PDA

View Full Version : D&D Using Star Wars Saga Ed. Rules



Understudied
2007-07-28, 07:26 PM
Ok, first time poster, got REALLY bored...

Basically, I like D&D, but lately I've become slightly disillusioned with the system itself. I wanted something lighter, something more action packed, and then I discovered Saga Edition Star wArs, and it seemed perfect, so I've been perusing the itnernet for various conversions, pruning the ideas I don't like, adding my own ideas and I've come up with what I like to call my personal 'D&D Masterwork Edition'. Unfortunately, I can't post Saga Ed. Rules because it's not OGL (I don't think), so it won't make a lo of sense to people without the SECR.
Anywho, this is the first draft, and as in all things in life, your miles may vary with it.

Classes
Cleric
D6 Hit Die

2+Int Skills (Endurance, Initiative Knowledge (Arcane Lore, Legends), Persuasion, Ride, Spellcraft, Treat Injury)

Defence: +1 Fort, +1 Ref, +1 Will

3/4 BAB

Starting Feats: Armour Proficiency (Light), Disciple, Divine Favour, Weapon Proficiency (Simple)

Talents: (Every odd level)
Preacher Tree
Bolster Ally: As Noble Talent

Inspire Confidence: As Noble Talent

Fire and Brimstone Tree
Presence: As Noble Talent

Weaken Resolve: As Noble talent

Bastion of Faith Talent Tree:
Bane/Lord of Undead: Undead Creatures are susceptible to your talents from the Preacher or Fire and Brimstone Talent Tree. If the creature does not have a WIll Defence, use its Fortitude Defence instead.

Holy/Unholy Scourge: Against Holy or Unholy creatures (choose one when you gain this talent), you deal extra damage equal to your Charisma bonus (minimum +1)

Resist the Holy/Unholy: You gain a +5 Bonus to all Defence scores against magic/supernatural effects originating form a Holy or Unholy creature (choose one when you gain this talent)

Visions: as the Sense talent

Recovery Tree:

Mental Recharge: as the Control talent Force Focus

Mystical Recovery: as the Control talent Force Recovery

Divine Recovery: as the Force technique Force Point Recovery (You cannot have both Arcane and Divine Recovery)

Bonus Feats: Armour Proficiency (Medium and Shields), Divine Favour, Exotic Weapon Proficiency, Melee Defence, Power Attack, Skill Focus, Skill Training, Weapon Proficiency (Light Blades, Heavy Blades)

Mage
D6 Hit Die

4+Int Skills (Deception, Gather Information, Initiative, Knowledge(all), Perception, Persuasion, Ride, Spellcraft)

Defence: +1 Ref, +2 Will

1/2 BAB

Starting Feats: Arcanist, Arcane Training, Weapon Proficiency (Simple)

Talents: (Every odd level)
Esoteric Knowledge Tree:

Educated: as the Noble talent

Spontaneous Skill: as the Noble talent

Arcane Perception: as the Sense talent Force Perception

Foresight: as the Sense talent

Visions: as the Sense talent


Recovery Tree:

Mental Recharge: as the Control talent Force Focus

Mystical Recovery: as the Control talent Force Recovery

Arcane Recovery: as the Force technique Force Point Recovery


Enchantment Tree:

As the Force Adept Force Item tree

Bonus Feats (Every even level): Arcane Training, Armor Proficiency (light), Linguist, Exotic Weapon Proficiency, Point Blank Shot, Precise Shot, Melee Defense, Weapon Proficiency (Light Blades, Bows), Skill Training, Skill Focus

Noble
D8 Hit Die

Skills: Same, but replace Pilot with Ride and Use Computer with Perform

Defense: +1 Fort, +2 Will

3/4 BAB

Starting Feats: Weapon Proficiency (simple, light blades), Linguist (must meet prereqs)

Talents (Every odd level): Same, plus the


Mediator tree:

Adept Negotiator: As the Jedi Consular talent

Master Negotiator: As the Jedi Consular talent

Skilled Advisor: As the Jedi Consular talent

Bonus Feats (Every even level): Same, plus Weapon Proficiency (blackpowder, heavy blades)

