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Art Assets This overhaul was made in accordance to Wizards of Listed alphabetically the Coast's Fan Content Policy. This is unofficial Art of Bartlett content made by me, /u/Galiphile, with some collaboration (listed below). AV-6R7 Chris Trevas Cristi Balanescu Dark Dream Credits David Kegg echostain First and foremost, I have to thank the person who got me Eiluvision into D&D: my buddy, Ross. That playgroup was not great, but Fantasy Flight Games it started my journey. Jason Edmiston Second, I have the thank the original guinea pigs of this Joel Hustak conversion: Drew, Eric, and Rickey. It was comically bad, but we had fun with it. Jhomar Soriano Knight of Malta Lastly, while I would love to say that I created everything in this conversion, that wouldn't be entirely true. The following Matt Difa people deserve credit as well: RamArtwork Shout out to the /r/sw5e mod team Sam Wood /u/karbacca for the epic cover and SW5e logo Somarinoa /u/Grelite for the Matukai Order Monk archetype Stu Cunningham /u/Charrmeleon for the entire Scholar class Weasyl /u/MayB_259 for their Human race Whitelight369 /u/SpiketailDrake for the Bloodstorm Approach Berserker William O'Connor archetype /u/TheGentGamer for the Warchief Approach Berserker And of course archetype Star Wars Star Wars: Rebels Star Wars: The Clone Wars Star Wars: The Old Republic If I missed you and you feel you deserve credit please let me know. I've been working on this for years, and I'm fallible. I hope you like it. Chapter 6: Customization Options Preface New multiclassing requirements/proficiencies, and with the This conversion has been a labor of love of mine starting three exception of the spell point variant (discussed in chapter 10), years ago. Back when I was a fledgeling DM, I undertook the the only difference is new or different feats. foolish effort of attempting the first version of this overhaul, which was comically terrible. It featured four classes, which Chapter 7: Using Ability Scores were just severely bastardized versions of their standard counterparts. Generally the same, with the exception of skills; Arcana, History, and Religion have been collapsed into Lore, with This version, which I will call version 1.0 as an absolute Piloting and Technology being new skills. snub to my first attempt, I've been working on pretty consistently for about nine consecutive months. I've had some help from various sources (who will be credited accordingly), Chapter 8: Adventuring but for the most part this has come from mine own brain. Basically identical with some reskinning. This book is designed to parallel the official D&D 5e Player's Handbook. It includes all the relevant chapters, Chapter 9: Combat reskinned to fit a Star Wars setting. The significant Basically identical with some reskinning with the exception of differences will be listed below. damage types. Bludgeoning, piercing, and slashing are collapsed into What's Different? kinetic damage. While this expansion utilizes the base rules of 5th Edition, Ion is a new damage with improved efficacy against there are significant differences that will be illustrated here, constructs, droids, and electronics. broken down by chapter. There is more information in each Radiant has become energy damage. chapter, as per the SRD. Thunder has become sonic damage. Chapter 1: Step-By-Step Characters Chapter 10: Reskinned for the setting, with no noteworthy differences. Force- and Tech-casting Chapter 2: Races There are two major changes in this section: All of the races are brand new. Spells are now called powers. Cantrips are now called at-will powers. My own interpretation and simplification of the spell point Chapter 3: Classes variant from the DMG. Basically, up-casting a power at a There are ten classes. Berserker, Infiltrator, Monk, and Scout, given level costs that level + 1 points. are mostly reskinned, with some variation to fit the setting. Spellcasting has been separated into force- and tech- Fighter utilizes my homebrew of baseline combat superiority. casting Engineer is based off Artificer, but extrapolated to be a full Forcecasting uses Wisdom and Force Points, which caster. Warrior is based off of Paladin, and Consular is based regenerate on a long rest off of Sorcerer, with changes to better fit a force-wielder. Techcasting uses Intelligence and Tech Points, Sentinel is a reimagining of a monk, but as a 2/3 caster. which regenerate on a short rest Scholar is a brand new class. While a character can have both force- and tech- casting, they are kept completely separate. Chapter 4: Backgrounds For the most part, these are reskinned from 5E with one Chapters 11 and 12: major difference; each background also offers a choice of feat. Force