[SWd20: Power of the Sith] House Rules and Characters
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Human Small Groups =&gt; Topic started by: Hunter on 02-06-2005, 20:07:30</h2>
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			<dt class="postheader">
				Title: <strong>[SWd20: Power of the Sith] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>02-06-2005, 20:07:30</strong>
			</dt>
			<dd class="postbody">
				You're going to have questions.&nbsp; &nbsp;Hopefully, I'll have answers.&nbsp; Ask them here.
			</dd>
			<dt class="postheader">
				Title: <strong>[SWd20: Power of the Sith] House Rules and Characters</strong><br>
				Post by: <strong>Hunter</strong> on <strong>02-06-2005, 20:09:50</strong>
			</dt>
			<dd class="postbody">
				<strong>Why the changes?</strong>&nbsp; Because the rules as written need modification.<br><br><br><strong>Section One: Heroic Characteristics</strong><br><br><br>&nbsp;&nbsp;&nbsp;Part One: <em>Action Dice</em><br>Action Dice are intended to replace Force Points.&nbsp; This is the measure of the character's luck, ability to think on their feet, and guidance of the Force.&nbsp; Each action dice represents a d6 that can be used in one of two different ways.<br><br>&nbsp;&nbsp;&nbsp;1) An action dice can be used to "buy" a critical hit when a critical threat is rolled.&nbsp; Critical hits can only be achieved by use of action dice.<br>&nbsp;&nbsp;&nbsp;2) An action dice can be used to modify any of the character's skill or combat dice rolls.&nbsp; Each action dice sacrified allows for an additional d6 to be added to the result.<br><br>How many action dice do you have?&nbsp; A character gains one action dice at first level, then an additional action dice at sixth, twelveth, and eighteenth level.&nbsp; 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>&nbsp;&nbsp;&nbsp;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.&nbsp; A simple action can be used for the same actions as a move or attack action.&nbsp; 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>&nbsp;&nbsp;&nbsp;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.&nbsp; 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?&nbsp; Each force sensitive character has a base number of force points as determined by the Force Sensitive feat (see below).&nbsp; 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?&nbsp; Force points return at the same rate as vitality except modified by charisma rather than constitution.<br><br><br>&nbsp;&nbsp;&nbsp;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.&nbsp; Only the Jedi Consular core class, Jedi Investigator prestige class, and the Jedi Scholar class gain a d8 additional force points per level.&nbsp; All other force using class/prestige classes gain a d6.<br><br>All vitality dice for classes/prestige classes is reduced as a result.&nbsp; A d10 vitality class/prestige class is reduced to a d8.&nbsp; All others are reduced (or remain) at a d6.&nbsp; Each dice roll is modified by the character's charisma modifier.<br><br><br><br><br><strong>Section Three: Feats</strong><br><br>&nbsp;&nbsp;&nbsp;Part One: <em>Modified Feats</em><br>All feats listed here have been modified to address the changes in rules.<br><br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<em>Force Sensitive</em><br>The character gains 20 + (5 * Cha mod) in force points.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<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>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<em>Weapon Focus</em><br>You add +1 per every five character levels with a maximum bonus of +6.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<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>&nbsp;&nbsp;&nbsp;Part Two: <em>New Feats</em><br>Unless otherwise noted, all new feats can only be selected once.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<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.&nbsp; If successful, the damage from the attack is immediately applied to wounds.<br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<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>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<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>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<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>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<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>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<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>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<em>Toughness</em><br>Prerequisite: None.<br>Benefit: You gain +1 Wounds and +3 Vitality.<br>Special: May be taken more than once.
			</dd>
			<dt class="postheader">
				Title: <strong>Character Creation Guidelines</strong><br>
				Post by: <strong>Hunter</strong> on <strong>02-06-2005, 20:12:10</strong>
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			<dd class="postbody">
				1. Attributes: Characters start with 32 points.<br><br>2. Species: Any official species.&nbsp; The Sith are xenophobic and Human Supremicist by nature.&nbsp; A non-human sith may become a sith master but can never become a sith lord.<br><br>3. Class: Any offical class or prestige class.&nbsp; Note that Sith Force using classes/prestige classes are idential to the Jedi with a different name (subtitute Sith for Jedi).<br><br>4. Level: You start at 8th level.&nbsp; For each level past the first you gain the maximum vitality less 2 (so that a soldier gains 8 vitality).&nbsp; The same for force points.<br><br>5. Dark Side Points: Every starting Sith is considered "tainted" as per the rules (DSP equal to one half their wisdom score).&nbsp; &nbsp;Important: A character's dark side point total can never be less than the number of dark side skills they have.<br><br>6. Equipment: You start with none, don't worry about it.&nbsp; (It's plot related).<br><br>7. As far as background goes, it's sufficient to have a "plot hook".&nbsp; (My character wants to do this because of this).&nbsp; Just something for me to work with.&nbsp; ^_^<br><br>8. Force Points: Determine force points as you would vitality.<br><br>Any questions, ask.
