or Force Prodigy class, Use the Force is not required.
Benefit: If you begin play in the Jedi or Force Progidy class and select this feat at 1st level you also gain Use the Force as a trained skill.

IMPROVED DODGE (new)
You are a master at dodging blows.
Prerequisite: Dexterity 15, Dodge.
Benefit: Once per round, you may negate an attack which hit you by attempting an Initiative skill check; this check must equal or exceed the successful attack roll. You may not negate an area attack in this fashion.
Special: Jedi, Scoundrels, Scouts, and Soldiers can select this as one of their class bonus feats.

NATURAL APTITUDE (new)
You are more adept at using certain skills than normal.
Benefit: You gain a +2 competence bonus with two trained skills of your choice.
Special: This feat may be selected multiple times, each time selecting a different pair of trained skills. Nobles, Scoundrels, Scouts, and Technicians can select this as one of their class bonus feats.

PANACHE (new)
You have a certain flair that sets you apart from others.
Prerequisite: Charisma 13, Heroic level 3+.
Benefit: Once per encounter, you may add your Charisma bonus to the result of a single attack roll or skill check.
Special: Nobles and Scoundrels can select this as one of their class bonus feats.

QUICK DRAW (addition)
Special: You can reload a weapon that uses an energy cell, power pack, or ammo clip as a swift action instead of as a move action.

RECKLESS ATTACK (new)
You attack heedless of the dangers you face.
Benefit: You take a -5 penalty on your Reflex Defense and gain a +2 circumstance bonus to attack rolls until the start of your next turn.
Special: Force Progidies, Scoundrels, Scouts, and Soldiers can select this as one of their class bonus feats.

SABACC FACE (new)
You are adept at hiding your feelings and emotions from others.
Prerequisite: Wisdom 13.
Benefit: When other characters use Perception on you to sense deception they suffer a -5 circumstance penalty to their check result.
Special: Nobles and Scoundrels can select this as one of their class bonus feats.

SALVAGE EXPERT (new)
You have a talent for obtaining useful parts from damaged equipment.
Prerequisite: Trained in Mechanics.
Benefit: You may make a DC 20 Mechanics check as a full-round action to salvage useful parts from a destroyed object. These parts provide you a +5 circumstance bonus on your next Mechanics check made to jury-rig an object.
Special: Scoundrels, Scouts, and Technicians can select this as one of their class bonus feats.

SKILL MASTERY (new)
You’ve learned how to keep your cool in stressful situations and focus on the task at hand.
Prerequisite: Wisdom 13, Skill Focus in the chosen skill, character level 5th.
Benefit: Select any one skill in which you are trained, except Use the Force. You gain the ability to take 10 on checks for that skill, even if stress and distractions would normally prevent you from doing so.
Special: You may select this feat multiple times. Each time you select it, choose a different trained skill. Jedi, Scouts, Soldiers, and Technicians can select this as one of their class bonus feats.

SKILL TRAINING (revision)
Benefit: The chosen skill does not need to be one of your class skills.

VEHICULAR COMBAT (revision)
Benefit: Can be used multiple times per round with a cumulative -5 penalty per additional use.

WEAPONS AKIMBO (new)
You are skilled at delivering a volley of fire.
Prerequisite: Dual Weapon Mastery II, Rapid Shot.
Benefit: When attacking with two ranged weapons, you may attack with both of them as a standard action; however you suffer an additional -2 penalty to your attack roll in addition to the other penalties for fighting with two weapons.
Special: Scoundrels and Soldiers can select this as one of their class bonus feats.

 

The Force

One with The Force
Any character with the Force Sensitivity feat may choose to spend a Force point as a swift action to negate the physical effects of age for the duration of an encounter.

Unknown Power
You can use a Force power that you have seen demonstrated but have not yet learned by expending a Force Point. Attempting to activate untrained Force powers incurs a -10 penalty to your Use the Force check, and the Force Point is spent regardless of whether the Use the Force check succeeds. Ifyo u have not been taught the use of the power, but have only seen its use, you incur an additional -5 penalty (a total of -15) to Use the Force checks to try to activate it.

Choking Darkness
Powers with the [light side] descriptor incur a penalty to your Use the Force check to activate equal to your Dark Side Score.

Battle Strike (addition)
Battle Strike continues to increase in effect by an additional 1d6 for every 5 points that the character’s Use the Force check exceeds 25. This power may be used with starship weapons instead of the intelligence modifier to your attack roll.

Dark Rage (addition)
Dark Rage continues to increase in effect by an additional +2 for every 5 points that the character’s Use the Force check exceeds 25.

Force Grip (addition)
Force Grip continues to increase in effect by an additional 2d6 for every 5 points that the character’s Use the Force check exceeds 25.

Force Lightning (addition)
As per SECR, plus if your Use the Force check equals or exceeds the target’s Fortitude Defense, the target can only take a swift action on their next turn. Otherwise, the target loses a swift action on their next turn and the power ends. The power may be maintained as a standard action, and you must make a new Use the Force check each round. If you suffer damage while maintaining Force Lightning, you must succeed on a Use the Force check (DC = 15 + damage taken) to continue concentrating.

SURGE (revision)
DC 10: You gain a +10 Force bonus on Jump checks and your speed increases to 2x normal until the start of your next turn. Surge speed continues to increase in effect by an additional 2x, and the Force bonus to Jump checks by an additional +10, for every 5 points that the character’s Use the Force check exceeds DC 10 (i.e., 4x/+20 at DC 15, 6x/+30 at DC 20, etc.).

Variant Rule: Vital Limits
A character can benefit from vital transfer only once in a 24-hour period, but you can use a Force Point to overcome this restriction when you activate vital transfer. (Since you can spend only one Force Point per round, you cannot also spend a Force Point to avoid taking damage from the use of vital transfer.)

 

Destinies

SPENDING DESTINY POINTS (addition)
• A Destiny Point may also be used to add +10 to any skill check, unless that skill check is to activate a Force Power that already has a special effect for using a Destiny Point.
• A Destiny Point may also be used (at any time) to take a standard, move, or swift action as if you had readied it on your last turn.

HEROIC SELF-SACRIFICE (new)
Your destiny is to stand in harm’s way, selflessly laying down your own life when the time is right so that one of your comrades can fulfill their own destiny. An example of this would be Biggs Darklighter flying cover for Luke during the Battle of Yavin, as would Ganner Rhysode holding off an endless swarm of Yuuzhan Vong warriors while Jacen Solo went on to complete his mission.
Destiny Bonus: For 24 hours, you and any allies within 10 squares gain a +1 destiny bonus to all defenses (Reflex, Fortitude, and Will).
Destiny Penalty: You take a -1 penalty to your defenses (Reflex, Fortitude, and Will) for 24 hours.
Destiny Fulfilled: The ally you sacrificed yourself for gains a permanent +1 destiny bonus to their defenses (Reflex, Fortitude, and Will).

RESCUE (revision)
Destiny Bonus: For 24 hours, you and any allies within 10 squares gain a +2 destiny bonus on all attack rolls.

 

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