<strong>Why the changes?</strong>Because the rules as written need modification.<br/><br/><br/><strong>Section One: Heroic Characteristics</strong><br/><br/><br/>Part One:<em>Action Dice</em><br/>Action Dice are intended to replace Force Points.  This is the measure of the character's luck, ability to think on their feet, and guidance of the Force.  Each action dice represents a d6 that can be used in one of two different ways.<br/><br/>1) An action dice can be used to "buy" a critical hit when a critical threat is rolled.  Critical hits can only be achieved by use of action dice.<br/>2) An action dice can be used to modify any of the character's skill or combat dice rolls.  Each action dice sacrified allows for an additional d6 to be added to the result.<br/><br/>How many action dice do you have?  A character gains one action dice at first level, then an additional action dice at sixth, twelveth, and eighteenth level.  In addition, the number of action dice available is modified by a positive wisdom modifier (so that a character with a wisdom of 12 gains an additional action dice, a character with a wisdom of 14 gains a total of two additional action dice, and so forth).<br/><br/><br/>Part Two:<em>Combat Actions</em><br/>Rather than having a move action and an attack action during the initiative phase, each is instead a simple action.  A simple action can be used for the same actions as a move or attack action.  Also, a full round action does not result in multiple attacks but to attack twice in the same round the character must use both simple actions as attack actions.<br/><br/>Clarification: Critical Hits are subtracted from Wounds rather than Vitality.<br/><br/><br/><br/><br/><strong>Section Two: Using the Force and Force Classes</strong><br/><br/><br/>Part One:<em>Force Points</em><br/>Rather than using Vitality to activate Force powers, a new set of points called Force Points is intended to replace this.  The cost of using a power is exactly the same as before, except that the cost is in force points rather than vitality.<br/><br/>How many force points do I have?  Each force sensitive character has a base number of force points as determined by the Force Sensitive feat (see below).  In addition, for each level of a force user class or prestige class they gain additional points.<br/><br/>How do I regain force points?  Force points return at the same rate as vitality except modified by charisma rather than constitution.<br/><br/><br/>Part Two:<em>Force Using Classes</em><br/>All force using classes gain a number of force points as determined by their force user class/prestige class.  Only the Jedi Consular core class, Jedi Investigator prestige class, and the Jedi Scholar class gain a d8 additional force points per level.  All other force using class/prestige classes gain a d6.<br/><br/>All vitality dice for classes/prestige classes is reduced as a result.  A d10 vitality class/prestige class is reduced to a d8.  All others are reduced (or remain) at a d6.  Each dice roll is modified by the character's charisma modifier.<br/><br/><br/><br/><br/><strong>Section Three: Feats</strong><br/><br/>Part One:<em>Modified Feats</em><br/>All feats listed here have been modified to address the changes in rules.<br/><br/><br/><em>Force Sensitive</em><br/>The character gains 20 + (5 * Cha mod) in force points.<br/><br/><em>Rapid Shot</em><br/>Use of the rapid shot feat is a full round action and grants one extra attack per round (total of three).<br/><br/><em>Weapon Focus</em><br/>You add +1 per every five character levels with a maximum bonus of +6.<br/><br/><em>Weapon Specialization</em><br/>You use your BAB as a modifier for the damage (so that a character with a +7 BAB adds seven points of damage).<br/><br/><br/>Part Two:<em>New Feats</em><br/>Unless otherwise noted, all new feats can only be selected once.<br/><br/><em>Assassin</em><br/>You know where to hit with a meele weapon.<br/>Prerequisite: Weapon Focus, Weapon Specialization.<br/>Benefit: As a full round action, you may attempt to score a critical hit with a -4 penalty.  If successful, the damage from the attack is immediately applied to wounds.<br/><br/><em>Channeller</em><br/>You have a stronger command of the Force than normal.<br/>Prerequisite: Force Sensitive, Control, Alter, Sense.<br/>Benefit: You gain an additional (CHA * 5) force points.<br/><br/><em>Fortunate</em><br/>You are exceptional lucky.<br/>Prerequisite: None.<br/>Benefit: You gain an additional action dice.<br/>Special: May be selected multiple times.<br/><br/><em>Implant</em><br/>You can use and swap cybernetic implants.<br/>Prerequisite: None.<br/>Benefit: The character has the necessary modification that allows them to accept implants.<br/><br/><em>Martial Training</em><br/>The character has experienced additional training or unusual circumstances that give the character a more attuned combat skill.<br/>Prerequisite: None.<br/>Benefit: For every four character levels possessed, a +1 is gained to the BAB.<br/>Special: May not be selected by Soldiers, Jedi Guardians, or any prestige class that is combat intensive (such as Jedi Weaponmaster).<br/><br/><em>Snipe</em>r<br/>You know exactly where to shoot so that it hurts the most.<br/>Prerequisite: Point Blank Shot, Precise Shot, Far Shot.<br/>Benefit: As a full round action, you may attempt to score a critical hit at a -4 with a ranged weapon.<br/><br/><em>Toughness</em><br/>Prerequisite: None.<br/>Benefit: You gain +1 Wounds and +3 Vitality.<br/>Special: May be taken more than once.