Scoundrel
D6 Hit Die

Skills: 4+Int (Acrobatics, Deception, Gather Information, Initiative, Knowledge, Mechanics, Perception, Perform, Persuasion, Stealth, Travel)

Defense: +2 Ref, +1 Will

3/4 BAB

Starting Feats: Melee Defense (must meet prereqs), Weapon Proficiency (simple, light blades)


Talents (Every odd level):

Fortune Tree: Same


Misfortune Tree: Same


Thief Tree:
Cat Burglar: You may use Acrobatics in place of Athletics when jumping or climbing.

Steal Heart: May reroll any Persuasion check. Must take second result.

Fast Talk: May reroll any Deception check. Must take second result.

Sky Pirate Tree: As Spacer tree


Bonus Feats (Every even level): Same plus Point Blank Shot and Weapon Proficiency (Bows, Guns)

Scout
D8 Hit Die

Skills: Same, but replace Climb, Jump, and Swim with Athletics

Defense: +1 Fort, +2 Ref

3/4 BAB

Starting Feats: Shake It Off (must meet prereqs), Weapon Proficiency (simple, light blades, bows)

Talents (Every odd level): Same

Bonus Feats (Every even level): Same, plus Weapon Proficiency (guns, polearms)

Soldier
D10 Hit Die

Skills: 3+Int (Acrobatics, Athletics, Endurance, Initiative, Knowledge (all), Mechanics, Perception, Pilot, Ride, Treat Injury)

Defense: +2 Fort, +1 Ref

BAB 1/1

Starting Feats: Armor Proficiency (light), Weapon Proficiency (simple, light blades, heavy blades)

Talents (Every odd level): Same

Bonus Feats (Every even level): Same, plus Weapon Proficiency (any) and Armour Proficiency (Shields)

Understudied
2007-07-28, 07:27 PM
Skills
Athletics (Climb, Jump, and Swim)
Acrobatics
Craft (Mechanics and more)
Deception (Bluff, Disguise)
Endurance
Initiative
Knowledge (Politics, Tactics, Beast Lore, Legends, Geography, Arcane Lore, Dungeoneering)
Larceny (Sleight of Hand, Disable Device (T) and Forgery (T))
Perception
Perform
Persuasion
Ride
Spellcraft
Stealth
Survival
Travel (Carts, Boats, Airships etc.)

New skill:

Spellcraft (Cha) Requires Arcanist or Disciple Training to use; Arcane magic has Armor Check Penalty

Sense Magic: DC 15 to sense magical energy, pinpointing magical items, spellcasters, and magicite.

Hide Talent (trained only): If you wish to hide your magical ability when being scanned, you must beat their total to sense magic.

Cast Spells: See each individual spell description

Announce Power (trained only): Unleashes your personal aura of power, letting everyone who can sense magic nearby know exactly what your Spellcraft bonus is. Occasionally accompanied by a light show.

Feats:
Arcanist: You can now make Spellcraft checks, and Spellcraft is considered a class skill for you (with an ability modifier based off intelligence)

Arcane Training: You add to your Spell suite a number of spells equal to 1 + your Intelligence Modifier (Minimum 1). You can add Spells more than once

Special: You can take this feat more than once.

Disciple: You can now make Spellcraft checks, and Spellcraft is considered a class skill for you (with an ability modifier based off Wisdom)

Divine Favour: You add to your Spell suite a number of spells equal to 1 + your Wisdom Modifier (Minimum 1). You can add Spells more than once

Special: You can take this feat more than once.


