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Dec 7th, 2019
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  1. 1: Dual Weapon Mastery no longer has BAB requirements.
  2.  
  3. 2: Max damage for unarmed attacks is 1d12. Any step above that adds a flat +1 damage.
  4.  
  5. 3: Magazine capacity change. They are as followed:
  6. Blaster Pistols - 15 shots
  7. Heavy Blaster Pistol - 7 shots
  8. Blaster Carbines - 10 shots
  9. Blaster Rifles - 20 shots
  10. Heavy Blaster/Blaster Sniper Rifle - 10 shots
  11. Light/Heavy Repeating Blaster - 20 shots
  12. Missile Launcher - unchanged
  13. Blast Cannon - 6 shots
  14. Flamethrower - unchanged
  15. --
  16. 4: The feats Point Blank Shot and Precise Shot have been compressed together to lessen the burden of the "feat tax."
  17.  
  18. 5: If your character has the Quick Draw feat then reloading is a swift action, and if they have the Lightning Draw talent then it's a free action.
  19.  
  20. 6: Force powers at start are free reign. However, other force powers must be learned by other means as characters advance in levels. The exceptions are;
  21. Battle Strike
  22. Dark Rage
  23. Force Disarm
  24. Force Grip
  25. Force Slam
  26. Force Thrust
  27. Mind Trick
  28. Move Object
  29. Surge
  30. If your character posses a talent that naturally makes them adept at certain force powers, such as Telekinetic Savant, then all powers with the Telekinetic descriptor would be up for grabs. In addition, this applies to any force techniques or force secrets you want to add when you dip into the Jedi Knight, Jedi Master, Force Disciple, and Force Adept prestige classes. The only exceptions are the Force Techniques in the core rulebook. We are also playing with Force Regimens. Check out the Jedi Academy Training Manual for details. Consult your DM if you have any questions.
  31.  
  32. 7: New Jedi bonus feat: Force Bond. Applies force powers to those whom the Jedi are bonded with as a step-down. (EG: John uses Resist Force, rolls a 20. John and Jacob both gain the benefits of the power as though they had met the DC 15, which is a step down. If Jacob perishes, John moves -1 down the condition track.). If you wish to Force Bond with another person, you must take it as a feat such as Exotic Weapon Proficiency (EG: Force Bond: Miranda to have this apply to Miranda Doe).
  33.  
  34. 8: CR-1 Blast Cannon does flat 3D8 damage, everyone in splash radius takes full damage. If you miss it's the same as with an autofire weapon, you take half unless your opponent has evasion. Scatterguns do a flat 2D8 damage and follows the same ruleset as the CR-1 Blast Cannon.
  35.  
  36. 9: Spears, Force Pikes and Lightsaber Staves have two square reach instead of one, much like in 3.5, Pathfinder and other tabletop games. This is to incentivize using these weapons over more powerful weapons, such as Vibro Axes (for damage), normal Light Sabers (which are better at deflecting, can be dual wielded and generally efficiently used) and beyond.
  37.  
  38. Also like 3.5, Pathfinder and other games, if they are occupying the square in front of you, you cannot use the weapon unless there is one square in-between you and your target. This can be bypassed by a feat re-introduced from the 3.5 books: Short Shaft. This allows you to grip the weapon at half heft and attack a target immediately in front of you, as opposed to retreating back one square to attack.
  39.  
  40. 10: As Saga Edition has not written any rules for this, we have implemented shields. Normally made from Durasteel (but sometimes made from other materials), shields have found great use in both the battlefield and for keeping the peace during times of civil unrest, and even have a large consumer base across the galactic market. They do not require a license and can be purchased on character creation.
  41.  
  42. Durasteel Heavy Shield, 800 credits. 7 kilograms. +2 reflex defense. Occupies the off-hand. Sundering stats: DR 5, HP 10, Damage Threshold 15, Strength break DC 20
  43. Durasteel Riot Shield, 1,500 credits, 20 kilograms. +4 reflex defense. Occupies the off-hand. Sundering stats: DR 10, HP 20, Damage Threshold 30, Strength break DC 30
  44.  
  45. (If you're unsure as to how sundering mid-combat works in Star Wars Saga Edition, it's a simple attack roll against the enemy's reflex defense + 10 + size modifiers, then roll damage. Lightsabers bypass DR, as per the book.)
  46.  
  47. 11: Build Lightsaber is now only a level 5 requirement.
  48.  
  49. 12: Skill Training: Use The Force can now be gained through roleplay, as opposed to both roleplay and the taking of the feat. Those who want immediate satisfaction can forego any boundaries and take the feat.
  50.  
  51. 13: Flavor talents have been added. They're available at levels 5, 10 and 15. These are intended for the sake of pursuing interesting abilities for your character, not for the intention of empowering your character. Choose one and present it to Liam, who will tell you yes or no. You may not add it to your sheet until you've been given approval.
  52.  
  53. 14: Medical Packs have changed in their use, so as to provide more efficient use while not overshadowing any force powers currently available. You will be meeting treat injury DCs as though you were meeting UTF DCs for vital transfer.
  54.  
  55. These are the dice pools you will obtain per meeting certain DCs.
  56.  
  57. DC 15: 2D6+con HP.
  58.  
  59. DC 20: 3D6+con HP.
  60.  
  61. DC 25: 4D6+con HP.
  62.  
  63. DC 30+: 6D6+con HP.
  64.  
  65. Natural 20s: You effectively use the contents of the medical pack. Roll the dice pool from the met DC again.
  66.  
  67. One use per encounter. To combat this limitation, direct your attention to the Medic PRC. Or become a Jedi and learn the ways of the force.
  68.  
  69. 15: Weapon Specialization can now be taken as a feat, as well as a bonus feat for Soldiers and Jedi.
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