Jump to content

Star Wars: The New Sith Empire - Rules Changes & Assorted Errata


Dave ST

Recommended Posts

Here, we will discuss changes to the rules that have been made. Revised Star Wars was spotty (released prior to D&D 3.5) on a few skills and Feats and a few Class issues. Changing rules is sort of a pain in the butt at times but to smooth the transition here's how it's going to work:

1. The section will be broken down into sections. Species, Classes, Skills, and Feats, etc. For ease of reference, the same way they're located in the Core Book.

2. Any changes that affect your PC I will take care of the transition for you if you prefer.

3. Changes will usually be discussed, or opened for discussion, not debate, argument, or flame wars.

4. Do not post here. This is not a discussion thread. If you have topics you'd like to discuss please take them to the OOC thread and we'll discuss them there.

Link to comment
Share on other sites

Classes


Tech Specialist
Skill Mastery: At 3rd and 16th level, the Tech Specialist gains 4 ranks in any intelligence-based skill (skill, as in singular, not plural)(including Cross Class skills, but not Force-based skills) that he currently has no ranks in.

This means you get 4 ranks in one intelligence-based skill that you currently have no ranks in. At 16th level you gain 4 more. You do not gain 4 ranks in every intelligence based skill and gain another 4 ranks (for a total of +8) at 16th level.
Link to comment
Share on other sites

Feats


Ambidexterity - This feat will not be used. Instead Two-Weapon Fighting will take its place.

Deadly Aim (Combat Feat)
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Power Attack (Combat Feat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Two-Weapon Fighting (Combat Feat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Code:
Normal penalties					–6  	–10
Off-hand weapon is light				-4 	–8
Two-Weapon Fighting feat				-4 	–4
Off-hand weapon is light and Two-Weapon Fighting feat 	–2 	–2
Link to comment
Share on other sites

Starships

The Swamp Wraith
Corellian Engineering VCX-700 Heavy Courier
Code:
Class: Space Transport    		Crew: 1
Size: Small (26m)			Initiative: +1 (+1 Size)
Hyperdrive: x1 (backup x12)		Maneuver: +1 (+1 Size)
Passengers: 6				Defense: +21 (+1 Size, +10 Armor)
Cargo Capacity:	5 metric tons	        Shield Points: 60 (DR 10)
Consumables: 2 months			Hull Points: 150 (DR 15)
Cost: 175,000"7	
Max Speed in Space: Attack (8 squares/action)	
Atmospheric Speed: 800 km/h (13 squares/action)	

Weapon: Dual Laser Cannon (2 Fire Linked); Fire Arc: Turret; Attack Bonus: +5
(+1 Size, +4 Fire Control); Damage: 5d10x2; Range: PB/S +0, M/L n/a.

Weapon:	Light Ion Cannons (4 Fire Linked); Fire Arc: Front; Attack Bonus: +5
(+1 Size, +4 Fire Control); Damage: 6d10x2; Range: PB/S +0, M/L n/a.

Weapon:	Concussion Missile Launchers (4, 2 missiles each); Fire Arc: Front;
Damage: 5d10x2; Missile Quality: Ordinary (+10)

Equipment: None
Modifications: None


Ambassador Telana's Shuttle
Theed Engineering Corps
Code:
Class: Space Transport    		Crew: 1
Size: Medium (76m)			Initiative: +0 (+0 Size)
Hyperdrive: x1 (backup x12)		Maneuver: +0 (+0 Size)
Passengers: 6				Defense: +21 (+1 Size, +10 Armor)
Cargo Capacity:	4 metric tons	        Shield Points: 120 (DR 10)
Consumables: 3 months			Hull Points: 180 (DR 15)
Cost: 175,000"7	
Max Speed in Space: Attack (8 squares/action)	
Atmospheric Speed: 800 km/h (13 squares/action)	

Weapon: Dual Laser Cannon (2 Fire Linked); Fire Arc: Turret; Attack Bonus: +4
(+4 Fire Control); Damage: 5d10x2; Range: PB/S +0, M/L n/a.

Weapon: Dual Laser Cannon (2 Fire Linked); Fire Arc: Turret; Attack Bonus: +4
(+4 Fire Control); Damage: 5d10x2; Range: PB/S +0, M/L n/a.

Equipment: None
Modifications: None


Jedi Shuttle
Sienar Fleet Systems
Code:
Class: Space Transport    		Crew: 4
Size: Small (70m)			Initiative: +0 (+0 Size)
Hyperdrive: x1 (backup x12)		Maneuver: +0 (+0 Size)
Passengers: 6				Defense: +20 (+0 Size, +10 Armor)
Cargo Capacity:	20 metric tons	        Shield Points: 200 (DR 10)
Consumables: 1 month			Hull Points: 230 (DR 15)
Cost: 175,000"7	
Max Speed in Space: Attack (8 squares/action)	
Atmospheric Speed: 800 km/h (13 squares/action)	

Weapon: Dual Laser Cannon (2 Fire Linked); Fire Arc: Turret; Attack Bonus: +5
(+1 Size, +4 Fire Control); Damage: 5d10x2; Range: PB/S +0, M/L n/a.

Weapon: Dual Laser Cannon (2 Fire Linked); Fire Arc: Turret; Attack Bonus: +5
(+1 Size, +4 Fire Control); Damage: 5d10x2; Range: PB/S +0, M/L n/a.

Weapon:	Concussion Missile Launchers (2, 4 missiles each); Fire Arc: Front;
Damage: 9d10x2; Missile Quality: Ordinary (+10)

Equipment: None
Modifications: None
Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...