Weapon And Armour Groups
Weapons
Blackpowder
Bows
Exotic
Heavy Blades
Light Blades
Polearms
Simple

Armour
Light
Medium
Heavy
Shields

Weapons

Simple Weapons:
Staff - Double Weapon, 1d6/1d6
Mace – 1d8
Knife – 2d4, Can be thrown, Counts as a Simple weapon and Light Blade

Light Blades
Knife – 2d4, Can be thrown, Counts as a Simple and Light Blade
Sword – 2d6
Axe – 1d12

Heavy Blades
Greatsword – 3d6
Greataxe – 2d10
Halberd – 2d8, reach 1

Polearms
Spear – 2d6, reach 2
Glaice – 2d8, reach 1

Bows
Crossbow – 1d10, 2 hands, may be fired 1 handed with -5 penalty
Bow – 2d4, 2 hands

Blackpowder Weapons
Pistol – 2d6, Ignores DR, requires standard action to reload
Rifle – 2d8, Ignores DR, 2 hands, requires standard action to reload

Armour
Light Armor
All light armor provides a +4 bonus to reflex defense. Most also provide a bonus to fortitude defense as well, depending on the material. Some provide special abilities as well. Unless otherwise specified, all light armor has a Max Dex Bonus of +4 and an Armor Check Penalty of -5.

Leather: +2 Fort, +5 Max Dex
Chain: +3 Fort
Brigandine: +4 Fort, +3 Max Dex

Heavy Armor
All heavy armor provides a +8 bonus to reflex defense. Depending on the material, some may provide special abilities. Unless otherwise specified, all heavy armor has a Max Dex Bonus of +2 and an Armor Check Penalty of -10, as well as a speed reduction. Characters wearing most heavy armors have their speed reduced to 4 squares (3 squares if small), and can only run at 3x their speed, instead of 4x.

Full Plat: +1 Max Dex
Half-plate: No special properties
Splint Mail: +6 Ref, +3 Max Dex

Shields
There are two basic kinds of shields, light and heavy. A character with light and heavy armor proficiency is considered proficient with their respective shields. Light shields provide a +1 shield bonus to reflex defense; heavy shields provide +2. Some shields also have special properties.


Summoned Creatures
Arcane Species Trait:
+4 Int, +2 to all defences against Arcane Spells

Divine Species Trait:
+4 Wis, +2 to all defences against Holy or Unholy Spells or abilities (Choose 1)

Tier I
Medium Sized, Speed 6
Beast 1
Initiative: Initiative +7
Defences: Ref 12, Fort 11, Will 10

Melee +2 (Choose 1 Natural Weapon)

Abilities: Str 15, Dex 14, Con 13, Int 2, Wis 12, Cha 10
HP: 9
Feats: Skill Training (Perception)
Skills: Perception +5

Choose 1 Species Trait, plus either Arcane or Divine (depending on spell or ability)

Tier II
Large Sized, Speed 8
Beast 5
Initiative: +6
Defences: Reflex 13, Fort 16, Will 11

Melee: +10 (Choose 2 Natural Weapons)

Abilities: Str 24, Dex 11, Con 22, Int 2, Wis 12, Cha 10
HP: 52
Feats: Power Attack, Skill Training (Perception)
Skills: Perception +6

Tier III
Huge Sized, Speed 10
Beast 10
Initiative: +4
Defences: Ref 15, Fort 20, Will 11

Abilities: Str 32, Dex 8, Con 31, Int 2, Wis 12, Cha 10

HP: 140
Feats: Cleave, Pwer Attack, Skill training (Perception)
Skills: Perception +6

Understudied
2007-07-28, 07:29 PM
Magic
To cast a spell, you have to make a Spellcraft check – roll a d20 and add your Spellcraft modifier. If your roll beats the Spellcraft DC, the spell takes effect. You can choose to use a higher Spellcraft DC to create a more powerful affect, however, if you choose to use this higher ‘spell level’, you move one step down the condition track for each level higher than the base (so you move one step down for level II spells, and two steps down for level II spells), regardless of if you succeed the roll or not.

In addition, every magic users has a Spell Suite, When you cast a spell, the spell takes effect and then is temporarily no longer available. If you fail the check, however, you do not lose access to the spell.

Regaining Spells
Spells come in two types – Cantrips and Invocations. Cantrips can be used once per encounter before being removed from your Spell suite, while Invocations can only be used once per a day. You must rest for a full minute to regain Cantrips after an encounter, and you must sleep for roughly 8 hours to regain invocations, although certain other circumstances can be used to regain spells to your suite (See page 95 of the SECR for details on these).