			</dd>
			<dt class="postheader">
				Title: <strong>Standard Issue Sith Weapons and Armor</strong><br>
				Post by: <strong>Hunter</strong> on <strong>02-06-2005, 20:14:24</strong>
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			<dd class="postbody">
				&nbsp;&nbsp;&nbsp;<strong>Weapons</strong><br><br>&nbsp;&nbsp;&nbsp;<em>Sith Vibroblade</em><br>Proficiency Group: Vibro weapons<br>Cost: 1000<br>Damage: 2d6+2<br>Critical: 20<br>Weight: 1.4 kg<br>Type: Slashing<br>Fort DC: -<br>Size: Medium<br>Hardness: 5<br>WP: 5<br>Break DC: 17<br>Special: Cortosis Weave<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Blaster Pistol</em><br>Proficiency Group: Blaster pistols<br>Cost: 1000<br>Damage: 3d8+2<br>Critical: 20<br>Range Increment: 8m<br>Weight: 1 kg<br>Fort DC: 18<br>Type: Energy<br>Multifire/Autofire: M<br>Size: Medium<br>Hardness: 5<br>WP: 5<br>Break DC: 17<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Blaster Rifle</em><br>Proficiency Group: Blaster rifle<br>Cost: 1500<br>Damage: 3d8+1<br>Critical: 19-20<br>Range Increment: 40m<br>Weight: 6 kg<br>Fort DC: 18<br>Type: Energy<br>Multifire/Autofire: M<br>Size: Medium<br>Hardness: 5<br>WP: 5<br>Break DC: 17<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Light Repeater</em><br>Proficiency Group: Blaster rifle<br>Cost: 3000<br>Damage: 3d8+3<br>Critical: 19-20<br>Range Increment: 40 m<br>Weight: 4.5 kg<br>Fort DC: -<br>Type: Energy<br>Multifire/Autofire: M/A only<br>Size: Large<br>Hardness: 5<br>WP: 5<br>Break DC: 18<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Heavy Repeater</em><br>Proficiency Group: Heavy<br>Cost: 4000<br>Damage: 4d8<br>Critical: 19-20<br>Range Increment: 40 m<br>Weight: 12 kg<br>Fort DC: -<br>Type: Energy<br>Multifire/Autofire: M/A only<br>Size: Large<br>Hardness: 5<br>WP: 10<br>Break DC: 18<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Handgun</em><br>Proficiency Group: Slugthrower<br>Cost: 400<br>Damage: 2d6+4<br>Critical: 20<br>Range Increment: 14 m<br>Weight: 2.1 kg<br>Fort DC: -<br>Type: Piercing<br>Multifire/Autofire: M<br>Size: Medium<br>Hardness: 5<br>WP: 3<br>Break DC: 16<br>Special: It uses an 8-shot clip of ammunition (cost 5).&nbsp; Suppressor doubles cost of weapon.<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Assault Rifle</em><br>Proficiency Group: Slugthrower<br>Cost: 500<br>Damage: 3d8<br>Critical: 20<br>Range Increment: 30 m<br>Weight: 4 kg<br>Fort DC: -<br>Type: Piercing<br>Multifire/Autofire: M<br>Size: Medium<br>Hardness: 5<br>WP: 5<br>Break DC: 18<br>Special: It uses a 12-shot clip of ammunition (cost 5).&nbsp; Suppressor doubles cost of weapon.<br><br><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>Armor</strong><br><br>&nbsp;&nbsp;&nbsp;<em>Sith Robes</em><br>Armor Type: Light<br>Cost: 500<br>Damage Reduction: 1<br>Max Dexterity: +6<br>Armor Check: 0<br>Speed: 10 m<br>Weight: 2 kg<br><br><br>&nbsp;&nbsp;&nbsp;<em>Sith Combat Suit</em><br>Armor Type: Light<br>Cost: 1500<br>Damage Reduction: 3<br>Max Dexterity: +4<br>Armor Check: -3<br>Speed: 10 m<br>Weight: 4 kg<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Battle Armor</em><br>Armor Type: Medium<br>Cost: 6000<br>Damage Reduction: 5<br>Max Dexterity: +2<br>Armor Check: -5<br>Speed: 10 m<br>Weight: 16 kg<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Assault Armor</em><br>Armor Type: Heavy<br>Cost: 10,000<br>Damage Reduction: 7<br>Max Dexterity: +0<br>Armor Check: -7<br>Speed: 8 m<br>Weight: 25 kg<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Scout Armor</em><br>Armor Type: Medium<br>Cost: 8000<br>Damage Reduction: 4<br>Max Dexterity: +3<br>Armor Check: -3<br>Speed: 10 m<br>Weight: 8 kg<br>Special: Provides a +10 circumstance bonus on Hide checks.<br><br>&nbsp;&nbsp;&nbsp;<em>Sith Power Armor</em><br>Armor Type: Powered<br>Cost: 25,000<br>Damage Reduction: 6<br>Max Dexterity: +1<br>Armor Check: -6<br>Speed: 10 m/ 10 m flying<br>Weight: 25 kg<br>Special: Operates on 4 power packs (for 24 hours), requires 10 minutes to get into and 6 rounds to get out. <span class="bbc_u"> Strength Augmentation</span>: +4, <span class="bbc_u">Life Support </span> : 24 hours, <span class="bbc_u">Computerized Targeting</span>: +2 to hit with built in weapons only, <span class="bbc_u">Repulsorlift</span>: 10m speed with low altitude, <span class="bbc_u">Sensors</span>: Low light and darkvision to 20 meters with electrobinoculars, <span class="bbc_u">Comlink</span>: built in, <span class="bbc_u">Powerlamp</span>: 100 m long beam and up to 50m wide.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Questions and Answers</strong><br>
