The Way of the Force
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Fear leads to the Dark Side...
  1. Rolls
  2. Races
  3. Classes
  4. Health/Healing
  5. Feats
  6. The Force
  7. Official SWd20 Errata
  8. Official SWd20 FAQ REVISED 6/28/2004


Rolls:
I will use the standard way of 4d6, drop the lowest with at least 2 15's and at least 78 total points.  
Stats are all the same as D&D.

There are 11 standard races.  
I also have the alien sourcebook which has about 20 additional alien races if someone is looking 
for something in particular.  
  
Back To Top The races are: Human Base speed: 10 meters. 4 extra skill points at first level and one extra every level. Extra feat at first level. Automatic language: Basic. Cerean Cereans are humanoids with high domed foreheads and binary brains. They are extremely logical and intelligent. +2 intelligence, +2 wisdom, -2 dexterity. Cereans are very bright and intuitive but are less coordinated than other species. Base speed: 10 meters +2 species bonus to initiative. Although they are not as coordinated, they have exceptional reflexes that border on precognition. Automatic languages: Cerean, Basic. Ewok +2 dexterity, -2 strength. Ewoks are very agile but their small size makes them weaker than bigger races. Small size. Gives +4 to hide skills, +1 size bonus to hit and to defense. Must use smaller weapons and have Ύ carrying capacity. Base speed: 6 meters. Primitive penalty. Ewoks get a –4 penalty to all skill checks involving technology. Upon attaining a new level they can spend 2 skill points to reduce the penalty to –2 and again upon any new level to reduce it altogether. +2 species bonus to search and track by smell. Automatic language: Ewok. Gungan +2 constitution, -2 wisdom. Gungans are very hardy put not very perceptive or strong willed. Base speed: 10 meters. Hold breath. Gungans can hold their breath for 25 times his con in rounds before making a drowning check. They also get +4 on swim skill checks. Low light vision. +2 species bonus on listen checks due to their large ears. +1 species bonus on reflex saves. Gungans have an uncanny ability to avoid danger. Automatic languages: Gungan, Basic. Ithorian Ithorians are peaceful creatures that revere nature. They are called hammerheads due to their strange head shape. +2 wisdom, +2 charisma, -2 dexterity. Ithorians are wise and personable but slow moving. Base speed: 10 meters. +2 species bonus on Knowledge (nature) checks. +4 species bonus on survival skill checks. +1 species bonus on will saves. Automatic languages: Ithorian, Basic. Mon Calamari +2 intelligance, -2 constitution. Mon Calamari are very bright but frail. Base speed: 10 meters. Amphibious. Mon cals can breath water or air and get a +4 species bonus on swim checks. Low light vision. +4 species bonus on a selected craft skill due to their artistic natures. +1 species bonus on will saves when in a moist environment but a –1 on will saves in a dry environment. Automatic languages: Calamarian, Basic. Rodian Rodians are green skinned humanoids with antennae and a long snout. They live for the hunt and for combat. +2 dexterity, -2 wisdom, -2 charisma. Rodians are quick and agile but are also rash and tend to bully others. Base speed: 10 meters. Bonus feat: Track. Rodians are taught the skills of the hunt at an early age. +2 species bonus on spot, listen and search checks do to their training as hunters. Automatic languages: Rodese, Basic Sullustan Sullustans are cave dwellers with large ears and eyes and prominent jowls. +2 dexterity, -2 constitution. Sullustans are agile but not very hardy. Base speed: 10 meters. Darkvision. +2 species bonus on climb and listen checks. Automatic languages: Sullustese. Trandoshan Trandoshans are large reptilian humanoids that live for combat and warfare. +2 strength, -2 dexterity. Trandoshans are powerful but lack agility and grace. Base speed: 10 meters. +1 natural armor. Darkvision. Automatic languages: Dosh. Twi’lek Twi-leks are tall humanoids with two long head tails. +2 charisma, -2 wisdom. Twi’leks are skilled diplomats but relatively weak willed. Base speed: 10 meters. Low light vision. +1 species bonus on fort saves due to resistances to disease, poison and illnesses. Automatic languages: Ryl, Basic, Lekku (head tail language). Wookiee +4 strength, -2 dexterity, -2 wisdom, -2 charisma. Wookiees are extremely strong but tend to be impulsive and have little patience for diplomacy. Base speed: 10 meters. +2 species bonus on climb checks. +4 species bonus on intimidation checks for their fearsome reputation. Wookiee rage. As a free action, a wookiee can rage gaining +4 strength, +2 vitality points per level, +2 rage bonus to fort and will saves and a –2 to defense. They cannot use skills while raging. The rage last for 5 rounds plus con modifier. After the rage, the extra vitality points are lost and the wookiee takes 1d4 vitality damage per round the rage lasted. Extraordinary recuperation. Wookiees heal at twice the normal rate. Automatic languages: Shrywook, Basic (understand only).