Arcane Spells

Arcane Blast (Can)
Spellcraft DC; Reflex (Fire, Eletricity, War) OR Fortitude (Acid, Cold, Sonic)
Effect: Deals 2d6 elemental (or slashing for War) damage
Level II: DC +5 - Deals 4d6 elemental (or slashing) damage
Level III: DC +10 - Deals 6d6 elemental (or slashing) damage

Arcane Fury (Can)
Spellcraft DC; Reflex (Fire, Eletricity, War) OR Fortitude (Acid, Cold, Sonic)
Effect: Deals 2d6 elemental (or slashing for War) damage, area 2x2 square; half damage on miss
Level II: DC +5 - Deals 3d6 elemental (or slashing) damage, area 3x3 squares,; half damage on miss
Level III: DC +10 - Deals 4d6 elemental (or slashing) damage, area 4x4 squares; half damage on miss

Acane Defence (Can)
Spellcraft DC 15
Effect: Grants you DR 5, Lasts 2d4 rounds
Level II: DC 20 - Grants you DR 10, lasts 2d4 rounds
Level III: DC 25 - Grants you DR10, Causes 2d6 elemental or slashing damage on contact with another living creature, lasts 2d4 rounds
Note: Can be used as a reaction with the use of an Action Point

Arcane Force (Can)
As Move Object

Arcane Movement (Can)
As Surge, but lasts for 2d4 rounds

Conjuration (Inv)
Spellcraft DC: 20
Effect: Summon Tier I Arcane Creature, lasts for 2d4 rounds or until destroyed
Level II: DC 25 - Summon Tier II Arcane Creature, or 2 Tier I Arcane Creatures, lasts for 2d4 rounds or until destroyed
Level III: DC 30 - Summon Tier 1 Arcane Creature, 2 Tier II Arcane Creatures, or 3 ATier I Arcane Creatures, lasts for 2d4 rounds or until destroyed

Dispel (Can)
As Rebuke, but can also effect Conjured Creatures (DC original Spellcraft roll)

Farseeing (Inv)
As Farseeing Power

Fatigue (Can)
Spellcraft DC: Will, Mind Affecting
Effect: Moves target 1 step down condition track
Level II: DC +5 Moves target 2 steps down condition track
Level II: DC +10 Moves target 3 steps down the condition track

Illusions (Inv)
As Mind Trick Power, Mind-Affecting

Poison (Can)
Spellcraft DC: Reflex (Touch attack)
Efect: IF the attack is successful, the poson is in the target's system - each round roll a d20 and add 5 - if the score exceeds the target's Fortitude defence, the target takes 2d6 damage and moves the target 1 step down the condition track. This lasts until the poison's 'attack' misses
Level II: DC +5 As level I, but on a successful attack causes 3d6 damage
Level III: DC +10 As Level I, but the attack causes 3d6 damage and moves the target 2 steps down the condition track

Dimension Door (Inv)
Spellcraft DC: 2 x squares teleported
Effect: The caster can teleport anywhere within line of sight, provided they can make the spellcraft roll. This spell only requires a move action to cast.

Divine Spells

Conjuration (Inv)
Spellcraft DC: 20
Effect: Summon Tier I Arcane Creature, lasts for 2d4 rounds or until destroyed
Level II: DC 25 - Summon Tier II Divine Creature, or 2 Tier I Divine Creatures, lasts for 2d4 rounds or until destroyed
Level III: DC 30 - Summon Tier 1 Divine Creature, 2 Tier II Divine Creatures, or 3 Tier I Divine Creatures, lasts for 2d4 rounds or until destroyed

Dispel (Can)
As Rebuke Power, but can also effect Conjured Creatures (DC original Spellcraft roll)

Divine Blast (Inv)
Spellcraft DC; Reflex
Effect: Deals 2d6 Holy or Unholy damage
Level II: DC +5 - Deals 4d6 Holy or Unholy damage
Level III: DC +10 - Deals 6d6 Holy or Unholy damage