and Tech Powers This is a houserule I've been using for a while that has Chapter 11 has been broken down into two chapters to keep become quite popular. You can very easily ignore this force and tech powers separate. houserule if you're so inclined. Chapter 5: Equipment Monster Manual There is a Monster Manual ready to use that you can find Currency has been changed to credits, with roughly 1 gp = 10 here. cr. Magic items are reskinned as enhanced or modified items, as appropriate, with rarities designed to mimic those of Star Wars: the Old Republic. Equipment functions similarly, with Upcoming the exception of the breakdown of weapons; rather than Starships of the Galaxy will offer a separate combat entity simply simple and martial, they are broken down into blasters, utilizing ship-to-ship combat, with instructions on how to lightsabers, and vibroweapons. This also utilizes a few build your own encounters and offer upgrades for players. houserules: light, medium, and heavy shields with proficiencies collapsed into the appropriate armor, new weapon features, etc. Version History 1.2.0 Added a new cover page Added three types of droids as a playable race. Updated Force- and Tech-casting blurbs to clarify when points renew. Made some adjustments to Astrotech Engineering droids Added Matukai Order as a fourth monk archetype Changed Scholar saves to Dex and Int Updated the Wrist Launcher with another type of ammunition Added values for some droid hirelings Minor text fixes 1.1.0 Added introductory blurbs to all ten classes Added Nightsister Order as a third monk archetype Minor text fixes 1.0.1 Minor text fixes Introduction he Dungeons and Dragons roleplaying game is In the Dungeons and Dragons game, each player creates an about storytelling in worlds of swords and adventurer (also called a character) and teams up with other sorcery. It shares elements with childhood adventurers (played by friends). Working together, the group games of make-believe. Like those games, D&D might explore a planet-encompassing city like Coruscant, the is driven by imagination. It’s about picturing the wilds of Kashyyk, or the war-torn expanse of Oricon. The towering castle beneath the stormy night sky adventurers can solve puzzles, talk with other characters, Tand imagining how a fantasy adventurer might battle the legendary Jedi or Sith, and discover special react to the challenges that scene presents. modified items and other treasure. This overhaul is designed as a Star Wars reskinning of thec One player, however, takes on the role of the Dungeon ore Dungeons and Dragons experience. The rules are Master (DM), the game’s lead storyteller and referee. The DM generally the same, and so an experience player of Fifth creates adventures for the characters, who navigate its Edition should have no trouble jumping right in to a Star Wars hazards and decide which paths to explore. The DM might themed campaign. This Introduction will cover the basics of describe the entrance to a Black Sun commpound, and the the Fifth Edition onf Dungeons and Dragons, with a brief players decide what they want their adventurers to do. Will synopsis of the changes (broken down by chapter) at the end. they charge in, guns blazing? Convince the guardsmen they belong there? Or use other means to find an entrance? Dungeon Master (DM): After traveling the streets of Nar Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM Shaddaa, you find yourself at the entrance to the Black Sun can improvise to react to anything the players attempt, D&D is compound. Security cameras scan the surrounding area, and a infinitely flexible, and each adventure can be exciting and cadre of bored looking guardsmen wait impatiently by the door. unexpected. Two twi'lek urchins plead for handouts from the Black Sun The game has no real end; when one story or quest wraps mercenaries, only to be yelled at and pushed away. A up, another one can begin, creating an ongoing story called a shimmering barrier covers the entrance to the compound, with campaign. Many people who play the game keep their a manned security console on its left side. campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left Rickey (playing Vinto): I want to talk my way into the off. The adventurers grow in might as the campaign compound. I approach the guards. continues. Each force defeated, each adventure completed, and each rellic recovered not only adds to the continuing Drew (playing Dash): I want to throw a grenade and then story, but also earns the adventurers new capabilities. This shoot them all. increase in power is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons and Dragons game—at least, not the way those terms are usually Unlike a game of make-believe, D&D gives structure to the understood.