				Post by: <strong>Brandon</strong> on <strong>02-06-2005, 23:22:21</strong>
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			<dd class="postbody">
				Are we going to be in any situations where star ship combat/piloting will be heavily used? I dont want to spend a bunch of skill points and feats if Im not going to use them. <br><br>Im sure Im going to have lots of other questions as I build the character&nbsp; ;D
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Questions and Answers</strong><br>
				Post by: <strong>LordAnubis</strong> on <strong>02-06-2005, 23:26:40</strong>
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			<dd class="postbody">
				I was curious about that too.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Questions and Answers</strong><br>
				Post by: <strong>Hunter</strong> on <strong>02-06-2005, 23:31:28</strong>
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			<dd class="postbody">
				I wasn't planning on there being any starship combat.&nbsp; But it wouldn't hurt for someone to be able to fly a starship.&nbsp; &nbsp;;)
			</dd>
			<dt class="postheader">
				Title: <strong>Cast List</strong><br>
				Post by: <strong>Hunter</strong> on <strong>02-06-2005, 23:43:47</strong>
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			<dd class="postbody">
				Stick 'em here when they're done.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Cast List</strong><br>
				Post by: <strong>Brandon</strong> on <strong>03-06-2005, 04:18:20</strong>
			</dt>
			<dd class="postbody">
				Name: Windlin Sape<br>Species: Human<br>Age: 33<br>Hieght: 6'<br>Wieght: 176 pounds<br><br>Level/Class: 8 Soldier<br>VP: 66<br>WP: 16<br>Defense: 17 (10 +3 Dex + 4 class)<br>Damage Reduction: 3<br>Speed: 10m<br>Reputation: 2<br>BAB: +8/+3<br>Attack w/ Light Repeater (Autofire): +6/+6/+6/+6/+1<br>Attack w/ Assult rifle (Multifire): +7/+7/+7/+2<br>Attack w/ vibroblade: +10/+5<br><br>Abilities/Modifier<br>Str: 14/+2<br>Dex: 16/+3<br>Con: 14/+2<br>Int: 12/+1<br>Wis: 12/+1<br>Cha: 10/+0<br><br>Saves:<br>Fort: +9 (+6 class +3 ability)<br>Reflex: +5 (+2 class + 3 ability)<br>Will: +2 (+2 class +1 ability)<br><br>Skills: (66 skill points)<br>Computer use: 7 (6 ranks +1 ability)<br>Craft (medpack): 12 (11 ranks +1 ability)<br>Demolitions: 12 (11 ranks +1 ability)<br>Pilot: 7 (5 ranks +2 ability)<br>Repair: 12 (11 ranks +1 ability)<br>Treat injury: 12 (11 ranks +1 ability)<br>Survival: 6 (5 1/2 ranks +1 ability)<br><br>Feats/level gained<br><br>Weapon Profiency (Simple weapons)/Level (1 Class)<br>Weapon Profiency (blaster pistols)/Level (1 Class)<br>Weapon Profiency (blaster rifles)/Level (1 Class)<br>Weapon Profiency (heavy weapons)/Level (1 Class)<br>Weapon Profiency (Vibro weapons)/Level (1 Class)<br>Armor Profiecency (Light)/Level 1 (Class)<br>Quick Draw/Level 1 (Normal)<br>Point blank shot/Level 1(Human bonus feat)<br>Armor Profiecancy (Medium)/Level 2 (Class)<br>Precise shot/Level 2 (Class bonus feat)<br>Armor Profiecancy (Heavy)/Level 3 (Class)<br>Rapid Shot/Level 3 (normal)<br>Multishot/Level 4 (class bonus feat)<br>Far Shot/Level 6 (normal)<br>Weapon focus (Blaster Rifles)/Level 6 (Class bonus feat)<br>Track/Level 8 (Class bonus feat)<br><br>Equipment: <br><br>Sith assualt rifle w/ suppressor(1,000)<br>Sith Light Repeater (3,000)<br>Sith Vibroblade (1,000)<br>Sith Combat suit (1,500)<br>Ammo Magazines x 20 (100)<br>Power pack x 8 (200)<br>Fragmentation grenades x 10 (2,000)<br><br>Total Wieght: 20.4 kg<br>Total Spent: 8, 800 credits