Divine Curse (Inv)
Spellcraft DC: Will
Effect: Moves the target 1 step down the condition track at the beginning of each turn, lasts 1d4 rounds
Level II: As Level I, but lasts 2d4 rounds
Level III: As Level I, but it lasts for 3d4 rounds

Divine Defence (Can)
Spellcraft DC 15
Effect: Grants you DR 5, Lasts 2d4 rounds
Level II: DC 20 - Grants you and any creatures (at your discretion) adjacent to you DR 5, lasts 2d4 rounds
Level III: DC 25 - Grants you and any creatures (at your discretion) adjacent to you DR10, lasts for 2d4 rounds

Enhance (Inv)
Spellcraft DC 20
Effect: Grants target a +2 bonus to one ability score
Level II: DC 25 - Grants target a +4 bonus to one ability score
Level III: Dc 30 - Grants target a +6 bonus to one ability score

Farseeing (Inv)
As Farseeing Power

Haste (Inv)
Spellcraft DC: 25
Efect: Reduces all actions taken by the target by one category. Full-round actions become standard. Standard become move. Move become swift. Swift remain swift. Lasts 2d4 rounds.
Level II: DC 30 - As Level I, but lasts for 3d4 rounds

Heal (Inv)
As Vital Transfer, but does not cause the caster damage

Protection (Inv)
Spellcraft DC 15
Effect: Grants target DR 5 against magical attacks, and a +2 bonus to Will defense against magic. Lasts 2d4 rounds
Level II: Grants you and any creatures (at your discretion) adjacent to you DR 5 against magical attacks, and a +2 bonus to Will defense against magic. Lasts 2d4 rounds
Level III: Grants you and any creatures (at your discretion) adjacent to you DR 10 against magical attacks, and a +4 bonus to Will defense against magic. Lasts 2d4 rounds

Restore (Inv)
Spellcraft DC: 25
Effect: Grants target an immeadiate Second Wind. Can bring a target back from unconciousness

Smite (Can)
As Battle Strike Power - the additional damage is either Holy or Unholy

Understudied
2007-07-28, 07:30 PM
Races
Human
Bonus Feat at 1st Level
Bonus trained Skill

Elf
Medium Sized
Base Speed 6 Squares
+2 Dexterity, -2 Constitution
Low Light Vision
+5 Will Defence against Mind-Affecting spells
Elves may re-roll any Perception checks they make, but must keep the second result, even if it’s worse

Dwarf
Medium Sized
Base Speed 4 Squares
+2 Constitution, -2 Charisma
Darkvision
Conditional Bonus Feat: A Dwarf trained in Endurance gains Skill Focus (Endurance) for free

Gnomes
Small Sized
Base Speed 4 Squares
+2 Constitution, -2 Strength
Low-Light Vision
Great Fortitude: +2 Fortitude Defence
Conditional Bonus Feat: A Dwarf trained in Spellcraft gains Skill Focus (Spellcraft) for free

Halfling
Small Sized
Base Speed 4 Squares
+2 Dexterity, -2 Strength
Superior Defences: Halflings gain a +1 Species bonus on all defences
Halflings may reroll any Acrobatic checks they make, but must keep the second result, even if it’s worse

Half Elf
Medium Sized
Base Speed 6 Squares
Low-Light Vision
Half Elves may reroll any Persuasion checks they make, but must keep the second result, even if it’s worse

Half Orc
Medium Sized
Base Speed 6 Squares
+2 Strength, -2 Intelligence, -2 Charisma
Darkvision

Understudied
2007-07-28, 07:31 PM
Prestige Classes
Legendary Pirate:
As Ace Pilot, but requires Travel instead of Pilot

Assassin:
As Bounty Hunter, but requires Stealth instead of Survival

Knight:
As Elite Trooper, except it requires Armor Proficiency (heavy), Toughness, and Shake It Off instead of Armor Proficiency (medium), Martial Arts I, and Point Blank Shot.