Back To Top Basic Classes: Fringer - jack of all trades that has good combat abilities, lots of skills, and abilities that help them survive and fix things. Noble - like a D&D bard. Lots of good skills, decent fighter, and lots of group buff type abilities Scoundrel - like the D&D rogue. Tons of skills and sneak attacks Scout - like the D&D ranger. Very good combat abilities, stealth, skills, and pathfinding Soldier - like the D&D fighter. The best fighter in the game with tons of feats. Force Adept - a person that uses the force but has no formal training. The force abilities are like spells in D&D.
Back To Top Health and healing: First off, I forgot to list Tech specialist as one of the classes in my other post. In SW, you have vitality and wound points. Vitality is your personal energey and is like hit points in D&D, with fighter types getting d10, non combat classes getting d6 and the others getting d8's (plus con modifier). When you take damage, it comes off your vitality points. In addition, certain actions, like raging, using the force, etc, use vitality points. If you reach 0 vitality you are fatigued. When you run out of vitality, you go into your wound points. Your wound points are equal to your con and never go up. Wound points are your actual bodily health. When your wound points go below zero, you must make a DC 10 fort save or die. If you save, you must continue making fort saves every hour until you are stabilized. Also, the way crits work is that if you crit, your damage goes directly to wound points. There is no double damage or anything like that. Regaining vitality is pretty easy. Since it is just personal energy, you regain it quickly at the rate of 1 vp per level per hour or twice that if tended by a medic. Wound points come back at 1 wp per level per day of complete rest. You can also heal vitality and wound points using the treat injury skill. You get back a couple of points if you are successful or more if you use a medpac. The better the roll, the more points healed. Force users can also heal using the heal another force ability.
Back To Top Feats: Acrobatic - +2 jump and tumble Agile reposte – If your dodge target misses you in melee you get an aoo Alertness Ambidexterity Animal Affinity - +2 to ride and handle animal Aristocrats honor - +1 to reputation, +2 to other nobles Armor familiarity – for specific armor type, one added to max dex and one taken off armor check penalty Armor proficiency (light) (medium) (heavy) (powered) Artistic - +2 to entertain and craft Athletic - +2 climb and swim Blasterslinger – if you roll the highest initiative you get a free action to fire your blaster Blind fighting Card shark - +2 to gamble and sleight of hand Cautious - +2 to disable device and demolitions Climate specialization - +2 to hide, search, and survival checks in chosen climate Combat expertise Improved disarm Improved trip Whirlwind attack Combat reflexes Combat veteran – you can take 10 on a designated skill regardless of circumstances Contact – you get additional favors if you are a noble class Cosmopolitan – designate a cross class skill. You get +2 to that skill and it is considered a class skill Cybernetic surgery – you can make a treat injury check to install cybernetic implants Defensive throw – if your dodge target misses you in melee, you get a free improved trip attack Diplomatic immunity – whenever you get in trouble with a designate faction, you can make a diplomacy roll to get out of it. Dodge Mobility Spring attack Dual strike – if you flank an opponent you get +4 to hit instead of +2 Endurance Exotic weapon proficiency Extended rage Extra lucky – one additional use of the lucky class ability per day Fame - +2 reputation Force sensitive – requirement for all force abilities Frightful presence – Minor fear type effect Gearhead - +2 to computer use and repair Great fortitude Gun crew chief – when using inspire confidence on a crew, the damage die for the weapon goes up by 1 dice. (ie 2d6 to 3d6) Headstrong - +1 will save and +2 intimidate Heroic surge – Extra action once per day depending on level Impersonator - +2 to disguise and forgery Improved critical Improved effort – when using the extreme effort ability you do not get fatigued afterwards Improved feint – you can bluff as a move action Improved grapple Improved initiative Improved overrun – your overrun target cannot avoide you and you get +4 to knock them down Improvisational fighting – you have no minuses when fighting with an improvised weapon Infamy - +3 reputation Influence - +2 to reputation and favor checks Inventor – when crafting items you only have to pay 1/3 normal experience cost Iron will Lesser blindsight Lightning reflexes Lithe - +2 to balance and escape artist Low profile - -2 to reputation Martial arts – there are lots of styles and feats to learn so if you are interested, let me know. This is the just the basic style. Defensive martial arts - +2 to ac Improved martial arts – damage increases to 2d4 Advanced martial arts – damage increases to 3d4 Merchant trader - +2 to appraise and craft Mimic - +2 to disguise and entertain Mounted combat Nimble - +2 to escape artist and sleight of hand Off hand parry Perfect memory – like a bard’s bardic knowledge ability Point blank shot Far shot Precise shot Rapid shot Multishot Shot on the run Political pull - +2 to favor and resource noble abilities Power attack Cleave Greater cleave Improved bull rush Sunder Quick draw Quickness - +3 vitality points Ranged disarm Redirect attack – when