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Questions and Answers</strong><br>
				Post by: <strong>Brandon</strong> on <strong>03-06-2005, 04:20:24</strong>
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			<dd class="postbody">
				Since I wasnt sure what to take for my last soldier feat I picked up track for its versatility and usefulness. However if thats going to be of no use Ild like to know so I can substitute it for something else.<br><br>Anyway the bare bones of my character are up, but as we aquire weapons, armor, and such I can edit it so its more complete.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Questions and Answers</strong><br>
				Post by: <strong>LordAnubis</strong> on <strong>03-06-2005, 07:57:44</strong>
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			<dd class="postbody">
				We allowed to have an intresting heritage?&nbsp; I was curious if I can take the Zeison Sha Warrior prestigous class pg 148 in the hero's guide.&nbsp; They have existed since the hyperspace wars and are not pro jedi.&nbsp; So him leaving their young wouldn't be hard.&nbsp; And it'd add some diversity to the group.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Questions and Answers</strong><br>
				Post by: <strong>Hunter</strong> on <strong>03-06-2005, 08:00:05</strong>
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			<dd class="postbody">
				If you mean as a force adept or a mercenary type, I'd let it slide.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Questions and Answers</strong><br>
				Post by: <strong>LordAnubis</strong> on <strong>03-06-2005, 08:06:14</strong>
			</dt>
			<dd class="postbody">
				The Zeison were jedi that left the order during the beginning of the hyperspace wars and hid out.&nbsp; After several generations the Jedi stopped being protectors and were seen as uncaring.&nbsp; They became very self relient.&nbsp; When the Jedi found out about them the Zeison saw them as far too eager to take their force sensative children to the temple to make them disciples.<br><br>I was figuring he could have had a brother who was taken, he got pissed and followed the Zeison traditions until he left the planet, trying to find a way to stop the jedi from stealing away their familes.&nbsp; A semi twisted view of things, but it'd give him reason to be with the Sith.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Questions and Answers</strong><br>
				Post by: <strong>Brandon</strong> on <strong>03-06-2005, 08:10:47</strong>
			</dt>
			<dd class="postbody">
				Thats a lot better then the reasons Wind is with the sith. Hes just there for the money&nbsp; ::)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Questions and Answers</strong><br>
				Post by: <strong>Hunter</strong> on <strong>03-06-2005, 22:44:03</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=865.msg13558#msg13558">Quote from: LordAnubis on 03-06-2005, 07:57:44</a></div></div><blockquote class="bbc_standard_quote">We allowed to have an intresting heritage?&nbsp; I was curious if I can take the Zeison Sha Warrior prestigous class pg 148 in the hero's guide.&nbsp; They have existed since the hyperspace wars and are not pro jedi.&nbsp; So him leaving their young wouldn't be hard.&nbsp; And it'd add some diversity to the group.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>You are allowed to use all canon (i.e. published by WOTC) classes/prestige classes.&nbsp; My bad.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: Cast List</strong><br>
				Post by: <strong>LordAnubis</strong> on <strong>04-06-2005, 03:39:32</strong>
			</dt>
			<dd class="postbody">
				It works, so how do we do the force points for those of us who use them?&nbsp; since you have a house rule for them.<br><br>http://www.3edb.com/viewCharacter.asp?cid=10274<br><br>
			</dd>
		</dl>
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