Tactician:
As Officer

Master Archer
As Gunslinger, except Trusty Sidearm affects bows, and requires weapon Focus (Bows) instead of Weapon Focus (Pistols)

Fencer
Requirements: Min BAB +7, Two Weapon Specialist, Brawler, or Survival talents
D10 Hit Die
Defence: +2 Fort, +4 Ref
BAB 1/1
Talents (Every odd level):

Weapon Master tree: As Elite Trooper

Fencer tree:
Acrobatic Recovery: As Jedi Guardian Talent

Block: as Jedi Guardian Talent

Throw Anything: May throw any weapon you are proficient with without taking the improvised weapon penalty.

Surgical Strike: As Ataru

Counter: As Djem So

Steel Wall: As Jar’Kai

Duellist: As Juyo

Arterial Strike: As Vaapad

Improved Feint: As Trakata

Trusty Blade (Every even level): As the Gunslinger ability Trusty Sidearm, except it applies to light blades.

Monk
Requirements: Min BAB+7, Martial Arts I, and either Pin or Trip

D8 Hit Die
Defence: +2 Fort, +2 Ref, +2 Will
BAB 1/1

Talents (Every odd level):
Monk tree:
Fortified Body: As Force Adept talent

Equilibrium: As Control talent

Damage Reduction: As Control talent

Intuitive Initiative: As Cerean racial ability

Vital Transfer: Once per day, as a swift action, target heals 2x its level, which you take half of as damage. Requires Perfect Self.

Perfect Self: As Control talent Force Recovery

Martial Arts Tree:
Far Fist: May spend a Mist Point to make a melee attack up to 1+Wis bonus squares away

Counter: As Djem So

Untouchable: As Sokan

Acrobatic Recovery: As Jedi Guardian talent

Elusive Target: As Jedi Guardian talent

Fists of Steel (Every even level): As Trusty Sidearm, but for unarmed attacks

Bard
Requirements: 7th level, Perform trained, Any two Inspiration, Influence, or Mediator talents, Arcane Magic Training
D8 Hit Die
BAB 3/4

Talents (Every odd level):

Leadership tree: Noble tree

Songster tree:
Lullaby: Full-round action. Roll perform vs. the will defense of all enemies within earshot. Move each one it hits –1 step on the condition track (-2 with an Action Point). This effect is persistent as long as the song is maintained (standard action).

Countersong: Standard Action. You may attempt to counter any spell cast that round by rolling perform vs. the caster’s spellcraft. Each spell countered after the first in a round takes a cumulative –5 to the perform roll. This song may be maintained from round to round as a standard action.

Inspirational Melody: Any Inspiration talent you know can be applied to allies within earshot, not just within line of sight.

Potent Song: You may spend an Action Point to double the effects of any Inspiration talent

Battle Hymn: As a standard action, you may grant all allies within earshot a +2 morale bonus to damage rolls.



Charm (Every even level): As a standard action, you may spend a Mist Point to attempt to charm someone with your magical songs and dance. Roll Perform against their will defense. If you succeed, the target’s attitude toward you immediately shifts to Friendly. The target will not harm their former allies, but they will attempt to stop them from harming you. The effect lasts 1+Cha mod (min 1) hours, or until you or your allies takes hostile action towards them. You may have a number of charmed allies equal to half your Bard level, rounded down.

Druid
Requirements: 7th Level, Disciple, Knowledge (Beast Lore) Trained, Knowledge (Geography) Trained
D6 Hit Die
BAB 1/2

Talents (Every odd level):

Life Magic Tree:

Adept Spellcaster: As the Dathomiri Witch talent

Charm Beast: As the Dathomiri Witch talent

Command Beast: As the Dathomiri Witch talent

Equilibrium: As the Control talent

Animal Companion: As the Crime Lord ‘Attract Minions’ talent, except the minion is a Divine Creature

Survivor tree: Scout tree

Blood of Magic (Every Even Level): You may take 1d6 points of damage to regain a spell in your spell suite. You may use this ability a number of times per day equal to half your class level (rounded down).

Understudied
2007-07-28, 07:32 PM
Now if you'll excuse me, my brain's about to explode... please comment (kindly :smallbiggrin: )

Thank you in advanced

Understudied
2007-07-29, 08:00 AM
...And now I realise it's in the wrong forum... would aMod be so kind as to move this over to the Homebrew forum?