your dodge target misses you in melee, you can redirect his attack to someone within reach Resist poison - +4 fort save vs poison Ride by attack Rogue heritage - +1 to bluff, gamble and intimidate Rugged - +1 to fort saves and +2 to survival Run Self sufficient - +2 to survival and treat injury Skill emphasis Shadow - +2 to hide and spot Shady merchant – you get discounts on illegal goods bought or sold Sharp eyed - +2 to sense motive and search Skeptical - +2 to gather info and sense motive Spacer - +2 to pilot and astrogation Spirited charge Stamina – recover vitality points at twice normal rate Starship dodge – like regular dodge when piloting chosen vehicle (repulsorlift, starship or transport) Starship operation – without this feat all checks related to chosen vehicle are at –4 (starship, transport, capitol ship) Steady - +1 to reflex saves and +2 to balance Stealthy - +2 to hide and move silently Street smart - +2 to bluff and gather info Stunning strike – as per monk’s stunning fist Superior expertise – you can expertise for as much as your base attack is Surefooted – you have no penalties on movement over rough ground Surgery – allows you to restore more wound points on a treat injury check Technical wizard - +2 to repair and knowledge Toughness - +3 wound points Track Trick - +2 to bluff and gamble Two weapon fighting Improved two weapon fighting Unbalance opponent – select one opponent a round and they do not get to add their strength bonus to hit you Weapon finesse Weapon focus Weapon group proficiency (primitive, simple, slugthrowers, blaster, blaster rifles, heavy weapons, vibro weapons) Weapon specialization Worldwise - +2 to knowledge and can make an int check to understand or convey simple words in an unknown language Zero-g Training
Back To Top The Force: First off, everyone can use the force in some way. This is represented by force points. Everyone starts with one force point except force users who start with 2. You can use a force point at any time to give yourself a bonus to all actions that round. The bonus starts at 1d6 at first level and goes up as you go up. Force users progression is faster than non-force users. You get additional force points every time you go up in level or when you perform an act of great heroism. Force users must have the force sensitive feat (it is a bonus feat to force using classes). After that they may select one or more force using feats. These feats are Alter, Control, and Sense. Each opens up skill trees for that feat. Most force skills have a vitality point cost. You can use the skills as long as you have vitality points to spend. Alter Affect mind – The old jedi mind trick * Drain energy – you can suck the energy out of any technological device * Force grip – Darth Vader’s favorite skill * Force lightning – the Emperor’s favorite skill Force strike – deals damage to targets – Obi Wan used it on the battledroids at the beginning of Ep1 Heal another – self explanatory Illusion – creates phantasms in your targets mind Move object – like telekinesis and you can also hurl things at people Control Battlemind – gives pluses to your attack rolls Force defense – gives pluses to saves vs force attacks Force stealth – masks you from others trying to sense you with the force Heal self – self explanatory Sense Enhance senses – gives pluses to listen, search, spot, and sense motive Farseeing – allows glimpses into the present (easy), past (hard), or future (very hard) * Fear – gives foes minuses to skill checks and attack rolls See force – you can sense and track force users in the area Telepathy – just like it sounds * dark side power General Empathy – gives pluses to bluff, diplomacy, handle animal, intimidate, entertain and sense motive Enhance ability – gives pluses to strength or dexterity Friendship – Raises targets attitude You can also take force feats that have the basic feats (Alter, Control, and Sense) as prereqs. Attuned - +2 to enhance ability and heal self Aware - +2 to enhanced senses and see force Burst of speed - 10x movement for one round Force speed – 20x movement for one round Compassion - +2 to empathy and heal another * Dark power - +2 to force lightning and drain energy Dissipate energy – convert harmful energy to vitality Focus - +2 to force stealth and force strike Force flight – allows you to fly Force mastery – allows you to use a force action that normally requires an attack or move action as a free action High force mastery – allows you to use a force action that normally requires a full round action as an attack action Force mind - +2 to an ability score for one round per force user level Improved force mind - +4 to an ability score for one round per force user level Force whirlwind – move lots of objects really fast to cause damage to target Kinetic combat – allows you to use a melee weapon at range Kinetic might - +2 to force strike and move object Link - +2 to farseeing and telepathy * Malevolent - +2 to fear and force grip Mettle - +2 to battlemind and force defense Mind trick - +2 to affect mind and illusion Peacemaker - +2 to diplomacy and friendship Power presence - +2 to intimidate and telepathy Primal sympathy - +2 to handle animal and empathy * Rage – as per barbarian rage Spellcaster – force abilities take 1 less vitality to use but you can be disrupted as per spellcasting in D&D Up the wall – as long as you begin and end your movement on a horizontal surface you can move anywhere *dark side feat
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